WorldWideScience

Sample records for helmet-mounted virtual environment

  1. Advanced Helmet Mounted Display (AHMD) for simulator applications

    Science.gov (United States)

    Sisodia, Ashok; Riser, Andrew; Bayer, Michael; McGuire, James P.

    2006-05-01

    The Advanced Helmet Mounted Display (AHMD), augmented reality visual system first presented at last year's Cockpit and Future Displays for Defense and Security conference, has now been evaluated in a number of military simulator applications and by L-3 Link Simulation and Training. This paper presents the preliminary results of these evaluations and describes current and future simulator and training applications for HMD technology. The AHMD blends computer-generated data (symbology, synthetic imagery, enhanced imagery) with the actual and simulated visible environment. The AHMD is designed specifically for highly mobile deployable, minimum resource demanding reconfigurable virtual training systems to satisfy the military's in-theater warrior readiness objective. A description of the innovative AHMD system and future enhancements will be discussed.

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

    Science.gov (United States)

    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.

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

    Science.gov (United States)

    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.

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

    Science.gov (United States)

    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

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

    Science.gov (United States)

    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.

  6. A universal and smart helmet-mounted display of large FOV

    Science.gov (United States)

    Zhang, Nan; Weng, Dongdong; Wang, Yongtian; Li, Xuan; Liu, Youhai

    2011-11-01

    HMD (head-mounted display) is an important virtual reality device, which has played a vital role in VR application system. Compared with traditional HMD which cannot be applied in the daily life owing to their disadvantage on the price and performance, a new universal and smart Helmet-Mounted Display of large FOV uses excellent performance and widespread popularity as its starting point. By adopting simplified visual system and transflective system that combines the transmission-type and reflection-type display system with transflective glass based on the Huggens-Fresnel principle, we have designed a HMD with wide field of view, which can be easy to promote and popularize. Its resolution is 800*600, and field of view is 36.87°(vertical)* 47.92°(horizontal). Its weight is only 1080g. It has caught up with the advanced world levels.

  7. Development of a helmet-mounted PLZT thermal/flash protection system

    International Nuclear Information System (INIS)

    Harris, J.O. Jr.; Cutchen, J.T.; Pfoff, B.J.

    1976-01-01

    Sandia Laboratories is developing PLZT thermal/flash protective devices (TFPD's) goggles to prevent exposure and resultant eye damage from nuclear weapon detonations. The primary emphasis of the present program is to transfer technology and establish production capability for helmet-mounted PLZT/TFPD goggles for USAF flight crews, with a non-helmet-mounted configuration to follow. The first production units are anticipated in the fall of 1977. The operating principles of the PLZT/TFPD goggle device are briefly outlined, and the device configuration and operational characteristics are described

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

    OpenAIRE

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

    2008-01-01

    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 submer...

  9. Virtual reality exposure treatment of agoraphobia: a comparison of computer automatic virtual environment and head-mounted display

    NARCIS (Netherlands)

    Meyerbröker, K.; Morina, N.; Kerkhof, G.; Emmelkamp, P.M.G.; Wiederhold, B.K.; Bouchard, S.; Riva, G.

    2011-01-01

    In this study the effects of virtual reality exposure therapy (VRET) were investigated in patients with panic disorder and agoraphobia. The level of presence in VRET was compared between using either a head-mounted display (HMD) or a computer automatic virtual environment (CAVE). Results indicate

  10. Digital Image Processing Overview For Helmet Mounted Displays

    Science.gov (United States)

    Parise, Michael J.

    1989-09-01

    Digital image processing provides a means to manipulate an image and presents a user with a variety of display formats that are not available in the analog image processing environment. When performed in real time and presented on a Helmet Mounted Display, system capability and flexibility are greatly enhanced. The information content of a display can be increased by the addition of real time insets and static windows from secondary sensor sources, near real time 3-D imaging from a single sensor can be achieved, graphical information can be added, and enhancement techniques can be employed. Such increased functionality is generating a considerable amount of interest in the military and commercial markets. This paper discusses some of these image processing techniques and their applications.

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

    Science.gov (United States)

    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.

  12. BICYCLE HELMET DESIGN AND THE VIRTUAL VALIDATION OF THE IMPACT, AERODYNAMICS AND PRODUCTION PROCESS

    Directory of Open Access Journals (Sweden)

    Bojan Boshevski

    2017-12-01

    Full Text Available This paper presents the development process of a bicycle helmet through individual research, creation, presentation and analysis of the results of the most important product development stages. The quality of the development and manufacturing process of the protective equipment for extreme sports is an imperative for a successful product and its flawless function. The design of the bicycle helmet is made following the rules of the design in order to create a well-founded and functional product. After creating design sketches, a virtual prototype was developed in "SolidWorks" using the required ergonomic dimensions. 3D printed model of the human head with adapted ergonomic dimensions and the designed bicycle helmet was developed in order to verify the applied ergonomic measures. The virtual model will be used as an input in the finite element analysis of the helmet impact test based on the EN1078 standard and the aerodynamic simulations executed in "SolidWorks Simulation and Flow Simulation", for verification of the impact and aerodynamic properties. Virtual testing of aerodynamic features and the ability of the bicycle helmet to allow ventilation of the user's head indicate that the helmet performs its function in the desired way. Also, the virtual prototype will be used for the production process simulation in "SolidWorks Plastics" in order to analyze the production of the bicycle helmet. The polycarbonate helmet outer shell is subject to a number of simulations for the sake of analyzing the production process in order to obtain the desired characteristics of the polycarbonate outer shell and to avoid the disadvantages that occur in the manufacturing process. The main goal of this paper is to develop a safety bicycle helmet with improved ergonomic, validation of impact, aerodynamic characteristics and production process in order to produce a high quality product for mass use.

  13. Cognitive considerations for helmet-mounted display design

    Science.gov (United States)

    Francis, Gregory; Rash, Clarence E.

    2010-04-01

    Helmet-mounted displays (HMDs) are designed as a tool to increase performance. To achieve this, there must be an accurate transfer of information from the HMD to the user. Ideally, an HMD would be designed to accommodate the abilities and limitations of users' cognitive processes. It is not enough for the information (whether visual, auditory, or tactual) to be displayed; the information must be perceived, attended, remembered, and organized in a way that guides appropriate decision-making, judgment, and action. Following a general overview, specific subtopics of cognition, including perception, attention, memory, knowledge, decision-making, and problem solving are explored within the context of HMDs.

  14. Helmet-mounted displays in long-range-target visual acquisition

    Science.gov (United States)

    Wilkins, Donald F.

    1999-07-01

    Aircrews have always sought a tactical advantage within the visual range (WVR) arena -- usually defined as 'see the opponent first.' Even with radar and interrogation foe/friend (IFF) systems, the pilot who visually acquires his opponent first has a significant advantage. The Helmet Mounted Cueing System (HMCS) equipped with a camera offers an opportunity to correct the problems with the previous approaches. By utilizing real-time image enhancement technique and feeding the image to the pilot on the HMD, the target can be visually acquired well beyond the range provided by the unaided eye. This paper will explore the camera and display requirements for such a system and place those requirements within the context of other requirements, such as weight.

  15. Virtual interface environment workstations

    Science.gov (United States)

    Fisher, S. S.; Wenzel, E. M.; Coler, C.; Mcgreevy, M. W.

    1988-01-01

    A head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture has been developed at NASA's Ames Research Center for use as a multipurpose interface environment. This Virtual Interface Environment Workstation (VIEW) system provides a multisensory, interactive display environment in which a user can virtually explore a 360-degree synthesized or remotely sensed environment and can viscerally interact with its components. Primary applications of the system are in telerobotics, management of large-scale integrated information systems, and human factors research. System configuration, research scenarios, and research directions are described.

  16. Tangible interfaces in virtual environments, case study: Instituto de Engenharia Nuclear Virtual

    Energy Technology Data Exchange (ETDEWEB)

    Santo, Andre Cotelli do E.; Mol, Antonio Carlos A.; Pinto, Emanuele Oliveira; Melo, Joao Victor da C.; Paula, Vanessa Marcia de; Freitas, Victor Goncalves Gloria [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Machado, Daniel Mol [Coordenacao dos Programas de Pos-Graduacao em Engenharia (COPPE/UFRJ), Rio de Janeiro, RJ (Brazil). Instituto Alberto Luiz Coimbra

    2015-07-01

    Virtual Reality (VR) techniques allow the creation of realistic representations of an individual. These technologies are being applied in several fields such as training, simulations, virtual experiments and new applications are constantly being found. This work aims to present an interactive system in virtual environments without the use of peripherals typically found in computers such as mouse and keyboard. Through the movement of head and hands it is possible to control and navigate the virtual character (avatar) in a virtual environment, an improvement in the man-machine integration. The head movements are recognized using a virtual helmet with a tracking system. An infrared camera detects the position of infrared LEDs located in the operator's head and places the vision of the virtual character in accordance with the operator's vision. The avatar control is performed by a system that detects the movement of the hands, using infrared sensors, allowing the user to move it in the virtual environment. This interaction system was implemented in the virtual model of the Instituto de Engenharia Nuclear (IEN), which is located on the Ilha do Fundao - Rio de Janeiro - Brazil. This three-dimensional environment, in which avatars can move and interact according to the user movements, gives a feeling of realism to the operator. The results show an interface that allows a higher degree of immersion of the operator in the virtual environment, promoting a more engaging and dynamic way of working. (author)

  17. Tangible interfaces in virtual environments, case study: Instituto de Engenharia Nuclear Virtual

    International Nuclear Information System (INIS)

    Santo, Andre Cotelli do E.; Mol, Antonio Carlos A.; Pinto, Emanuele Oliveira; Melo, Joao Victor da C.; Paula, Vanessa Marcia de; Freitas, Victor Goncalves Gloria; Machado, Daniel Mol

    2015-01-01

    Virtual Reality (VR) techniques allow the creation of realistic representations of an individual. These technologies are being applied in several fields such as training, simulations, virtual experiments and new applications are constantly being found. This work aims to present an interactive system in virtual environments without the use of peripherals typically found in computers such as mouse and keyboard. Through the movement of head and hands it is possible to control and navigate the virtual character (avatar) in a virtual environment, an improvement in the man-machine integration. The head movements are recognized using a virtual helmet with a tracking system. An infrared camera detects the position of infrared LEDs located in the operator's head and places the vision of the virtual character in accordance with the operator's vision. The avatar control is performed by a system that detects the movement of the hands, using infrared sensors, allowing the user to move it in the virtual environment. This interaction system was implemented in the virtual model of the Instituto de Engenharia Nuclear (IEN), which is located on the Ilha do Fundao - Rio de Janeiro - Brazil. This three-dimensional environment, in which avatars can move and interact according to the user movements, gives a feeling of realism to the operator. The results show an interface that allows a higher degree of immersion of the operator in the virtual environment, promoting a more engaging and dynamic way of working. (author)

  18. Immersive virtual walk-through development for tokamak using active head mounted display

    International Nuclear Information System (INIS)

    Dutta, Pramit

    2015-01-01

    A fully immersive virtual walk-through of the SST-1 tokamak has been developed. The virtual walkthrough renders the virtual model of SST-1 tokamak through a active stereoscopic head mounted display to visualize the virtual environment. All locations inside and outside of the reactor can be accessed and reviewed. Such a virtual walkthrough provides a 1:1 scale visualization of all components of the tokamak. To achieve such a virtual model, the graphical details of the tokamak CAD model are enhanced. Such enhancements are provided to improve lighting conditions at various locations, texturing of components to have a realistic visual effect and 360° rendering for ease of access. The graphical enhancements also include the redefinition of the facets to optimize the surface triangles to remove lags in display during visual rendering. Two separate algorithms are developed to interact with the virtual model. A fly-by algorithm, developed using C#, uses inputs from a commercial joystick to navigate within the virtual environment. The second algorithm uses the IR and gyroscopic tracking system of the head mounted display to render view as per the current pose of the user within the virtual environment and the direction of view. Such a virtual walk-thorough can be used extensively for design review and integration, review of new components, operator training for remote handling, operations, upgrades of tokamak, etc. (author)

  19. Social Interaction Development through Immersive Virtual Environments

    Science.gov (United States)

    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…

  20. Helmet-mounted display requirements: just another head-up display (HUD) or a different animal altogether?

    Science.gov (United States)

    Newman, Richard L.; Haworth, Loran A.

    1994-06-01

    The helmet-mounted display (HMD) presents flight, navigation, and weapon information in the pilot's line of sight. The HMD was developed to allow the pilot to retain aircraft and weapon information while looking off boresight. The present study reviewed the state-of-the-art in HMDs and identified a number of issues applying to HMDs. Several are identical to head-up display (HUD) issues: symbol standardization, excessive clutter, and the need for integration with other cockpit displays and controls. Other issues are unique to the head-mounted display: symbol stabilization, inadequate definitions, undefined symbol drive laws, helmet considerations, and field-of-view (FOV) vs. resolution tradeoff requirements. Symbol stabilization is critical. In the Apache helicopter, the lack of compensation for pilot head motion creates excessive workload during hovering and nap-of-the-earth (NOE) flight. This high workload translates into excessive training requirements. At the same time, misleading symbology makes interpretation of the height of obstructions impossible. The underlying cause is the absence of design criteria for HMDs. The existing military standard does not reflect the current state of technology. In addition, there are inadequate test and evaluation guidelines. The situation parallels the situation for HUDs several years ago.

  1. Virtual interface environment

    Science.gov (United States)

    Fisher, Scott S.

    1986-01-01

    A head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture has been developed for use as a multipurpose interface environment. The system provides a multisensory, interactive display environment in which a user can virtually explore a 360-degree synthesized or remotely sensed environment and can viscerally interact with its components. Primary applications of the system are in telerobotics, management of large-scale integrated information systems, and human factors research. System configuration, application scenarios, and research directions are described.

  2. Instructional Features for Training in Virtual Environments

    National Research Council Canada - National Science Library

    Singer, Michael J; Kring, Jason P; Hamilton, Roger M

    2006-01-01

    .... Virtual Environment (VE) technology, which typically includes head-mounted visual displays with tracking devices for limbs and individual weapons, provides increasing capabilities that enable a more immersed, person-centered...

  3. Helmet blastometer

    Energy Technology Data Exchange (ETDEWEB)

    Moss, William C; King, Michael J

    2015-03-24

    A helmet blastometer for characterizing the direction, speed, magnitude, and duration of a blast event to determine the likelihood of blast-induced traumatic brain injury (biTBI). Time of arrival (TOA) gage sensors are mounted on a rigid outer shell of the helmet each producing a TOA signal in response to a fast rising blast induced positive pressure change above a predetermined threshold. A receiver analyzes the positive pressure changes from the gages to determine direction, speed, and magnitude of a blast. Other TOA gauge sensors can be used to produce a TOA signal in response to a negative pressure change below a predetermined threshold. The positive and negative pressure change TOA signals are used to determine blast duration. A second set of internal contact pressure sensors is connected to an inner liner of the helmet to detect contact pressure on a user's head to determine if biTBI has been sustained.

  4. A Heterogeneous Distributed Virtual Geographic Environment—Potential Application in Spatiotemporal Behavior Experiments

    Directory of Open Access Journals (Sweden)

    Shen Shen

    2018-02-01

    Full Text Available Due to their strong immersion and real-time interactivity, helmet-mounted virtual reality (VR devices are becoming increasingly popular. Based on these devices, an immersive virtual geographic environment (VGE provides a promising method for research into crowd behavior in an emergency. However, the current cheaper helmet-mounted VR devices are not popular enough, and will continue to coexist with personal computer (PC-based systems for a long time. Therefore, a heterogeneous distributed virtual geographic environment (HDVGE could be a feasible solution to the heterogeneous problems caused by various types of clients, and support the implementation of spatiotemporal crowd behavior experiments with large numbers of concurrent participants. In this study, we developed an HDVGE framework, and put forward a set of design principles to define the similarities between the real world and the VGE. We discussed the HDVGE architecture, and proposed an abstract interaction layer, a protocol-based interaction algorithm, and an adjusted dead reckoning algorithm to solve the heterogeneous distributed problems. We then implemented an HDVGE prototype system focusing on subway fire evacuation experiments. Two types of clients are considered in the system: PC, and all-in-one VR. Finally, we evaluated the performances of the prototype system and the key algorithms. The results showed that in a low-latency local area network (LAN environment, the prototype system can smoothly support 90 concurrent users consisting of PC and all-in-one VR clients. HDVGE provides a feasible solution for studying not only spatiotemporal crowd behaviors in normal conditions, but also evacuation behaviors in emergency conditions such as fires and earthquakes. HDVGE could also serve as a new means of obtaining observational data about individual and group behavior in support of human geography research.

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

    Science.gov (United States)

    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.

  6. Comparison of helmet-mounted display designs in support of wayfinding

    Science.gov (United States)

    Kumagai, Jason K.; Massel, Lisa; Tack, David; Bossi, Linda

    2003-09-01

    The Canadian Soldier Information Requirements Technology Demonstration (SIREQ TD) soldier modernization research and development program has conducted experiments to help determine the types and amount of information needed to support wayfinding across a range of terrain environments, the most effective display modality for providing the information (visual, auditory or tactile) that will minimize conflict with other infantry tasks, and to optimize interface design. In this study, seven different visual helmet-mounted display (HMD) designs were developed based on soldier feedback from previous studies. The displays and an in-service compass condition were contrasted to investigate how the visual HMD interfaces influenced navigation performance. Displays varied with respect to their information content, frame of reference, point of view, and display features. Twelve male infantry soldiers used all eight experimental conditions to locate bearings to waypoints. From a constant location, participants were required to face waypoints presented at offset bearings of 25, 65, and 120 degrees. Performance measures included time to identify waypoints, accuracy, and head misdirection errors. Subjective measures of performance included ratings of ease of use, acceptance for land navigation, and mental demand. Comments were collected to identify likes, dislikes and possible improvements required for HMDs. Results underlined the potential performance enhancement of GPS-based navigation with HMDs, the requirement for explicit directional information, the desirability of both analog and digital information, the performance benefits of an egocentric frame of reference, the merit of a forward field of view, and the desirability of a guide to help landmark. Implications for the information requirements and human factors design of HMDs for land-based navigational tasks are discussed.

  7. Power Measurements for Microvision, Inc., Aircrew Integrated Helmet System Scanning Laser Helmet-Mounted Display

    National Research Council Canada - National Science Library

    Rash, Clarence

    2002-01-01

    ...) technology based on scanning lasers. Under this program, Microvision, Inc., Bothell, Washington, has developed a scanning laser HMD prototype for use with the Aircrew Integrated Helmet System (AIHS...

  8. Full-color wide field-of-view holographic helmet-mounted display for pilot/vehicle interface development and human factors studies

    Science.gov (United States)

    Burley, James R., II; LaRussa, Joseph A.

    1990-10-01

    A Helmet-Mounted Display (HMD) which utilizes highly efficient trichromatic holographic elements has been designed to support pilot vechicle interface development and human factors studies at the NASA-Langley Research Center. While the optics are fully color corrected, the miniature CRT's are monochromatic. This design provides an upgrade path to full-color when miniature display technology matures to color. The optical design conforms to the helmet shape and provides a 50 degree field-of-view (FOV) to each eye. Built-in adjustments allow each ocular to be independently moved so that the overall horizontal FOV may be varied from 50 degrees to 100 degrees with a corresponding change in the stereo overlap region. The helmet design and interpupillary adjustment allow for the 5th through 95th percentile male and female wearer. Total head-borne weight is approximately 4.2 pounds. The high-resolution monochromatic CRTs are driven by a set of multisync electronics with a maximum video bandwidth of 88 Mhz and supports bith raster and stroke modes. The electronics are designed to be compatiable with the Silicon Graphics IRIS 4D graphics workstations and the ADAGE 340 stroke graphics computer. A Polhemus magnetic tracking device is used to determine the helmet line-of-sight. The helmet will be used to develop innovative new display concepts for the F- 1 8 High-Alpha Research Vehicle (HARV) which make use of the unique display properties of the HMD. Pictorial displays, which convey the appropriate information intuitively, are envisioned. Human factors studies are also planned to evaluate the utility of stereopsis and determine the FOV requirements for different tasks. Concepts proven in the simulator will be carried to flight test in 1993 with a lighter weight, "hardened" version of this HMD design.

  9. 15 Years of Research on Redirected Walking in Immersive Virtual Environments

    DEFF Research Database (Denmark)

    Nilsson, Niels Chr.; Peck, Tabitha; Bruder, Gerd

    2018-01-01

    Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment—a techn......—a technique called redirected walking. This paper gives an overview of the research that has been performed since redirected walking was first practically demonstrated 15 years ago.......Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment...

  10. Exploring Virtual Worlds With Head-Mounted Displays

    Science.gov (United States)

    Chung, James C.; Harris, Mark R.; Brooks, Frederick P.; Fuchs, Henry; Kelley, Michael T.; Hughes, John W.; Ouh-Young, Ming; Cheung, Clement; Holloway, Richard L.; Pique, Michael

    1989-09-01

    For nearly a decade the University of North Carolina at Chapel Hill has been conducting research in the use of simple head-mounted displays in "real-world" applications. Such units provide the user with non-holographic true three-dimensional information, since the kinetic depth effect, stereoscopy, and other visual cues combine to immerse the user in a "virtual world" which behaves like the real world in some respects. UNC's head-mounted display was built inexpensively from commercially available off-the-shelf components. Tracking of the the user's head position and orientation is performed by a Polhemus Navigation Sciences' 3SPACE* tracker. The host computer uses the tracking information to generate updated images corresponding to the user's new left eye and right eye views. The images are broadcast to two liquid crystal television screens (220x320 pixels) mounted on a horizontal shelf at the user's forehead. The user views these color screens through half-silvered mirrors, enabling the computer-generated image to be superimposed upon the user's real physical environment. The head-mounted display has been incorporated into existing molecular modeling and architectural applications being developed at UNC. In molecular structure studies, chemists are presented with a room-sized molecule with which they can interact in a manner more intuitive than that provided by conventional two-dimensional displays and dial boxes. Walking around and through the large molecule may provide quicker understanding of its structure, and such problems as drug-enzyme docking may be approached with greater insight. In architecture, the head-mounted display enables clients to better appreciate three-dimensional designs, which may be misinterpreted in their conventional two-dimensional form by untrained eyes. The addition of a treadmill to the system provides additional kinesthetic input into the understanding of building size and scale.

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

    Directory of Open Access Journals (Sweden)

    Trevor J Dodds

    Full Text Available 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.

  12. The use of the virtual reality Helmet Samsung gear VR as interaction interface of a radioactive waste repository simulator

    Energy Technology Data Exchange (ETDEWEB)

    Santos, Julio A. dos; Mól, Antônio C. de A.; Santo, André C. Do E., E-mail: julio_andrade11@hotmail.com [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Centro Universitário Carioca (UniCarioca), Rio de Janeiro, RJ (Brazil)

    2017-07-01

    Radioactive waste is all material resulting from human activity that contains elements that emit radiation that can generate risks to health and the environment. In this sense, they are very toxic also for those who perform the storage of radioactive waste in nuclear facilities. On the other hand, the virtual reality (VR) has been destined to the most diverse purposes, like simulations for educational systems, for military purposes as for diverse training. VR can be considered as the junction of three basic principles: immersion, interaction and involvement. Bases on these principles of VR, this work aimed to develop a simulator of a repository of nuclear tailings, for mobile computing, whose interaction interface will be through the Samsung Gear VR helmet. The simulator of the nuclear waste repository was developed in the unity 3D tool and the elements that make up the scenario in the 3D MAX program. In this work we tried to put virtual reality under scrutiny in conjunction with Gear VR, to help in the sensation of immersion, as well as, the possibility of interaction with joysticks. The purpose was to provide greater insight into the operating environment. (author)

  13. The use of the virtual reality Helmet Samsung gear VR as interaction interface of a radioactive waste repository simulator

    International Nuclear Information System (INIS)

    Santos, Julio A. dos; Mól, Antônio C. de A.; Santo, André C. Do E.

    2017-01-01

    Radioactive waste is all material resulting from human activity that contains elements that emit radiation that can generate risks to health and the environment. In this sense, they are very toxic also for those who perform the storage of radioactive waste in nuclear facilities. On the other hand, the virtual reality (VR) has been destined to the most diverse purposes, like simulations for educational systems, for military purposes as for diverse training. VR can be considered as the junction of three basic principles: immersion, interaction and involvement. Bases on these principles of VR, this work aimed to develop a simulator of a repository of nuclear tailings, for mobile computing, whose interaction interface will be through the Samsung Gear VR helmet. The simulator of the nuclear waste repository was developed in the unity 3D tool and the elements that make up the scenario in the 3D MAX program. In this work we tried to put virtual reality under scrutiny in conjunction with Gear VR, to help in the sensation of immersion, as well as, the possibility of interaction with joysticks. The purpose was to provide greater insight into the operating environment. (author)

  14. Helmet-based physiological signal monitoring system.

    Science.gov (United States)

    Kim, Youn Sung; Baek, Hyun Jae; Kim, Jung Soo; Lee, Haet Bit; Choi, Jong Min; Park, Kwang Suk

    2009-02-01

    A helmet-based system that was able to monitor the drowsiness of a soldier was developed. The helmet system monitored the electrocardiogram, electrooculogram and electroencephalogram (alpha waves) without constraints. Six dry electrodes were mounted at five locations on the helmet: both temporal sides, forehead region and upper and lower jaw strips. The electrodes were connected to an amplifier that transferred signals to a laptop computer via Bluetooth wireless communication. The system was validated by comparing the signal quality with conventional recording methods. Data were acquired from three healthy male volunteers for 12 min twice a day whilst they were sitting in a chair wearing the sensor-installed helmet. Experimental results showed that physiological signals for the helmet user were measured with acceptable quality without any intrusions on physical activities. The helmet system discriminated between the alert and drowsiness states by detecting blinking and heart rate variability (HRV) parameters extracted from ECG. Blinking duration and eye reopening time were increased during the sleepiness state compared to the alert state. Also, positive peak values of the sleepiness state were much higher, and the negative peaks were much lower than that of the alert state. The LF/HF ratio also decreased during drowsiness. This study shows the feasibility for using this helmet system: the subjects' health status and mental states could be monitored without constraints whilst they were working.

  15. ComputerApplications and Virtual Environments (CAVE)

    Science.gov (United States)

    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.

  16. Noise-Canceling Helmet Audio System

    Science.gov (United States)

    Seibert, Marc A.; Culotta, Anthony J.

    2007-01-01

    A prototype helmet audio system has been developed to improve voice communication for the wearer in a noisy environment. The system was originally intended to be used in a space suit, wherein noise generated by airflow of the spacesuit life-support system can make it difficult for remote listeners to understand the astronaut s speech and can interfere with the astronaut s attempt to issue vocal commands to a voice-controlled robot. The system could be adapted to terrestrial use in helmets of protective suits that are typically worn in noisy settings: examples include biohazard, fire, rescue, and diving suits. The system (see figure) includes an array of microphones and small loudspeakers mounted at fixed positions in a helmet, amplifiers and signal-routing circuitry, and a commercial digital signal processor (DSP). Notwithstanding the fixed positions of the microphones and loudspeakers, the system can accommodate itself to any normal motion of the wearer s head within the helmet. The system operates in conjunction with a radio transceiver. An audio signal arriving via the transceiver intended to be heard by the wearer is adjusted in volume and otherwise conditioned and sent to the loudspeakers. The wearer s speech is collected by the microphones, the outputs of which are logically combined (phased) so as to form a microphone- array directional sensitivity pattern that discriminates in favor of sounds coming from vicinity of the wearer s mouth and against sounds coming from elsewhere. In the DSP, digitized samples of the microphone outputs are processed to filter out airflow noise and to eliminate feedback from the loudspeakers to the microphones. The resulting conditioned version of the wearer s speech signal is sent to the transceiver.

  17. Head and Helmet Biodynamics and Tracking Performance in Vibration Environments

    National Research Council Canada - National Science Library

    Smith, Suzanne D; Smith, Jeanne A

    2006-01-01

    ...) and Up (40" elevation, 0" azimuth)], and three helmet CCs were tested. The overall head, helmet, and helmet slippage displacement rotations, and rms tracking error and percent time-on-target were evaluated...

  18. Towards Gesture-Based Multi-User Interactions in Collaborative Virtual Environments

    Science.gov (United States)

    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.

  19. HMD based virtual environments for military training - Two cases

    NARCIS (Netherlands)

    Kuijper, F.

    2000-01-01

    This paper reports on two cases in which Head Mounted Display (HMD) based Virtual Environments (VE) are applied to military training. The first case deals with Forward Air Controller training, while the second case is aimed at Stinger training. Both applications are subjects of study within the VE

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

    Science.gov (United States)

    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.

  1. 15 Years of Research on Redirected Walking in Immersive Virtual Environments

    DEFF Research Database (Denmark)

    Nilsson, Niels Chr.; Peck, Tabitha; Bruder, Gerd

    2018-01-01

    Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment......—a technique called redirected walking. This paper gives an overview of the research that has been performed since redirected walking was first practically demonstrated 15 years ago....

  2. 15 Years of Research on Redirected Walking in Immersive Virtual Environments.

    Science.gov (United States)

    Nilsson, Niels Christian; Peck, Tabitha; Bruder, Gerd; Hodgson, Eri; Serafin, Stefania; Whitton, Mary; Steinicke, Frank; Rosenberg, Evan Suma

    2018-03-01

    Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment-a technique called redirected walking. This paper gives an overview of the research that has been performed since redirected walking was first practically demonstrated 15 years ago.

  3. The Effect of a Monocular Helmet-Mounted Display on Aircrew Health: A Longitudinal Cohort Study of Apache AH Mk 1 Pilots -(Vision and Handedness)

    Science.gov (United States)

    2015-05-19

    the day, night, and in adverse weather through the use of nose-mounted, forward-looking infrared (FLIR) pilotage and targeting sensors that provide a...sensor video and/or symbology to each crewmember via a helmet display unit (HDU). The HDU contains a 1-inch (in.) diameter cathode ray tube (CRT...American Association for Pediatric Ophthalmology and Strabismus, 12(4): 365–369. Sale, D. F., and Lund, G. J. 1993. AH-64 Apache program update

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

    Science.gov (United States)

    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

  5. From virtual environment to virtual community

    NARCIS (Netherlands)

    Nijholt, Antinus; Terano, Takao; Nishida, Toyoaki; Namatame, Akira; Tsumoto, Syusaku; Ohsawa, Yukido; Washio, Takashi

    2001-01-01

    We discuss a virtual reality theater environment and its transition to a virtual community by adding domain agents and by allowing multiple users to visit this environment. The environment has been built using VRML (Virtual Reality Modeling Language). We discuss how our ideas about this environment

  6. Usability in virtual and augmented environments : A qualitative and quantitative study

    NARCIS (Netherlands)

    Dias, P.; Pimentel, A.; Ferreira, C.; Van Huussen, F.; Baggerman, J.W.; Van der Horst, P.; Madeira, J.; Bidarra, R.; Sousa Santos, B.

    2007-01-01

    Virtual and Augmented Reality are developing rapidly: there is a multitude of environments and experiments in several laboratories using from simple HMD (Head-Mounted Display) visualization to more complex and expensive 6-wall projection CAVEs, and other systems. Still, there is not yet a clear

  7. Healthy young adults implement distinctive avoidance strategies while walking and circumventing virtual human vs. non-human obstacles in a virtual environment.

    Science.gov (United States)

    Souza Silva, Wagner; Aravind, Gayatri; Sangani, Samir; Lamontagne, Anouk

    2018-03-01

    This study examines how three types of obstacles (cylinder, virtual human and virtual human with footstep sounds) affect circumvention strategies of healthy young adults. Sixteen participants aged 25.2 ± 2.5 years (mean ± 1SD) were tested while walking overground and viewing a virtual room through a helmet mounted display. As participants walked towards a stationary target in the far space, they avoided an obstacle (cylinder or virtual human) approaching either from the right (+40°), left (-40°) or head-on (0°). Obstacle avoidance strategies were characterized using the position and orientation of the head. Repeated mixed model analysis showed smaller minimal distances (p = 0.007) while avoiding virtual humans as compared to cylinders. Footstep sounds added to virtual humans did not modify (p = 0.2) minimal distances compared to when no sound was provided. Onset times of avoidance strategies were similar across conditions (p = 0.06). Results indicate that the nature of the obstacle (human-like vs. non-human object) matters and can modify avoidance strategies. Smaller obstacle clearances in response to virtual humans may reflect the use of a less conservative avoidance strategy, due to a resemblance of obstacles to pedestrians and a recall of strategies used in daily locomotion. The lack of influence of footstep sounds supports the fact that obstacle avoidance primarily relies on visual cues and the principle of 'inverse effectiveness' whereby multisensory neurons' response to multimodal stimuli becomes weaker when the unimodal sensory stimulus (vision) is strong. Present findings should be taken into consideration to optimize the ecological validity of VR-based obstacle avoidance paradigms used in research and rehabilitation. Copyright © 2018 Elsevier B.V. All rights reserved.

  8. Aircrew helmet design and manufacturing enhancements through the use of advanced technologies

    Science.gov (United States)

    Cadogan, David P.; George, Alan E.; Winkler, Edward R.

    1993-12-01

    With the development of helmet mounted displays (HMD) and night vision systems (NVS) for use in military and civil aviation roles, new methods of helmet development need to be explored. The helmet must be designed to provide the user with the most lightweight, form fitting system, while meeting other system performance requirements. This can be achieved through a complete analysis of the system requirements. One such technique for systems analysis, a quality function deployment (QFD) matrix, is explored for this purpose. The advanced helmet development process for developing aircrew helmets includes the utilization of several emerging technologies such as laser scanning, computer aided design (CAD), computer generated patterns from 3-D surfaces, laser cutting of patterns and components, and rapid prototyping (stereolithography). Advanced anthropometry methods for helmet development are also available for use. Besides the application of advanced technologies to be used in the development of helmet assemblies, methods of mass reduction are also discussed. The use of these advanced technologies will minimize errors in the development cycle of the helmet and molds, and should enhance system performance while reducing development time and cost.

  9. Associations between drug use and motorcycle helmet use in fatal crashes.

    Science.gov (United States)

    Rossheim, Matthew E; Wilson, Fernando; Suzuki, Sumihiro; Rodriguez, Mayra; Walters, Scott; Thombs, Dennis L

    2014-01-01

    Helmet use reduces mortality risk for motorcyclists, regardless of drug and alcohol use. However, the association between drug use and motorcycle helmet utilization is not well known. This study examines the relationship between drug use and motorcycle helmet use among fatally injured motorcycle riders. Using data from the 2005-2009 Fatality Analysis Reporting System (FARS), we examined the association between drug use and motorcycle helmet use in a multivariable logistic regression analysis of 9861 fatally injured motorcycle riders in the United States. For fatally injured motorcycle riders, use of alcohol, marijuana, or other drugs was associated with increased odds of not wearing a motorcycle helmet, controlling for the effects of state motorcycle helmet laws and other confounding variables. Predicted probabilities indicate that helmet use substantially decreases among fatally injured riders mixing alcohol with marijuana and other drugs. Furthermore, the likelihood of helmet use between marijuana-only users and other drug users is virtually the same across all blood alcohol content (BAC) levels. This study provides evidence that alcohol, marijuana, and other drug use is associated with not wearing a motorcycle helmet in fatal motorcycle crashes. There is a clear need for additional prevention and intervention efforts that seek to change helmet and drug use norms among motorcycle riders.

  10. Application of head-mounted devices with eye-tracking in virtual reality therapy

    Directory of Open Access Journals (Sweden)

    Lutz Otto Hans-Martin

    2017-03-01

    Full Text Available Using eye-tracking to assess visual attention in head-mounted devices (HMD opens up many possibilities for virtual reality (VR-based therapy. Existing therapy concepts where attention plays a major role can be transferred to VR. Furthermore, they can be expanded to a precise real-time attention assessment, which can serve as a foundation for new therapy approaches. Utilizing HMDs and eye-tracking in a clinical environment is challenging because of hygiene issues and requirements of patients with heterogeneous cognitive and motor impairments. In this paper, we provide an overview of those challenges, discuss possible solutions and present preliminary results of a study with patients.

  11. Sensorial Virtualization: Coupling Gaming and Virtual Environment

    NARCIS (Netherlands)

    Garbaya, S.; Miraoui, C.; Wendrich, Robert E.; Lim, T.; Stanescu, I.A.; Hauge, J.B.

    2014-01-01

    Virtual reality and virtualization are currently used to design complex systems and demonstrate that they represent the functionalities of real systems. However, the design refinement of the virtual environment (VE) and distributed virtual environment (DVE) are still time consuming and costly, as it

  12. System Would Generate Virtual Heads-Up Display

    Science.gov (United States)

    Lambert, James L.

    1994-01-01

    Proposed helmet-mounted electronic display system superimposes full-color alphanumerical and/or graphical information onto observer's visual field. Displayed information projected directly onto observer's retinas, giving observer illusion of full-size computer display in foreground or background. Display stereoscopic, holographic, or in form of virtual image. Used by pilots to view navigational information while looking outside or at instruments, by security officers to view information about critical facilities while looking at visitors, or possibly even stock-exchange facilities to view desktop monitors and overhead displays simultaneously. System includes acousto-optical tunable filter (AOTF), which acts as both spectral filter and spatial light modulator.

  13. Social influence on evacuation behavior in real and virtual environments

    Directory of Open Access Journals (Sweden)

    Max Kinateder

    2016-07-01

    Full Text Available Virtual reality (VR is a promising tool to study evacuation behavior as it allows experimentally controlled, safe simulation of otherwise dangerous situations. However, validation studies comparing evacuation behavior in real and virtual environments are still scarce. We compare the decision to evacuate in response to a fire alarm in matched physical and virtual environments. 150 participants were tested individually in a one-trial experiment in one of three conditions. In the Control condition, the fire alarm sounded while the participant performed a bogus perceptual matching task. In the Passive bystander condition, the participant performed the task together with a confederate who ignored the fire alarm. In the Active bystander condition, the confederate left the room when the fire alarm went off. Half of the participants in each condition experienced the scenario in the real laboratory, and the other half in a matched virtual environment with a virtual bystander, presented in a head-mounted display. The active bystander group was more likely to evacuate, and the passive bystander group less likely to evacuate, than the control group. This pattern of social influence was observed in both the real and virtual environments, although the overall response to the virtual alarm was reduced; positive influence was comparable, whereas negative influence was weaker in VR. We found no reliable gender effects for the participant or the bystander. These findings extend the bystander effect to the decision to evacuate, revealing a positive as well as the previous negative social influence. The results support the ecological validity of VR as a research tool to study evacuation behavior in emergency situations, with the caveat that effect sizes may be smaller in VR.

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

    Science.gov (United States)

    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.

  15. Nano-Composite Foam Sensor System in Football Helmets.

    Science.gov (United States)

    Merrell, A Jake; Christensen, William F; Seeley, Matthew K; Bowden, Anton E; Fullwood, David T

    2017-12-01

    American football has both the highest rate of concussion incidences as well as the highest number of concussions of all contact sports due to both the number of athletes and nature of the sport. Recent research has linked concussions with long term health complications such as chronic traumatic encephalopathy and early onset Alzheimer's. Understanding the mechanical characteristics of concussive impacts is critical to help protect athletes from these debilitating diseases and is now possible using helmet-based sensor systems. To date, real time on-field measurement of head impacts has been almost exclusively measured by devices that rely on accelerometers or gyroscopes attached to the player's helmet, or embedded in a mouth guard. These systems monitor motion of the head or helmet, but do not directly measure impact energy. This paper evaluates the accuracy of a novel, multifunctional foam-based sensor that replaces a portion of the helmet foam to measure impact. All modified helmets were tested using a National Operating Committee Standards for Athletic Equipment-style drop tower with a total of 24 drop tests (4 locations with 6 impact energies). The impacts were evaluated using a headform, instrumented with a tri-axial accelerometer, mounted to a Hybrid III neck assembly. The resultant accelerations were evaluated for both the peak acceleration and the severity indices. These data were then compared to the voltage response from multiple Nano Composite Foam sensors located throughout the helmet. The foam sensor system proved to be accurate in measuring both the HIC and Gadd severity index, as well as peak acceleration while also providing additional details that were previously difficult to obtain, such as impact energy.

  16. Tangible interfaces for navigation in virtual environments: a Argonauta reactor case study

    International Nuclear Information System (INIS)

    Freitas, Victor Goncalves G.; Mol, Antonio Carlos de A.; Pereira, Claudio Marcio N.A.; Cunha, Mauricio da; Nomiya, Diogo Ventura; Espirito Santo, Andre Cotelli do

    2011-01-01

    This work presents a interaction system for virtual environments that allows users control platform without the need of using mouse and keyboard. Through the head movement and voice commands is possible the navigation and control of virtual human (avatar), thus, better human-computer integration. The control system called SOMI (Sounds and Motion Interface) is based on speech recognition using artificial neural networks (ANN), where once the ANN are trained for the different users it possible direct a vocal command to a command of avatar, resulting in the possibility of control by voice. Head movements are recognised using the system infrared(IR) head tracking, this system is based in a IR camera detecting the position of IR leds positioned on the user's head to put the avatar vision in accordance with the vision of the user. The SOMI was integrated into a system called Virtual Argonauta (VA), this system configures itself as a virtual platform for operations training at nuclear reactor research of the Nuclear Engineering Institute (IEN/CNEN), until the present work the virtual person was all controlled by mouse and keyboard, preventing the use of head mounted display (HMD) and decreasing user immersion. The results show an interface that promotes a more effective and engaging manner allowing the use of HMD and with that greater immersion of human beings to the virtual environment, more specifically the VA environment. (author)

  17. Neck muscle strain when wearing helmet and NVG during acceleration on a trampoline.

    Science.gov (United States)

    Sovelius, Roope; Oksa, Juha; Rintala, Harri; Huhtala, Heini; Siitonen, Simo

    2008-02-01

    The helmet-mounted equipment worn by military pilots increases the weight of the helmet system and shifts its center of gravity, increasing the loads on neck structures, especially during acceleration. The aim of this study was to determine neck muscle strain with different head-loads during trampoline-induced G loads (0 to +4 G). Under three conditions [no helmet, helmet, helmet with night vision goggles (NVG)], 14 subjects performed trampoline exercises including basic, hand-and-knee, and back bouncing. EMG activity was measured for the sternocleidomastoid (SCM), cervical erector spinae (CES), trapezoid (TRA), and thoracic erector spinae (TES) muscles. Muscle strain was determined as a percentage of maximal voluntary contraction (%MVC). For the three exercises combined, the following significant changes were found: compared to control, the helmet increased muscle strain by 18%, 28%, and 18% in the SCM, CES, and TRA, respectively; NVG produced a further increase of 11% in the SCM and 6% in the CES. During back bouncing, the helmet increased muscle strain by 14% in the SCM and 19% in the CES, and NVG further increased this strain by 14% in the SCM. Hand-and-knee bouncing loaded extensors: the helmet caused increases of 46% in the CES and 29% in the TES, while NVG produced a further 13% increase in CES activation. Helmet weight alone had a large effect on muscular workload. The additional frontal weight of the NVG caused a further increase in the activity of cervical muscles that were already subjected to high strain.

  18. Framework for Virtual Cognitive Experiment in Virtual Geographic Environments

    Directory of Open Access Journals (Sweden)

    Fan Zhang

    2018-01-01

    Full Text Available Virtual Geographic Environment Cognition is the attempt to understand the human cognition of surface features, geographic processes, and human behaviour, as well as their relationships in the real world. From the perspective of human cognition behaviour analysis and simulation, previous work in Virtual Geographic Environments (VGEs has focused mostly on representing and simulating the real world to create an ‘interpretive’ virtual world and improve an individual’s active cognition. In terms of reactive cognition, building a user ‘evaluative’ environment in a complex virtual experiment is a necessary yet challenging task. This paper discusses the outlook of VGEs and proposes a framework for virtual cognitive experiments. The framework not only employs immersive virtual environment technology to create a realistic virtual world but also involves a responsive mechanism to record the user’s cognitive activities during the experiment. Based on the framework, this paper presents two potential implementation methods: first, training a deep learning model with several hundred thousand street view images scored by online volunteers, with further analysis of which visual factors produce a sense of safety for the individual, and second, creating an immersive virtual environment and Electroencephalogram (EEG-based experimental paradigm to both record and analyse the brain activity of a user and explore what type of virtual environment is more suitable and comfortable. Finally, we present some preliminary findings based on the first method.

  19. Trends in Virtualized User Environments

    Directory of Open Access Journals (Sweden)

    Diane Barrett

    2008-06-01

    Full Text Available Virtualized environments can make forensics investigation more difficult. Technological advances in virtualization tools essentially make removable media a PC that can be carried around in a pocket or around a neck. Running operating systems and applications this way leaves very little trace on the host system. This paper will explore all the newest methods for virtualized environments and the implications they have on the world of forensics. It will begin by describing and differentiating between software and hardware virtualization. It will then move on to explain the various methods used for server and desktop virtualization. Next, it will explain how virtualization affects the basic forensic process. Finally, it will describe the common methods to find virtualization artifacts and identify virtual activities that affect the examination process of certain virtualized user environments.

  20. WAVE: Interactive Wave-based Sound Propagation for Virtual Environments.

    Science.gov (United States)

    Mehra, Ravish; Rungta, Atul; Golas, Abhinav; Ming Lin; Manocha, Dinesh

    2015-04-01

    We present an interactive wave-based sound propagation system that generates accurate, realistic sound in virtual environments for dynamic (moving) sources and listeners. We propose a novel algorithm to accurately solve the wave equation for dynamic sources and listeners using a combination of precomputation techniques and GPU-based runtime evaluation. Our system can handle large environments typically used in VR applications, compute spatial sound corresponding to listener's motion (including head tracking) and handle both omnidirectional and directional sources, all at interactive rates. As compared to prior wave-based techniques applied to large scenes with moving sources, we observe significant improvement in runtime memory. The overall sound-propagation and rendering system has been integrated with the Half-Life 2 game engine, Oculus-Rift head-mounted display, and the Xbox game controller to enable users to experience high-quality acoustic effects (e.g., amplification, diffraction low-passing, high-order scattering) and spatial audio, based on their interactions in the VR application. We provide the results of preliminary user evaluations, conducted to study the impact of wave-based acoustic effects and spatial audio on users' navigation performance in virtual environments.

  1. Tangible interfaces for navigation in virtual environments: a Argonauta reactor case study

    Energy Technology Data Exchange (ETDEWEB)

    Freitas, Victor Goncalves G.; Mol, Antonio Carlos de A.; Pereira, Claudio Marcio N.A.; Cunha, Mauricio da; Nomiya, Diogo Ventura; Espirito Santo, Andre Cotelli do, E-mail: mol@ien.gov.b, E-mail: vgoncalves@ien.gov.b, E-mail: calexandre@ien.gov.b, E-mail: cmnap@ien.gov.b [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)

    2011-07-01

    This work presents a interaction system for virtual environments that allows users control platform without the need of using mouse and keyboard. Through the head movement and voice commands is possible the navigation and control of virtual human (avatar), thus, better human-computer integration. The control system called SOMI (Sounds and Motion Interface) is based on speech recognition using artificial neural networks (ANN), where once the ANN are trained for the different users it possible direct a vocal command to a command of avatar, resulting in the possibility of control by voice. Head movements are recognised using the system infrared(IR) head tracking, this system is based in a IR camera detecting the position of IR leds positioned on the user's head to put the avatar vision in accordance with the vision of the user. The SOMI was integrated into a system called Virtual Argonauta (VA), this system configures itself as a virtual platform for operations training at nuclear reactor research of the Nuclear Engineering Institute (IEN/CNEN), until the present work the virtual person was all controlled by mouse and keyboard, preventing the use of head mounted display (HMD) and decreasing user immersion. The results show an interface that promotes a more effective and engaging manner allowing the use of HMD and with that greater immersion of human beings to the virtual environment, more specifically the VA environment. (author)

  2. Modular liquid-cooled helmet liner for thermal comfort

    Science.gov (United States)

    Williams, B. A.; Shitzer, A.

    1974-01-01

    A modular liquid-cooled helmet liner made of eight form-fitting neoprene patches was constructed. The liner was integrated into the sweatband of an Army SPH-4 helicopter aircrew helmet. This assembly was tested on four subjects seated in a hot (47 C), humid (40%) environment. Results indicate a marked reduction in the rate of increase of physiological body functions. Rectal temperature, weight loss, heart rate, and strain indices are all reduced to approximately 50% of uncooled levels. The cooling liner removed from 10% to 30% of total metabolic heat produced. This study also demonstrated the technical feasilibity of using a cooling liner in conjunction with a standard hard helmet. Potential applications of the cooling liner in thermally stressful environments are numerous, notably for helicopter and other aircrews.

  3. Visuomotor adaptation in head-mounted virtual reality versus conventional training

    Science.gov (United States)

    Anglin, J. M.; Sugiyama, T.; Liew, S.-L.

    2017-01-01

    Immersive, head-mounted virtual reality (HMD-VR) provides a unique opportunity to understand how changes in sensory environments affect motor learning. However, potential differences in mechanisms of motor learning and adaptation in HMD-VR versus a conventional training (CT) environment have not been extensively explored. Here, we investigated whether adaptation on a visuomotor rotation task in HMD-VR yields similar adaptation effects in CT and whether these effects are achieved through similar mechanisms. Specifically, recent work has shown that visuomotor adaptation may occur via both an implicit, error-based internal model and a more cognitive, explicit strategic component. We sought to measure both overall adaptation and balance between implicit and explicit mechanisms in HMD-VR versus CT. Twenty-four healthy individuals were placed in either HMD-VR or CT and trained on an identical visuomotor adaptation task that measured both implicit and explicit components. Our results showed that the overall timecourse of adaption was similar in both HMD-VR and CT. However, HMD-VR participants utilized a greater cognitive strategy than CT, while CT participants engaged in greater implicit learning. These results suggest that while both conditions produce similar results in overall adaptation, the mechanisms by which visuomotor adaption occurs in HMD-VR appear to be more reliant on cognitive strategies. PMID:28374808

  4. Combat vehicle crew helmet-mounted display: next generation high-resolution head-mounted display

    Science.gov (United States)

    Nelson, Scott A.

    1994-06-01

    The Combat Vehicle Crew Head-Mounted Display (CVC HMD) program is an ARPA-funded, US Army Natick Research, Development, and Engineering Center monitored effort to develop a high resolution, flat panel HMD for the M1 A2 Abrams main battle tank. CVC HMD is part of the ARPA High Definition Systems (HDS) thrust to develop and integrate small (24 micrometers square pels), high resolution (1280 X 1024 X 6-bit grey scale at 60 frame/sec) active matrix electroluminescent (AMEL) and active matrix liquid crystal displays (AMLCD) for head mounted and projection applications. The Honeywell designed CVC HMD is a next generation head-mounted display system that includes advanced flat panel image sources, advanced digital display driver electronics, high speed (> 1 Gbps) digital interconnect electronics, and light weight, high performance optical and mechanical designs. The resulting dramatic improvements in size, weight, power, and cost have already led to program spin offs for both military and commercial applications.

  5. Visual Variables in Physical Environments and Virtual Environments

    DEFF Research Database (Denmark)

    Mullins, Michael

    , then to locate them and identify their shape on scaled drawings.  Results are presented together with statistical analysis. In a discussion of the results, the paper addresses the assertions that depth perception in physical reality and its virtual representations in CAVE and Panorama are quantifiably different......; that differences are attributable to prior contextual experience and spatial ability of the viewer; and that general attributes of virtual environments may be drawn from the experiments findings. The paper discusses implications of spatial ability for virtual environments in architectural education......This study compares aspects of spatial perception in a physical environment and its virtual representations in a CAVE and Panorama, based on the author?s recent empirical research. Participants in an experiment were shown objects identically placed in the virtual and physical environments...

  6. The effects of dynamic friction in oblique motorcycle helmet impacts

    Science.gov (United States)

    Bonugli, Enrique

    The purpose of this study was to determine the frictional properties between the exterior surface of a motorcycle helmet and 'typical' roadway surfaces. These values were compared to abrasive papers currently recommended by government helmet safety standards and widely used by researchers in the field of oblique motorcycle helmet impacts. A guided freefall test fixture was utilized to obtain nominal impact velocities of 5, 7 and 9 m/s. The impacting surfaces were mounted to an angled anvil to simulate off-centered oblique collision. Head accelerations and impact forces were measured for each test. Analysis of the normal and tangential forces imparted to the contact surface indicated that the frictional properties of abrasive papers differ from asphalt and cement in magnitude, duration and onset. Reduction in head acceleration, both linear and angular, were observed when asphalt and cement were used as the impacting surface. Roofing shingle was determined to be a more suitable material to simulate 'typical' roadway surfaces however, this may not be ideal for use in a controlled laboratory setting. In a laboratory setting, the author recommends cement as a best-fit material to simulate roadway surface for use in oblique motorcycle helmet impacts since this material displayed characteristics that closely resemble asphalt and is currently used as a roadway construction material.

  7. Children's Perception of Gap Affordances: Bicycling Across Traffic-Filled Intersections in an Immersive Virtual Environment

    Science.gov (United States)

    Plumert, Jodie M.; Kearney, Joseph K.; Cremer, James F.

    2004-01-01

    This study examined gap choices and crossing behavior in children and adults using an immersive, interactive bicycling simulator. Ten- and 12-year-olds and adults rode a bicycle mounted on a stationary trainer through a virtual environment consisting of a street with 6 intersections. Participants faced continuous cross traffic traveling at 25mph…

  8. Augmented Virtuality: A Real-time Process for Presenting Real-world Visual Sensory Information in an Immersive Virtual Environment for Planetary Exploration

    Science.gov (United States)

    McFadden, D.; Tavakkoli, A.; Regenbrecht, J.; Wilson, B.

    2017-12-01

    Virtual Reality (VR) and Augmented Reality (AR) applications have recently seen an impressive growth, thanks to the advent of commercial Head Mounted Displays (HMDs). This new visualization era has opened the possibility of presenting researchers from multiple disciplines with data visualization techniques not possible via traditional 2D screens. In a purely VR environment researchers are presented with the visual data in a virtual environment, whereas in a purely AR application, a piece of virtual object is projected into the real world with which researchers could interact. There are several limitations to the purely VR or AR application when taken within the context of remote planetary exploration. For example, in a purely VR environment, contents of the planet surface (e.g. rocks, terrain, or other features) should be created off-line from a multitude of images using image processing techniques to generate 3D mesh data that will populate the virtual surface of the planet. This process usually takes a tremendous amount of computational resources and cannot be delivered in real-time. As an alternative, video frames may be superimposed on the virtual environment to save processing time. However, such rendered video frames will lack 3D visual information -i.e. depth information. In this paper, we present a technique to utilize a remotely situated robot's stereoscopic cameras to provide a live visual feed from the real world into the virtual environment in which planetary scientists are immersed. Moreover, the proposed technique will blend the virtual environment with the real world in such a way as to preserve both the depth and visual information from the real world while allowing for the sensation of immersion when the entire sequence is viewed via an HMD such as Oculus Rift. The figure shows the virtual environment with an overlay of the real-world stereoscopic video being presented in real-time into the virtual environment. Notice the preservation of the object

  9. Testing and evaluation of a wearable augmented reality system for natural outdoor environments

    Science.gov (United States)

    Roberts, David; Menozzi, Alberico; Cook, James; Sherrill, Todd; Snarski, Stephen; Russler, Pat; Clipp, Brian; Karl, Robert; Wenger, Eric; Bennett, Matthew; Mauger, Jennifer; Church, William; Towles, Herman; MacCabe, Stephen; Webb, Jeffrey; Lupo, Jasper; Frahm, Jan-Michael; Dunn, Enrique; Leslie, Christopher; Welch, Greg

    2013-05-01

    This paper describes performance evaluation of a wearable augmented reality system for natural outdoor environments. Applied Research Associates (ARA), as prime integrator on the DARPA ULTRA-Vis (Urban Leader Tactical, Response, Awareness, and Visualization) program, is developing a soldier-worn system to provide intuitive `heads-up' visualization of tactically-relevant geo-registered icons. Our system combines a novel pose estimation capability, a helmet-mounted see-through display, and a wearable processing unit to accurately overlay geo-registered iconography (e.g., navigation waypoints, sensor points of interest, blue forces, aircraft) on the soldier's view of reality. We achieve accurate pose estimation through fusion of inertial, magnetic, GPS, terrain data, and computer-vision inputs. We leverage a helmet-mounted camera and custom computer vision algorithms to provide terrain-based measurements of absolute orientation (i.e., orientation of the helmet with respect to the earth). These orientation measurements, which leverage mountainous terrain horizon geometry and mission planning landmarks, enable our system to operate robustly in the presence of external and body-worn magnetic disturbances. Current field testing activities across a variety of mountainous environments indicate that we can achieve high icon geo-registration accuracy (<10mrad) using these vision-based methods.

  10. Virtual laboratories : comparability of real and virtual environments for environmental psychology

    NARCIS (Netherlands)

    Kort, de Y.A.W.; IJsselsteijn, W.A.; Kooijman, J.M.A.; Schuurmans, Y.

    2003-01-01

    Virtual environments have the potential to become important new research tools in environment behavior research. They could even become the future (virtual) laboratories, if reactions of people to virtual environments are similar to those in real environments. The present study is an exploration of

  11. An intelligent system and a relational data base for codifying helmet-mounted display symbology design requirements

    Science.gov (United States)

    Rogers, Steven P.; Hamilton, David B.

    1994-06-01

    To employ the most readily comprehensible presentation methods and symbology with helmet-mounted displays (HMDs), it is critical to identify the information elements needed to perform each pilot function and to analytically determine the attributes of these elements. The extensive analyses of mission requirements currently performed for pilot-vehicle interface design can be aided and improved by the new capabilities of intelligent systems and relational databases. An intelligent system, named ACIDTEST, has been developed specifically for organizing and applying rules to identify the best display modalities, locations, and formats. The primary objectives of the ACIDTEST system are to provide rapid accessibility to pertinent display research data, to integrate guidelines from many disciplines and identify conflicts among these guidelines, to force a consistent display approach among the design team members, and to serve as an 'audit trail' of design decisions and justifications. A powerful relational database called TAWL ORDIR has been developed to document information requirements and attributes for use by ACIDTEST as well as to greatly augment the applicability of mission analysis data. TAWL ORDIR can be used to rapidly reorganize mission analysis data components for study, perform commonality analyses for groups of tasks, determine the information content requirement for tailored display modes, and identify symbology integration opportunities.

  12. Camouflage design and head measurement characteristic of Indonesian armoured vehicle helmet

    Science.gov (United States)

    Sya'bana, Yukhi Mustaqim Kusuma; Sanjaya, K. H.

    2017-01-01

    In this paper discussed camouflage design helmet for armored vehicles with comparing head measurement of Indonesian anthropometric. Design process conduct with considering of design aspects involves function, materials, operational, technology, user, and appearance (camouflage). As an application of Indonesian National Army that qualifies factors needs: safety, comfort, practical and service. MIL-H-44099A Military Specification: Helmet, Ground Troops And Parachutists is minimum limitation standard of military helmet production. Head measurement for product design process guide is presented. Model simulation and helmet measurement using the design for ego and design for more types ergonomics concept. Appearance shape concept is engaging camouflage towards background and environment to deceive enemy viewpoint. Helmet prototype has tested ergonomically to an Indonesian National Army soldier and stated that the helmet size is a comfort and fitted on the head when in use.

  13. Evaluating Experiences in Different Virtual Reality Setups

    OpenAIRE

    Settgast , Volker; Pirker , Johanna; Lontschar , Stefan; Maggale , Stefan; Gütl , Christian

    2016-01-01

    Part 2: Use and Evaluation of Digital Entertainment; International audience; This paper describes the evaluation of three different scenarios in the fully immersive room-based virtual environment DAVE (Definitely Affordable Virtual Environment) and a head-mounted display, the Oculus Rift. The evaluation focuses on comparing the two immersive environments and three different scenarios (observation, emotion in a roller coaster, and interaction) in regards to typical virtual-reality characterist...

  14. Adaptive Changes in Sensorimotor Coordination and Motion Sickness Following Repeated Exposures to Virtual Environments

    Science.gov (United States)

    Harm, D. L.; Taylor, L. C.; Bloomberg, J. J.

    2007-01-01

    Virtual environments offer unique training opportunities, particularly for training astronauts and preadapting them to the novel sensory conditions of microgravity. Two unresolved human factors issues in virtual reality (VR) systems are: 1) potential "cybersickness", and 2) maladaptive sensorimotor performance following exposure to VR systems. Interestingly, these aftereffects are often quite similar to adaptive sensorimotor responses observed in astronauts during and/or following space flight. Initial interpretation of novel sensory information may be inappropriate and result in perceptual errors. Active exploratory behavior in a new environment, with resulting feedback and the formation of new associations between sensory inputs and response outputs, promotes appropriate perception and motor control in the new environment. Thus, people adapt to consistent, sustained alterations of sensory input such as those produced by microgravity, unilateral labyrinthectomy and experimentally produced stimulus rearrangements. The purpose of this research was to compare disturbances in sensorimotor coordination produced by dome and head-mounted virtual environment displays and to examine the effects of exposure duration, and repeated exposures to VR systems. The first study examined disturbances in balance control, and the second study examined disturbances in eye-head-hand (EHH) and eye-head coordination.

  15. Virtualization in control system environment

    International Nuclear Information System (INIS)

    Shen, L.R.; Liu, D.K.; Wan, T.M.

    2012-01-01

    In large scale distributed control system, there are lots of common service composed an environment for the entire control system, such as the server system for the common software base library, application server, archive server and so on. This paper gives a description of a virtualization realization for control system environment including the virtualization for server, storage, network system and application for the control system. With a virtualization instance of the EPICS based control system environment that was built by the VMware vSphere v4, we tested the whole functionality of this virtualization environment in the SSRF control system, including the common server of the NFS, NIS, NTP, Boot and EPICS base and extension library tools, we also have applied virtualization to application servers such as the Archive, Alarm, EPICS gateway and all of the network based IOC. Specially, we test the high availability and VMotion for EPICS asynchronous IOC successful under the different VLAN configuration of the current SSRF control system network. (authors)

  16. Augmented reality and photogrammetry: A synergy to visualize physical and virtual city environments

    Science.gov (United States)

    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.

  17. Binocular Rivalry in Helmet-Mounted Display Applications

    Science.gov (United States)

    1975-06-01

    research apparatus. 31 ., simple magnifying ophthalmic lenses were used, mounted in eyeglass frames. These were 2. 5 diopter lenses for both eyes to...wear eyeglasses with 2. 5 diopter lenses. The focal length of these lenses was 15. 5 inches and the eye waa accommodated at infinity when objects were...HMD luminance is positively related to I-I•D visibility, while ambient scene luminance bears an inverse relation- ship to HMD visibility. Scene

  18. The Effects of the Personal Armor System for Ground Troops (PASGT) and the Advanced Combat Helmet (ACH) with and without PVS-14 Night Vision Goggles (NVG) on Neck Biomechanics During Dismounted Soldier Movements

    National Research Council Canada - National Science Library

    LaFiandra, Michael; Harman, Everett; Cornelius, Nancy; Frykman, Peter; Gutekunst, David; Nelson, Gabe

    2007-01-01

    Kevlar helmets provide the soldier with basic ballistic and impact protection. However, the helmet has recently become a mounting platform for devices such as night-vision goggles, drop down displays, weapon-aiming systems, etc...

  19. Fusion interfaces for tactical environments: An application of virtual reality technology

    Science.gov (United States)

    Haas, Michael W.

    1994-01-01

    The term Fusion Interface is defined as a class of interface which integrally incorporates both virtual and nonvirtual concepts and devices across the visual, auditory, and haptic sensory modalities. A fusion interface is a multisensory virtually-augmented synthetic environment. A new facility has been developed within the Human Engineering Division of the Armstrong Laboratory dedicated to exploratory development of fusion interface concepts. This new facility, the Fusion Interfaces for Tactical Environments (FITE) Facility is a specialized flight simulator enabling efficient concept development through rapid prototyping and direct experience of new fusion concepts. The FITE Facility also supports evaluation of fusion concepts by operation fighter pilots in an air combat environment. The facility is utilized by a multidisciplinary design team composed of human factors engineers, electronics engineers, computer scientists, experimental psychologists, and oeprational pilots. The FITE computational architecture is composed of twenty-five 80486-based microcomputers operating in real-time. The microcomputers generate out-the-window visuals, in-cockpit and head-mounted visuals, localized auditory presentations, haptic displays on the stick and rudder pedals, as well as executing weapons models, aerodynamic models, and threat models.

  20. Intelligent Motion and Interaction Within Virtual Environments

    Science.gov (United States)

    Ellis, Stephen R. (Editor); Slater, Mel (Editor); Alexander, Thomas (Editor)

    2007-01-01

    What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.

  1. Animated BDP agents in virtual environments

    NARCIS (Netherlands)

    Nijholt, Antinus; Egges, A.; op den Akker, Hendrikus J.A.; Zwiers, Jakob; Krose, B.; de Rijke, M.; Schreiber, G.; van Someren, M.

    2001-01-01

    We introduce a Believes, Desires and Plans (BDP) agent that acts in a virtual environment using multi-modal interaction with the user. The environment is our virtual theatre environment. In this environment different agents have been introduced. In order to obtain a more uniform framework for agent

  2. Virtual environment display for a 3D audio room simulation

    Science.gov (United States)

    Chapin, William L.; Foster, Scott

    1992-06-01

    Recent developments in virtual 3D audio and synthetic aural environments have produced a complex acoustical room simulation. The acoustical simulation models a room with walls, ceiling, and floor of selected sound reflecting/absorbing characteristics and unlimited independent localizable sound sources. This non-visual acoustic simulation, implemented with 4 audio ConvolvotronsTM by Crystal River Engineering and coupled to the listener with a Poihemus IsotrakTM, tracking the listener's head position and orientation, and stereo headphones returning binaural sound, is quite compelling to most listeners with eyes closed. This immersive effect should be reinforced when properly integrated into a full, multi-sensory virtual environment presentation. This paper discusses the design of an interactive, visual virtual environment, complementing the acoustic model and specified to: 1) allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; 2) reinforce the listener's feeling of telepresence into the acoustical environment with visual and proprioceptive sensations; 3) enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and 4) serve as a research testbed and technology transfer demonstration. The hardware/software design of two demonstration systems, one installed and one portable, are discussed through the development of four iterative configurations. The installed system implements a head-coupled, wide-angle, stereo-optic tracker/viewer and multi-computer simulation control. The portable demonstration system implements a head-mounted wide-angle, stereo-optic display, separate head and pointer electro-magnetic position trackers, a heterogeneous parallel graphics processing system, and object oriented C++ program code.

  3. The virtual environment display system

    Science.gov (United States)

    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.

  4. Virtual environments simulation in research reactor

    Science.gov (United States)

    Muhamad, Shalina Bt. Sheik; Bahrin, Muhammad Hannan Bin

    2017-01-01

    Virtual reality based simulations are interactive and engaging. It has the useful potential in improving safety training. Virtual reality technology can be used to train workers who are unfamiliar with the physical layout of an area. In this study, a simulation program based on the virtual environment at research reactor was developed. The platform used for virtual simulation is 3DVia software for which it's rendering capabilities, physics for movement and collision and interactive navigation features have been taken advantage of. A real research reactor was virtually modelled and simulated with the model of avatars adopted to simulate walking. Collision detection algorithms were developed for various parts of the 3D building and avatars to restrain the avatars to certain regions of the virtual environment. A user can control the avatar to move around inside the virtual environment. Thus, this work can assist in the training of personnel, as in evaluating the radiological safety of the research reactor facility.

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

    Science.gov (United States)

    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. Observation of motorcycle helmet use rates in Michigan after partial repeal of the universal motorcycle helmet law.

    Science.gov (United States)

    Buckley, Lisa; Bingham, C Raymond; Flannagan, Carol A; Carter, Patrick M; Almani, Farideh; Cicchino, Jessica B

    2016-10-01

    Motorcycle crashes result in a significant health burden, including many fatal injuries and serious non-fatal head injuries. Helmets are highly effective in preventing such trauma, and jurisdictions that require helmet use of all motorcyclists have higher rates of helmet use and lower rates of head injuries among motorcyclists. The current study examines helmet use and characteristics of helmeted operators and their riding conditions in Michigan, following a weakening of the state's universal motorcycle helmet use law in April 2012. Data on police-reported crashes occurring during 2012-14 and from a stratified roadside observational survey undertaken in Southeast Michigan during May-September 2014 were used to estimate statewide helmet use rates. Observed helmet use was more common among operators of sports motorcycles, on freeways, and in the morning, and least common among operators of cruisers, on minor arterials, and in the afternoon. The rate of helmet use across the state was estimated at 75%, adjusted for roadway type, motorcycle class, and time of day. Similarly, the helmet use rate found from examination of crash records was 73%. In the observation survey, 47% of operators wore jackets, 94% wore long pants, 54% wore boots, and 80% wore gloves. Protective clothing of jackets and gloves was most often worn by sport motorcycle operators and long pants and boots most often by riders of touring motorcycles. Findings highlight the much lower rate of helmet use in Michigan compared with states that have a universal helmet use law, although the rate is higher than observed in many states with partial helmet laws. Targeted interventions aimed at specific groups of motorcyclists and situations where helmet use rates are particularly low should be considered to increase helmet use. Copyright © 2016 Elsevier Ltd. All rights reserved.

  7. Dynamic shared state maintenance in distributed virtual environments

    Science.gov (United States)

    Hamza-Lup, Felix George

    Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. The purpose of this work is to address the problem of latency in distributed interactive VE and to develop a conceptual model for consistency maintenance in these environments based on the participant interaction model. An area that needs to be explored is the relationship between the dynamic shared state and the interaction with the virtual entities present in the shared scene. Mixed Reality (MR) and VR environments must bring the human participant interaction into the loop through a wide range of electronic motion sensors, and haptic devices. Part of the work presented here defines a novel criterion for categorization of distributed interactive VE and introduces, as well as analyzes, an adaptive synchronization algorithm for consistency maintenance in such environments. As part of the work, a distributed interactive Augmented Reality (AR) testbed and the algorithm implementation details are presented. Currently the testbed is part of several research efforts at the Optical Diagnostics and Applications Laboratory including 3D visualization applications using custom built head-mounted displays (HMDs) with optical motion tracking and a medical training prototype for endotracheal intubation and medical prognostics. An objective method using quaternion calculus is applied for the algorithm assessment. In spite of significant network latency, results show that the dynamic shared state can be maintained consistent at multiple remotely located sites. In further consideration of the latency problems and in the light of the current trends in interactive distributed VE applications, we propose a hybrid distributed system architecture for

  8. Designing Virtual Learning Environments

    DEFF Research Database (Denmark)

    Veirum, Niels Einar

    2003-01-01

    The main objective of this working paper is to present a conceptual model for media integrated communication in virtual learning environments. The model for media integrated communication is very simple and identifies the necessary building blocks for virtual place making in a synthesis of methods...

  9. A Virtual Environments Editor for Driving Scenes

    Directory of Open Access Journals (Sweden)

    Ronald R. Mourant

    2003-12-01

    Full Text Available The goal of this project was to enable the rapid creation of three-dimensional virtual driving environments. We designed and implemented a high-level scene editor that allows a user to construct a driving environment by pasting icons that represent 1 road segments, 2 road signs, 3 trees and 4 buildings. These icons represent two- and three-dimensional objects that have been predesigned. Icons can be placed in the scene at specific locations (x, y, and z coordinates. The editor includes the capability of a user to "drive" a vehicle using a computer mouse for steering, accelerating and braking. At any time during the process of building a virtual environment, a user may switch to "Run Mode" and inspect the three-dimensional scene by "driving" through it using the mouse. Adjustments and additions can be made to the virtual environment by going back to "Build Mode". Once a user is satisfied with the threedimensional virtual environment, it can be saved in a file. The file can used with Java3D software that enables the traversing of three-dimensional environments. The process of building virtual environments from predesigned icons can be applied to many other application areas. It will enable novice computer users to rapidly construct and use three-dimensional virtual environments.

  10. Virtual sine arm kinematic mount system

    International Nuclear Information System (INIS)

    Xu, Z.; Randall, K.J.

    1997-01-01

    A novel kinematic mount system for a vertical focusing mirror of the soft x-ray spectroscopy beamline at the Advanced Photon Source is described. The system contains three points in a horizontal plane. Each point consists of two horizontal linear precision stages, a spherical ball bearing, and a vertical precision stage. The horizontal linear stages are aligned orthogonally and are conjoined by a spherical ball bearing, supported by the vertical linear stage at each point. The position of each confined horizontal stage is controlled by a motorized micrometer head by spring-loading the flat tip of the micrometer head onto a tooling ball fixing on the carriage of the stage. A virtual sine arm is formed by tilting the upstream horizontal stage down and the two downstream horizontal stages up by a small angle. The fine pitch motion is achieved by adjusting the upstream stage. This supporting structure is extremely steady due to a relatively large span across the supporting points and yields extremely high resolution on the pitch motion. With a one degree tilt and a microstepping motor, the authors achieved a 0.4 nanoradian resolution on the mirror pitch motion

  11. Butterfly valve in a virtual environment

    Science.gov (United States)

    Talekar, Aniruddha; Patil, Saurabh; Thakre, Prashant; Rajkumar, E.

    2017-11-01

    Assembly of components is one of the processes involved in product design and development. The present paper deals with the assembly of a simple butterfly valve components in a virtual environment. The assembly has been carried out using virtual reality software by trial and error methods. The parts are modelled using parametric software (SolidWorks), meshed accordingly, and then called into virtual environment for assembly.

  12. Astronauts Parise and Jernigan check helmets prior to training session

    Science.gov (United States)

    1994-01-01

    Attired in training versions of the Shuttle partial-pressure launch and entry suits, payload specialist Dr. Ronald A Parise (left) and astronaut Tamara E. Jernigan, payload commander, check over their helmets prior to a training session. Holding the helmets is suit expert Alan M. Rochford, of NASA. The two were about to join their crew mates in a session of emergency bailout training at JSC's Weightless Environment Training Facility (WETF).

  13. Incorporating Virtually Immersive Environments as a Collaborative Medium for Virtual Teaming

    Directory of Open Access Journals (Sweden)

    Charles J. Lesko, Jr.

    2012-08-01

    Full Text Available Virtually immersive environments incorporate the use of various computer modelling and simulation techniques enabling geographically dispersed virtual project teams to interact within an artificially projected three-dimensional space online. This study focused on adoption of virtually immersive technologies as a collaborative media to support virtual teaming of both graduate and undergraduate-level project management students. The data and information from this study has implications for educators using virtually immersive environments in the classroom. In this study, we specifically evaluated two key components in this paper: 1 students’ level of trust and; 2 students’ willingness to use the technology, along with their belief about the virtual environment’s ability to extend and improve knowledge sharing in their team work environment. We learned that while students did find the environment a positive add on for working collaboratively, there were students who were neither more nor less likely to use the technology for future collaborative ventures. Most of the students who were not very positive about the environment were “fence sitters” likely indicating needs related to additional training to improve communication skills. Finally, based on the full study results we have provided basic recommendations designed to support team trust building in the system along with interpersonal trust building to facilitate knowledge transfer and better strategic us of the technology.

  14. Effects of ventilated safety helmets in a hot environment

    Science.gov (United States)

    G.A. Davis; E.D. Edmisten; R.E. Thomas; R.B. Rummer; D.D. Pascoe

    2001-01-01

    Forest workers are likely to remove head protection in hot and humid conditions because of thermal discomfort. However, a recent Occupational Safety and Health Administration (OSHA) regulation revision requires all workers in logging operations to wear safety helmets, thus creating a compliance problem. To determine which factors contribute to forest workers’ thermal...

  15. Going Outside While Staying Inside - Exercise Motivation with Immersive vs. Non–Immersive Recreational Virtual Environment Augmentation for Older Adult Nursing Home Residents

    DEFF Research Database (Denmark)

    Bruun-Pedersen, Jon Ram; Serafin, Stefania; Kofoed, Lise

    2016-01-01

    Virtual technology and immersive experiences are not very often associated with older adults. Recent studies suggest that exercise augmentation using flat screen-based virtual environments, which allow nursing home residents to experience virtual places different from the nursing home, can increase...... the intrinsic motivation of nursing home residents. In this paper, we increase the immersive properties of such augmentation through an Oculus Rift Head Mounted Display, to evaluate the effect on the older adults’ sense of presence, if it has any relation to the level of intrinsic motivation to exercise...

  16. "Head up and eyes out" advances in head mounted displays capabilities

    Science.gov (United States)

    Cameron, Alex

    2013-06-01

    There are a host of helmet and head mounted displays, flooding the market place with displays which provide what is essentially a mobile computer display. What sets aviators HMDs apart is that they provide the user with accurate conformal information embedded in the pilots real world view (see through display) where the information presented is intuitive and easy to use because it overlays the real world (mix of sensor imagery, symbolic information and synthetic imagery) and enables them to stay head up, eyes out, - improving their effectiveness, reducing workload and improving safety. Such systems are an enabling technology in the provision of enhanced Situation Awareness (SA) and reducing user workload in high intensity situations. Safety Is Key; so the addition of these HMD functions cannot detract from the aircrew protection functions of conventional aircrew helmets which also include life support and audio communications. These capabilities are finding much wider application in new types of compact man mounted audio/visual products enabled by the emergence of new families of micro displays, novel optical concepts and ultra-compact low power processing solutions. This papers attempts to capture the key drivers and needs for future head mounted systems for aviation applications.

  17. Virtual hand: a 3D tactile interface to virtual environments

    Science.gov (United States)

    Rogowitz, Bernice E.; Borrel, Paul

    2008-02-01

    We introduce a novel system that allows users to experience the sensation of touch in a computer graphics environment. In this system, the user places his/her hand on an array of pins, which is moved about space on a 6 degree-of-freedom robot arm. The surface of the pins defines a surface in the virtual world. This "virtual hand" can move about the virtual world. When the virtual hand encounters an object in the virtual world, the heights of the pins are adjusted so that they represent the object's shape, surface, and texture. A control system integrates pin and robot arm motions to transmit information about objects in the computer graphics world to the user. It also allows the user to edit, change and move the virtual objects, shapes and textures. This system provides a general framework for touching, manipulating, and modifying objects in a 3-D computer graphics environment, which may be useful in a wide range of applications, including computer games, computer aided design systems, and immersive virtual worlds.

  18. Massivizing Networked Virtual Environments on Clouds

    NARCIS (Netherlands)

    Shen, S.

    2015-01-01

    Networked Virtual Environments (NVEs) are virtual environments where physically distributed, Internet-connected users can interact and socialize with others. The most popular NVEs are online games, which have hundreds of millions of users and a global market of tens of billions Euros per year.

  19. Vagrant virtual development environment cookbook

    CERN Document Server

    Thompson, Chad

    2015-01-01

    If you are a software developer or administrator who wishes to create simple, reusable environments using Vagrant, this book is the perfect choice for you. Whether you are a system administrator with extensive experience in virtualization or a developer wishing to create development scripts for cloud deployment, you will find easy-to-follow recipes and techniques in this book that will allow you to create robust and reproducible virtual environments.

  20. User-centered virtual environment design for virtual rehabilitation

    Directory of Open Access Journals (Sweden)

    Rizzo Albert A

    2010-02-01

    Full Text Available Abstract Background As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. Methods An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. Results The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better

  1. User-centered virtual environment design for virtual rehabilitation.

    Science.gov (United States)

    Fidopiastis, Cali M; Rizzo, Albert A; Rolland, Jannick P

    2010-02-19

    As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient

  2. Heading assessment by "tunnel vision" patients and control subjects standing or walking in a virtual reality environment.

    Science.gov (United States)

    Apfelbaum, Henry; Pelah, Adar; Peli, Eli

    2007-01-01

    Virtual reality locomotion simulators are a promising tool for evaluating the effectiveness of vision aids to mobility for people with low vision. This study examined two factors to gain insight into the verisimilitude requirements of the test environment: the effects of treadmill walking and the suitability of using controls as surrogate patients. Ten "tunnel vision" patients with retinitis pigmentosa (RP) were tasked with identifying which side of a clearly visible obstacle their heading through the virtual environment would lead them, and were scored both on accuracy and on their distance from the obstacle when they responded. They were tested both while walking on a treadmill and while standing, as they viewed a scene representing progress through a shopping mall. Control subjects, each wearing a head-mounted field restriction to simulate the vision of a paired patient, were also tested. At wide angles of approach, controls and patients performed with a comparably high degree of accuracy, and made their choices at comparable distances from the obstacle. At narrow angles of approach, patients' accuracy increased when walking, while controls' accuracy decreased. When walking, both patients and controls delayed their decisions until closer to the obstacle. We conclude that a head-mounted field restriction is not sufficient for simulating tunnel vision, but that the improved performance observed for walking compared to standing suggests that a walking interface (such as a treadmill) may be essential for eliciting natural perceptually-guided behavior in virtual reality locomotion simulators.

  3. Build Your Own Equiluminance Helmet

    OpenAIRE

    Connolly, Salammbo; Connolly, Denis; Cleary, Anne; Herman, Laura; Cavanagh, Patrick

    2017-01-01

    A wearable ?helmet? version of the S cone isolating technique was constructed to explore vision at equiluminance. For my high school summer science project, I visited parks and streets while wearing the helmet and report that the helmet appears to have captured the main properties described for the large-scale, more cumbersome stage version.

  4. A Virtual Pivot Point MEMS Actuator with Externally Mounted Mirror: Design, Fabrication and Characterization

    Directory of Open Access Journals (Sweden)

    T. M. Fahim AMIN

    2014-12-01

    Full Text Available In this paper, the design, fabrication, and characterization of a virtual pivot point micro electromechanical systems (MEMS electrostatic actuator with externally mounted mirror is presented. The point of rotation of the movable arm of the actuator is distant from the physical actuator. This is a requirement for certain applications, such as an external cavity laser in Littman configuration. A maximum rotational radius of 5 mm from the virtual pivot point was achieved. A detailed analytical analysis for the displacement of the structure is presented. The dynamic characterization of the device with a finite element analysis simulation shows that the resonance frequency of the in-plane rotational mode is well separated from that of the out-of-plane bending mode, confirming high in-plane stability. The devices were fabricated on a silicon-on-insulator wafer with device layer thickness of 100 µm. Thin mirrors were fabricated by dicing a 100 µm thick silicon wafer. A resonance frequency of about 5.9 ´ 102 Hz for the maximum sized mounted mirror (1.7 mm ´ 100 µm ´ 1.0 mm was determined by optical characterization.

  5. Psychological influences on distance estimation in a virtual reality environment

    Directory of Open Access Journals (Sweden)

    Kohske eTakahashi

    2013-09-01

    Full Text Available Researches on embodied perception have revealed that social, psychological and physiological factors influence perception of space. While many of these influences were observed with real or highly realistic stimuli, the present work showed that even the orientation of abstract geometric objects with a non-realistic virtual environment could influence distance perception. Observers wore a head mounted display and watched virtual cones moving within an invisible cube for five seconds with their head movement recorded. Subsequently, observers estimated the distance to the cones or evaluated their friendliness. The cones either faced the observer, a target behind the cones, or random orientations. Average viewing distance to the cones varied between 1.2 and 2.0 m. At a viewing distance of 1.6 m, observers perceived cones facing them as closer than cones facing an opposite target or random orientations. Furthermore, irrespective of viewing distance, observers moved their head away from the cones more strongly and evaluated the cones as less friendly when the cones were facing observers. Similar results of distance estimation were obtained with a 3D projection onto a large screen, although the effective viewing distance was farther away. These results suggest that factors other than physical distance could influence distance perception even with non-realistic geometric objects within a virtual environment. Furthermore, the modulation of distance perception was also accompanied by changes in subjective impression and avoidance movement. We propose that cones facing an observer are perceived as socially discomforting or threatening and potentially violate an observer’s personal space, which might influence the perceived distance of cones.

  6. Motorcycle helmet use laws

    Science.gov (United States)

    2006-01-01

    The National Highway Traffic Safety Administration (NHTSA) encourages States to enact legislation that requires all motorcycle riders to wear helmets. Motorcycle helmets provide the best protection from head injury for motorcyclists involved in traff...

  7. Information literacy experiencies inside virtual learning environments

    Directory of Open Access Journals (Sweden)

    Patricia Hernández Salazar

    2016-03-01

    Full Text Available Objective. Suggest the use of virtual learning environments as an Information Literacy (IL alternative. Method. Analysis of the main elements of web sites. To achieve this purpose the article includes the relationship between IL and the learning virtual environment (by defining both phrases; phases to create virtual IL programs; processes to elaborate didactic media; the applications that may support this plan; and the description of eleven examples of learning virtual environments IL experiences from four countries (Mexico, United States of America, Spain and United Kingdom these examples fulfill the conditions expressed. Results. We obtained four comparative tables examining five elements of each experience: objectives; target community; institution; country; and platform used. Conclusions. Any IL proposal should have a clear definition; IL experiences have to follow a didactic systematic process; described experiences are based on IL definition; the experiences analyzed are similar; virtual learning environments can be used as alternatives of IL.

  8. Comparison of grasping movements made by healthy subjects in a 3-dimensional immersive virtual versus physical environment.

    Science.gov (United States)

    Magdalon, Eliane C; Michaelsen, Stella M; Quevedo, Antonio A; Levin, Mindy F

    2011-09-01

    Virtual reality (VR) technology is being used with increasing frequency as a training medium for motor rehabilitation. However, before addressing training effectiveness in virtual environments (VEs), it is necessary to identify if movements made in such environments are kinematically similar to those made in physical environments (PEs) and the effect of provision of haptic feedback on these movement patterns. These questions are important since reach-to-grasp movements may be inaccurate when visual or haptic feedback is altered or absent. Our goal was to compare kinematics of reaching and grasping movements to three objects performed in an immersive three-dimensional (3D) VE with haptic feedback (cyberglove/grasp system) viewed through a head-mounted display to those made in an equivalent physical environment (PE). We also compared movements in PE made with and without wearing the cyberglove/grasp haptic feedback system. Ten healthy subjects (8 women, 62.1±8.8years) reached and grasped objects requiring 3 different grasp types (can, diameter 65.6mm, cylindrical grasp; screwdriver, diameter 31.6mm, power grasp; pen, diameter 7.5mm, precision grasp) in PE and visually similar virtual objects in VE. Temporal and spatial arm and trunk kinematics were analyzed. Movements were slower and grip apertures were wider when wearing the glove in both the PE and the VE compared to movements made in the PE without the glove. When wearing the glove, subjects used similar reaching trajectories in both environments, preserved the coordination between reaching and grasping and scaled grip aperture to object size for the larger object (cylindrical grasp). However, in VE compared to PE, movements were slower and had longer deceleration times, elbow extension was greater when reaching to the smallest object and apertures were wider for the power and precision grip tasks. Overall, the differences in spatial and temporal kinematics of movements between environments were greater than

  9. A virtual therapeutic environment with user projective agents.

    Science.gov (United States)

    Ookita, S Y; Tokuda, H

    2001-02-01

    Today, we see the Internet as more than just an information infrastructure, but a socializing place and a safe outlet of inner feelings. Many personalities develop aside from real world life due to its anonymous environment. Virtual world interactions are bringing about new psychological illnesses ranging from netaddiction to technostress, as well as online personality disorders and conflicts in multiple identities that exist in the virtual world. Presently, there are no standard therapy models for the virtual environment. There are very few therapeutic environments, or tools especially made for virtual therapeutic environments. The goal of our research is to provide the therapy model and middleware tools for psychologists to use in virtual therapeutic environments. We propose the Cyber Therapy Model, and Projective Agents, a tool used in the therapeutic environment. To evaluate the effectiveness of the tool, we created a prototype system, called the Virtual Group Counseling System, which is a therapeutic environment that allows the user to participate in group counseling through the eyes of their Projective Agent. Projective Agents inherit the user's personality traits. During the virtual group counseling, the user's Projective Agent interacts and collaborates to recover and increase their psychological growth. The prototype system provides a simulation environment where psychologists can adjust the parameters and customize their own simulation environment. The model and tool is a first attempt toward simulating online personalities that may exist only online, and provide data for observation.

  10. Sonic Virtuality, Environment, and Presence

    DEFF Research Database (Denmark)

    Grimshaw, Mark

    2018-01-01

    The article presents a brief introduction to the concept of sonic virtuality, a view of sound as a multi-modal, emergent perception that provides a framework that has since been used to provide an explanation of the formation of environments. Additionally, the article uses such concepts to explain...... the phenomenon of presence, not only in virtual worlds but also in actual worlds. The view put forward is that environment is an emergent perception, formed from the hypothetical modelling of salient worlds of sensory things, and it is in the environment that we feel present. The article ends with some thoughts...

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

    Science.gov (United States)

    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. The Virtual Tablet: Virtual Reality as a Control System

    Science.gov (United States)

    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

  13. Enhancing Learning within the 3-D Virtual Learning Environment

    OpenAIRE

    Shirin Shafieiyoun; Akbar Moazen Safaei

    2013-01-01

    Today’s using of virtual learning environments becomes more remarkable in education. The potential of virtual learning environments has frequently been related to the expansion of sense of social presence which is obtained from students and educators. This study investigated the effectiveness of social presence within virtual learning environments and analysed the impact of social presence on increasing learning satisfaction within virtual learning environments. Second Life, as an example of ...

  14. Impact of Soldier Helmet Configuration on Survivability

    Science.gov (United States)

    2011-03-01

    helmet cannot sit too low, which is evident when the helmet covers the eyebrows and the helmet interferes with eyewear . The helmet should remain in...agencies, academia, and private industry have also aided in model development. ORCA is a high-resolution computerized personnel casualty model that can

  15. Federally mandating motorcycle helmets in the United States.

    Science.gov (United States)

    Eltorai, Adam E M; Simon, Chad; Choi, Ariel; Hsia, Katie; Born, Christopher T; Daniels, Alan H

    2016-03-09

    Motorcycle helmets reduce both motorcycle-related fatalities and head injuries. Motorcycle crashes are a major public health concern which place economic stress on the U.S. healthcare system. Although statewide universal motorcycle helmet laws effectively increase helmet use, most state helmet laws do not require every motorcycle rider to wear a helmet. Herein, we propose and outline the solution of implementing federal motorcycle helmet law, while addressing potential counterarguments. The decision to ride a motorcycle without a helmet has consequences that affect more than just the motorcyclist. In an effort to prevent unnecessary healthcare costs, injuries, and deaths, public health efforts to increase helmet use through education and legislation should be strongly considered. Helmet use on motorcycles fits squarely within the purview of the federal government public health and economic considerations.

  16. Using virtual reality to study paranoia in individuals with and without psychosis

    NARCIS (Netherlands)

    Brinkman, W.P.; Veling, W.; Dorrestijn, E.; Sandino, G.; Vakili, A.; Van der Gaag, M.

    2011-01-01

    A virtual reality environment was created to study psychotic symptoms of patients that experience psychosis. In the environment people could navigate through a bar with a gamepad while wearing a head mounted display. Their task was to find five virtual characters that have a small label number on

  17. Heading assessment by “tunnel vision” patients and control subjects standing or walking in a virtual reality environment

    Science.gov (United States)

    APFELBAUM, HENRY; PELAH, ADAR; PELI, ELI

    2007-01-01

    Virtual reality locomotion simulators are a promising tool for evaluating the effectiveness of vision aids to mobility for people with low vision. This study examined two factors to gain insight into the verisimilitude requirements of the test environment: the effects of treadmill walking and the suitability of using controls as surrogate patients. Ten “tunnel vision” patients with retinitis pigmentosa (RP) were tasked with identifying which side of a clearly visible obstacle their heading through the virtual environment would lead them, and were scored both on accuracy and on their distance from the obstacle when they responded. They were tested both while walking on a treadmill and while standing, as they viewed a scene representing progress through a shopping mall. Control subjects, each wearing a head-mounted field restriction to simulate the vision of a paired patient, were also tested. At wide angles of approach, controls and patients performed with a comparably high degree of accuracy, and made their choices at comparable distances from the obstacle. At narrow angles of approach, patients’ accuracy increased when walking, while controls’ accuracy decreased. When walking, both patients and controls delayed their decisions until closer to the obstacle. We conclude that a head-mounted field restriction is not sufficient for simulating tunnel vision, but that the improved performance observed for walking compared to standing suggests that a walking interface (such as a treadmill) may be essential for eliciting natural perceptually-guided behavior in virtual reality locomotion simulators. PMID:18167511

  18. Providing Virtual Execution Environments: A Twofold Illustration

    CERN Document Server

    Grehant, Xavier

    2008-01-01

    Platform virtualization helps solving major grid computing challenges: share resource with flexible, user-controlled and custom execution environments and in the meanwhile, isolate failures and malicious code. Grid resource management tools will evolve to embrace support for virtual resource. We present two open source projects that transparently supply virtual execution environments. Tycoon has been developed at HP Labs to optimise resource usage in creating an economy where users bid to access virtual machines and compete for CPU cycles. SmartDomains provides a peer-to-peer layer that automates virtual machines deployment using a description language and deployment engine from HP Labs. These projects demonstrate both client-server and peer-to-peer approaches to virtual resource management. The first case makes extensive use of virtual machines features for dynamic resource allocation. The second translates virtual machines capabilities into a sophisticated language where resource management components can b...

  19. Comparing maximum intercuspal contacts of virtual dental patients and mounted dental casts.

    Science.gov (United States)

    Delong, Ralph; Ko, Ching-Chang; Anderson, Gary C; Hodges, James S; Douglas, W H

    2002-12-01

    Quantitative measures of occlusal contacts are of paramount importance in the study of chewing dysfunction. A tool is needed to identify and quantify occlusal parameters without occlusal interference caused by the technique of analysis. This laboratory simulation study compared occlusal contacts constructed from 3-dimensional images of dental casts and interocclusal records with contacts found by use of conventional methods. Dental casts of 10 completely dentate adults were mounted in a semi-adjustable Denar articulator. Maximum intercuspal contacts were marked on the casts using red film. Intercuspal records made with an experimental vinyl polysiloxane impression material recorded maximum intercuspation. Three-dimensional virtual models of the casts and interocclusal records were made using custom software and an optical scanner. Contacts were calculated between virtual casts aligned manually (CM), aligned with interocclusal records scanned seated on the mandibular casts (C1) or scanned independently (C2), and directly from virtual interocclusal records (IR). Sensitivity and specificity calculations used the marked contacts as the standard. Contact parameters were compared between method pairs. Statistical comparisons used analysis of variance and the Tukey-Kramer post hoc test (P= CM/C1 = CM/C2 > C2/IR > CM/IR > C1/IR, where ">" means "closer than." Within the limits of this study, occlusal contacts calculated from aligned virtual casts accurately reproduce articulator contacts.

  20. CASES ON COLLABORATION IN VIRTUAL LEARNIONG ENVIRONMENTS: Processes and Interactions

    Directory of Open Access Journals (Sweden)

    Reviewed by Yasin OZARSLAN

    2010-01-01

    Full Text Available Collaboration in Virtual Learning Environment brings meaningful learning interactions between learners in virtual environments. This book collects case studies of collaborative virtual learning environments focusing on the nature of human interactions in virtual spaces and defining the types and qualities of learning processes in these spaces from the perspectives of learners, teachers, designers, and professional and academic developers in various disciplines, learning communities and universities from around the world. This book addresses the research cases on experiences, implementations, and applications of virtual learning environments.The book's broader audience is anyone who is interested in areas such as collaborative virtual learning environments, interactive technologies and virtual communities, social interaction and social competence, distance education and collaborative learning. The book is edited by Donna Russell who is an Assistant Professor at the University of Missouri-Kansas City and co-owner of Arete‘ Consulting, LLC. It is consisted of 358 pages covering 19 articles and provides information about context for characteristics and implications of the varied virtual learning environments. Topics covered in this book are argumentative interactions and learning, collaborative learning and work in digital libraries, collaborative virtual learning environments , digital communities to enhance retention, distance education ,interactive technologies and virtual communities, massively multi-user virtual environments, online graduate community, online training programs, social interaction and social competence and virtual story-worlds.

  1. Transfer of Juggling Skills Acquired in a Virtual Environment

    DEFF Research Database (Denmark)

    Hauge, Alex Patrick; Kragegaard, Christian Skriver; Kjæhr, Emil Bering

    2013-01-01

    This paper explores whether motoric skills acquired within a virtual training environment can be successfully transferred to the real world by comparing a virtual environment with a traditional learning environment. Specifically, a system for learning juggling with virtual balls was designed with...

  2. Psychometric Assessment of Stereoscopic Head-Mounted Displays

    Science.gov (United States)

    2016-06-29

    Journal Article 3. DATES COVERED (From – To) Jan 2015 - Dec 2015 4. TITLE AND SUBTITLE PSYCHOMETRIC ASSESSMENT OF STEREOSCOPIC HEAD- MOUNTED DISPLAYS...to render an immersive three-dimensional constructive environment. The purpose of this effort was to quantify the impact of aircrew vision on an...simulated tasks requiring precise depth discrimination. This work will provide an example validation method for future stereoscopic virtual immersive

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

    Science.gov (United States)

    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 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.

  4. The implementation of a municipal indoor ice skating helmet policy: effects on helmet use, participation and attitudes.

    Science.gov (United States)

    O'Mahony-Menton, Colleen; Willmore, Jacqueline; Russell, Katherine

    2015-12-01

    In Ottawa, between 2005 and 2009 there was an annual average of 47.2 head injuries due to ice skating in children and youth (1-19 years of age) requiring a visit to the emergency department, with the highest rates among those aged 5-14 years. Between 2002 and 2007, only 6% of children were wearing a helmet during ice skating when the head injury occurred. During indoor public skating sessions, 93% of children (skating helmet policy coupled with education and promotional activities on helmet use, participation and attitudes towards helmet use. An ice skating helmet policy for children (skating experience at indoor rinks during public skating sessions was developed, implemented and evaluated. Supportive activities such as discount coupons, promotional materials, a media launch, social marketing and staff training are described. The helmet policy was associated with increased helmet use for young children and for older children, youth and adults not included in the policy, without decreasing attendance to public skating sessions. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  5. Psychological influences on distance estimation in a virtual reality environment.

    Science.gov (United States)

    Takahashi, Kohske; Meilinger, Tobias; Watanabe, Katsumi; Bülthoff, Heinrich H

    2013-01-01

    Studies of embodied perception have revealed that social, psychological, and physiological factors influence space perception. While many of these influences were observed with real or highly realistic stimuli, the present work showed that even the orientation of abstract geometric objects in a non-realistic virtual environment could influence distance perception. Observers wore a head mounted display and watched virtual cones moving within an invisible cube for 5 s with their head movement recorded. Subsequently, the observers estimated the distance to the cones or evaluated their friendliness. The cones either faced the observer, a target behind the cones, or were oriented randomly. The average viewing distance to the cones varied between 1.2 and 2.0 m. At a viewing distance of 1.6 m, the observers perceived the cones facing them as closer than the cones facing a target in the opposite direction, or those oriented randomly. Furthermore, irrespective of the viewing distance, observers moved their head away from the cones more strongly and evaluated the cones as less friendly when the cones faced the observers. Similar distance estimation results were obtained with a 3-dimensional projection onto a large screen, although the effective viewing distances were farther away. These results suggest that factors other than physical distance influenced distance perception even with non-realistic geometric objects in a virtual environment. Furthermore, the distance perception modulation was accompanied by changes in subjective impression and avoidance movement. We propose that cones facing an observer are perceived as socially discomforting or threatening, and potentially violate an observer's personal space, which might influence the perceived distance of cones.

  6. Virtual Environments for Training

    National Research Council Canada - National Science Library

    Stiles, R

    1998-01-01

    .... Progress on productization of the VET Training Studio software includes increased robustness for Vista virtual environment display and interaction services, a new capability to use the STEVE visual...

  7. Therapy in virtual environments--clinical and ethical issues.

    Science.gov (United States)

    Yellowlees, Peter M; Holloway, Kevin M; Parish, Michelle Burke

    2012-09-01

    As virtual reality and computer-assisted therapy strategies are increasingly implemented for the treatment of psychological disorders, ethical standards and guidelines must be considered. This study determined a set of ethical and legal guidelines for treatment of post-traumatic stress disorder (PTSD)/traumatic brain injury (TBI) in a virtual environment incorporating the rights of an individual who is represented by an avatar. A comprehensive literature review was undertaken. An example of a case study of therapy in Second Life (a popular online virtual world developed by Linden Labs) was described. Ethical and legal considerations regarding psychiatric treatment of PTSD/TBI in a virtual environment were examined. The following issues were described and discussed: authentication of providers and patients, informed consent, patient confidentiality, patient well-being, clinician competence (licensing and credentialing), training of providers, insurance for providers, the therapeutic environment, and emergencies. Ethical and legal guidelines relevant to these issues in a virtual environment were proposed. Ethical and legal issues in virtual environments are similar to those that occur in the in-person world. Individuals represented by an avatar have the rights equivalent to the individual and should be treated as such.

  8. Virtual Environments 2005

    DEFF Research Database (Denmark)

    This book contains the proceedings of the joint 9th International Immersive Projection Technologies Workshop and the 11th EUROGRAPHICS Virtual Environments Workshop (IPTEGVE). The event was held in Aalborg, Denmark the 6. and 7. October 2005. It was organized at the VR Media Lab, Aalborg University...

  9. Innovation and Virtual Environments: Towards Virtual Knowledge Brokers

    OpenAIRE

    VERONA G; PRANDELLI E.; SAWHNEY M.

    2006-01-01

    The authors examine the implications of virtual customer environments for supporting the innovation process. By building on the literature of knowledge brokers, they introduce the concept of virtual knowledge brokers — actors who leverage the internet to support third parties’ innovation activities. These actors enable firms to extend their reach in engaging with customers and they also allow firms to have a richer dialogue with customers because of their perceived neutrality. Consequently...

  10. About avatars and maneuvering in virtual environments

    NARCIS (Netherlands)

    Delleman, N.

    2006-01-01

    This paper is about the use of avatars and maneuvering in virtual environments for simulation-based design ergonomics. An avatar is a digital human model driven by an instrumented human who is immersed in a virtual environment. A presentation on locomotion devices is followed by descriptions of

  11. Ontological implications of being in immersive virtual environments

    Science.gov (United States)

    Morie, Jacquelyn F.

    2008-02-01

    The idea of Virtual Reality once conjured up visions of new territories to explore, and expectations of awaiting worlds of wonder. VR has matured to become a practical tool for therapy, medicine and commercial interests, yet artists, in particular, continue to expand the possibilities for the medium. Artistic virtual environments created over the past two decades probe the phenomenological nature of these virtual environments. When we inhabit a fully immersive virtual environment, we have entered into a new form of Being. Not only does our body continue to exist in the real, physical world, we are also embodied within the virtual by means of technology that translates our bodied actions into interactions with the virtual environment. Very few states in human existence allow this bifurcation of our Being, where we can exist simultaneously in two spaces at once, with the possible exception of meta-physical states such as shamanistic trance and out-of-body experiences. This paper discusses the nature of this simultaneous Being, how we enter the virtual space, what forms of persona we can don there, what forms of spaces we can inhabit, and what type of wondrous experiences we can both hope for and expect.

  12. Effects of repealing the motorcycle helmet law in Michigan.

    Science.gov (United States)

    Hothem, Zachary; Simon, Robert; Barnes, Wesley; Mohammad, Azmath; Sevak, Shruti; Ziegler, Kathryn; Iacco, Anthony; Janczyk, Randy

    2017-09-01

    In 2012, Michigan repealed its universal helmet law. Our study assessed the clinical impact of this repeal. Our trauma database was queried retrospectively for 2 motorcycle riding seasons before and 3 seasons after repeal. On-scene death data was obtained from the Medical Examiner. Helmet use in hospitalized patients decreased after the helmet law repeal. Non-helmeted patients had a significant increased rate of head injury. Non-helmeted patients were more likely to die during hospitalization. While, helmet use and drugs/alcohol status significantly affected the risk for head injury, only drug/alcohol had a significant effect on overall mortality. Following helmet law repeal, helmet use has decreased. Helmet status and drug/alcohol use was found to significantly increase risk of head injury. Although overall mortality was only affected by drug/alcohol use, non-helmeted patients did have a higher inpatient mortality. These findings deserve furthermore study and may provide a basis for reinstating the universal helmet law. Copyright © 2016 Elsevier Inc. All rights reserved.

  13. Grasping trajectories in a virtual environment adhere to Weber's law.

    Science.gov (United States)

    Ozana, Aviad; Berman, Sigal; Ganel, Tzvi

    2018-06-01

    Virtual-reality and telerobotic devices simulate local motor control of virtual objects within computerized environments. Here, we explored grasping kinematics within a virtual environment and tested whether, as in normal 3D grasping, trajectories in the virtual environment are performed analytically, violating Weber's law with respect to object's size. Participants were asked to grasp a series of 2D objects using a haptic system, which projected their movements to a virtual space presented on a computer screen. The apparatus also provided object-specific haptic information upon "touching" the edges of the virtual targets. The results showed that grasping movements performed within the virtual environment did not produce the typical analytical trajectory pattern obtained during 3D grasping. Unlike as in 3D grasping, grasping trajectories in the virtual environment adhered to Weber's law, which indicates relative resolution in size processing. In addition, the trajectory patterns differed from typical trajectories obtained during 3D grasping, with longer times to complete the movement, and with maximum grip apertures appearing relatively early in the movement. The results suggest that grasping movements within a virtual environment could differ from those performed in real space, and are subjected to irrelevant effects of perceptual information. Such atypical pattern of visuomotor control may be mediated by the lack of complete transparency between the interface and the virtual environment in terms of the provided visual and haptic feedback. Possible implications of the findings to movement control within robotic and virtual environments are further discussed.

  14. The Development Of Virtual Educational Environments

    Directory of Open Access Journals (Sweden)

    Ken STEVENS

    2007-04-01

    Full Text Available The introduction of inter-school electronic networks has added a new dimension to education in Canada that has many implications for students who attend schools in rural communities. Collaborative internet-based teaching and learning and the creation of virtual classes within regional intranets now complement traditional on-site instruction in many schools that are located beyond major centres of population. Five stages in the advent of virtual educational environments can be identified starting with the introduction of computers in schools as a foundation for the development of collaborative teaching and learning environments. Inter-school collaboration in rural Canada and the extension of curriculum options for senior students has, in turn, provided a basis for the integration of virtual classes and traditional face to face instruction. Instruction in classes that are electronically-linked to other classes requires different skills from traditional face to face teaching and the development of new strategies and protocols. The implications of open and flexible teaching and learning for the future organization of classes, the preparation of teachers, articulation with higher education and in particular, regional economic development are now significant educational policy issues. The linking of virtual and face to face classes through cybercells is a possible next step in the development of virtual educational environments.

  15. Motorcycle helmets in Vietnam: ownership, quality, purchase price, and affordability.

    Science.gov (United States)

    Hung, Dang Viet; Stevenson, Mark R; Ivers, Rebecca Q

    2008-06-01

    This study investigated motorcycle helmet ownership, quality, purchase price, and affordability in Vietnam. A random sample of motorcyclists was interviewed to investigate aspects of helmet ownership, the purchase price, and affordability of a motorcycle helmet. Multivariate modeling conducted to determine factors associated with the purchase price and affordability of motorcycle helmets. Helmet quality was assessed based on current legal requirements in Vietnam. The prevalence of helmet use in Vietnam remains low (23.3%) despite a high level of helmet ownership (94%), indicating that this is an important area for public health intervention. Overall the quality of helmets appeared to be good; however, few helmets displayed legally required information. Motorcyclists with a high income purchase more helmets for their household rather than more expensive helmets. To ensure that helmets are accessible to the community, policy-makers need to consider pricing motorcycle helmets at a price indicated by the results of this study. Prior to universal motorcycle helmet legislation, the government will also need to ensure that standard helmets are available and that enforcement is at a level to ensure that motorcycle helmets are actually used.

  16. SAFETY ALERT: Electrical insulation defect on safety helmets

    CERN Multimedia

    HSE Unit

    2013-01-01

    Contrarily to the information provided until 31 May 2013, some “Euro Protection” safety helmets do not respect any of the requirements for electrical insulation.   This alert concerns the safety helmets identified under the following SCEM numbers: 50.43.30.050.4 white 50.43.30.060.2 yellow 50.43.30.070.0 blue This amounts up to several hundreds of helmets on the CERN site. People who need to wear an electrically insulated safety helmet for their activities, must from now on acquire a duly insulated item to be found on the CERN store under the following SCEM numbers: 50.43.30.210.6: Petzl Vertex ST Helmet (without vent) 50.43.30.300.1: IDRA Helmet with a visor for electrical work As for the people who do not need to wear an electrically insulated helmet for their activities, they can continue working with the aforementioned helmets. For your information, please take note of the maximum use limit of each helmet: “Euro Protection” Safety Helme...

  17. Modelling Virtual Environments for Geovisualization

    DEFF Research Database (Denmark)

    Bodum, Lars

    2005-01-01

    The use of virtual environments in geovisualization has become a major topic within the last few years. The main reason for this interest in the growing use of 3D models and visual realizations in a wide range of applications concerned with the geographic element of information. The implementation...... within the geographic domain. A categorization of the virtual environments is offered through which the differences between them are highlighted. It is possible to achieve this categorization in many ways from many perspectives since this is not and will not be research of a purely positive nature...

  18. The Influence of Various Factors on High School Football Helmet Face Mask Removal: A Retrospective, Cross-Sectional Analysis

    Science.gov (United States)

    Swartz, Erik E; Decoster, Laura C; Norkus, Susan A; Cappaert, Thomas A

    2007-01-01

    Context: Most research on face mask removal has been performed on unused equipment. Objective: To identify and compare factors that influence the condition of helmet components and their relationship to face mask removal. Design: A cross-sectional, retrospective study. Setting: Five athletic equipment reconditioning/recertification facilities. Participants: 2584 helmets from 46 high school football teams representing 5 geographic regions. Intervention(s): Helmet characteristics (brand, model, hardware components) were recorded. Helmets were mounted and face mask removal was attempted using a cordless screwdriver. The 2004 season profiles and weather histories were obtained for each high school. Main Outcome Measure(s): Success and failure (including reason) for removal of 4 screws from the face mask were noted. Failure rates among regions, teams, reconditioning year, and screw color (type) were compared. Weather histories were compared. We conducted a discriminant analysis to determine if weather variables, region, helmet brand and model, reconditioning year, and screw color could predict successful face mask removal. Metallurgic analysis of screw samples was performed. Results: All screws were successfully removed from 2165 (84%) helmets. At least 1 screw could not be removed from 419 (16%) helmets. Significant differences were found for mean screw failure per helmet among the 5 regions, with the Midwest having the lowest failure rate (0.08 ± 0.38) and the Southern (0.33 ± 0.72), the highest. Differences were found in screw failure rates among the 46 teams (F1,45 = 9.4, P < .01). Helmets with the longest interval since last reconditioning (3 years) had the highest failure rate, 0.47 ± 0.93. Differences in success rates were found among 4 screw types (χ21,4 = 647, P < .01), with silver screws having the lowest percentage of failures (3.4%). A discriminant analysis (Λ = .932, χ214,n=2584 = 175.34, P < .001) revealed screw type to be the strongest predictor of

  19. Affective appraisal of virtual environments

    NARCIS (Netherlands)

    Houtkamp, J.M.

    2012-01-01

    Interactive navigable 3D visualisations of built and natural environments have become commonplace in design and planning of urban environments and landscapes, and are regarded as potent prototyping and communication tools. In training applications, for instance for fire fighters, virtual

  20. Development and Specification of Virtual Environments

    NARCIS (Netherlands)

    van Schooten, B.W.

    2003-01-01

    This thesis concerns the issues involved in the development of virtual environments (VEs). VEs are more than virtual reality. We identify four main characteristics of them: graphical interaction, multimodality, interface agents, and multi-user. These characteristics are illustrated with an overview

  1. The Effect of Head Mounted Display Weight and Locomotion Method on the Perceived Naturalness of Virtual Walking Speeds

    DEFF Research Database (Denmark)

    Nilsson, Niels Chr.; Serafin, Stefania; Nordahl, Rolf

    This poster details a study investigating the effect of Head Mounted Display (HMD) weight and locomotion method (Walking-In-Place and treadmill walking) on the perceived naturalness of virtual walking speeds. The results revealed significant main effects of movement type, but no significant effec...

  2. Accident response -- X-ray to virtual environment

    International Nuclear Information System (INIS)

    Hefele, J.; Stupin, D.; Kelley, T.; Sheats, M.; Tsai, C.

    1999-01-01

    The Engineering Sciences and Applications (ESA) Division of Los Alamos National Laboratory (LANL) has been working to develop a process to extract topographical information from digital x-ray data for modeling in a Computer Aided Design (CAD) environment and translation into a virtual environment. The application for this process is the evolution of a field deployable tool for use by the Accident Response Group (ARG) at the Laboratory. The authors have used both CT Scan and radiography data in their process development. The data is translated into a format recognizable by Pro/ENGINEER trademark and then into a virtual environment that can be operated on by dVISE trademark. They have successfully taken both CT Scan and radiograph data of single components and created solid and virtual environment models for interrogation

  3. Helmet Use and Head Injury in Homer's Iliad.

    Science.gov (United States)

    Swinney, Christian

    2016-06-01

    Homer's detailed descriptions of head injuries inflicted during the Trojan War are of particular interest to individuals in the medical community. Although studies have examined the prevalence of such injuries, none have examined the preventive measures taken to avoid them. An in-depth review of helmet use in Homer's Iliad was conducted to address this previously unexplored facet of the epic. An English translation of Homer's text was reviewed for all references to helmet use. The number of helmet references in each book was recorded, along with other pertinent details for each reference. There were 87 references to helmets (40 combat, 47 noncombat). The helmet belonged to a Greek warrior in 41 cases (47.1%), a Trojan warrior in 38 cases (43.6%), a divinity in 5 cases (5.7%), and a general group of warriors in 3 cases (3.4%). Helmet use provided protective benefit to Greek warriors at a rate of 30.0% (3 of 10) and Trojan warriors at a rate of 11.1% (2 of 18). This difference was not statistically significant (P = 0.23). The overall combined protective benefit of helmet use in the text was 17.9% (5 of 28). Helmets belonging to 15 specific Greek warriors and 18 specific Trojan warriors were referenced in the text. Helmets belonging to Hector (n = 12) and Achilles (n = 8) were most frequently mentioned. Helmet use and head injury both play a prominent role in Homer's Iliad. Helmets are frequently used in combat settings but with relatively little success. Helmets are also used in various noncombat settings. Copyright © 2016 Elsevier Inc. All rights reserved.

  4. CyberWalk : a web-based distributed virtual walkthrough environment.

    OpenAIRE

    Chim, J.; Lau, R. W. H.; Leong, H. V.; Si, A.

    2003-01-01

    A distributed virtual walkthrough environment allows users connected to the geometry server to walk through a specific place of interest, without having to travel physically. This place of interest may be a virtual museum, virtual library or virtual university. There are two basic approaches to distribute the virtual environment from the geometry server to the clients, complete replication and on-demand transmission. Although the on-demand transmission approach saves waiting time and optimize...

  5. ANALYSIS OF VIRTUAL ENVIRONMENT BENEFIT IN E-LEARNING

    Directory of Open Access Journals (Sweden)

    NOVÁK, Martin

    2013-06-01

    Full Text Available The analysis of the virtual environment assets towards the e-learning process improvements is mentioned in this article. The virtual environment was created within the solution of the project ‘Virtualization’ at the Faculty of Economics and Administration, University of Pardubice. The aim of this project was to eliminate the disproportion of free access to licensed software between groups of part-time and full-time students. The research was realized within selected subjects of the study program System Engineering and Informatics. The subjects were connected to the informatics, applied informatics, control and decision making. Student subject results, student feedback based on electronic questionnaire and data from log file of virtual server usage were compared and analysed. Based on analysis of virtualization possibilities the solution of virtual environment was implemented through Microsoft Terminal Server.

  6. Using smartphone technology to deliver a virtual pedestrian environment: usability and validation.

    Science.gov (United States)

    Schwebel, David C; Severson, Joan; He, Yefei

    2017-09-01

    Various programs effectively teach children to cross streets more safely, but all are labor- and cost-intensive. Recent developments in mobile phone technology offer opportunity to deliver virtual reality pedestrian environments to mobile smartphone platforms. Such an environment may offer a cost- and labor-effective strategy to teach children to cross streets safely. This study evaluated usability, feasibility, and validity of a smartphone-based virtual pedestrian environment. A total of 68 adults completed 12 virtual crossings within each of two virtual pedestrian environments, one delivered by smartphone and the other a semi-immersive kiosk virtual environment. Participants completed self-report measures of perceived realism and simulator sickness experienced in each virtual environment, plus self-reported demographic and personality characteristics. All participants followed system instructions and used the smartphone-based virtual environment without difficulty. No significant simulator sickness was reported or observed. Users rated the smartphone virtual environment as highly realistic. Convergent validity was detected, with many aspects of pedestrian behavior in the smartphone-based virtual environment matching behavior in the kiosk virtual environment. Anticipated correlations between personality and kiosk virtual reality pedestrian behavior emerged for the smartphone-based system. A smartphone-based virtual environment can be usable and valid. Future research should develop and evaluate such a training system.

  7. Multi-Sensory-Motor Research: Investigating Auditory, Visual, and Motor Interaction in Virtual Reality Environments

    Directory of Open Access Journals (Sweden)

    Thorsten Kluss

    2011-10-01

    Full Text Available Perception in natural environments is inseparably linked to motor action. In fact, we consider action an essential component of perceptual representation. But these representations are inherently difficult to investigate: Traditional experimental setups are limited by the lack of flexibility in manipulating spatial features. To overcome these problems, virtual reality (VR experiments seem to be a feasible alternative, but these setups typically lack ecological realism due to the use of “unnatural” interface-devices (joystick. Thus, we propose an experimental apparatus which combines multisensory perception and action in an ecologically realistic way. The basis is a 10-foot hollow sphere (VirtuSphere placed on a platform that allows free rotation. A subject inside can walk in any direction for any distance immersed into virtual environment. Both the rotation of the sphere and movement of the subject's head are tracked to process the subject's view within the VR-environment presented on a head-mounted display. Moreover, auditory features are dynamically processed taking greatest care of exact alignment of sound-sources and visual objects using ambisonic-encoded audio processed by a HRTF-filterbank. We present empirical data that confirm ecological realism of this setup and discuss its suitability for multi-sensory-motor research.

  8. VECTR: Virtual Environment Computational Training Resource

    Science.gov (United States)

    Little, William L.

    2018-01-01

    The Westridge Middle School Curriculum and Community Night is an annual event designed to introduce students and parents to potential employers in the Central Florida area. NASA participated in the event in 2017, and has been asked to come back for the 2018 event on January 25. We will be demonstrating our Microsoft Hololens Virtual Rovers project, and the Virtual Environment Computational Training Resource (VECTR) virtual reality tool.

  9. A clinical technique for virtual articulator mounting with natural head position by using calibrated stereophotogrammetry.

    Science.gov (United States)

    Lam, Walter Y H; Hsung, Richard T C; Choi, Winnie W S; Luk, Henry W K; Cheng, Leo Y Y; Pow, Edmond H N

    2017-09-29

    Accurate articulator-mounted casts are essential for occlusion analysis and for fabrication of dental prostheses. Although the axis orbital plane has been commonly used as the reference horizontal plane, some clinicians prefer to register the horizontal plane with a spirit level when the patient is in the natural head position (NHP) to avoid anatomic landmark variations. This article presents a digital workflow for registering the patient's horizontal plane in NHP on a virtual articulator. An orientation reference board is used to calibrate a stereophotogrammetry device and a 3-dimensional facial photograph with the patient in NHP. The horizontal plane can then be automatically registered to the patient's virtual model and aligned to the virtual articulator at the transverse horizontal axis level. This technique showed good repeatability with positional differences of less than 1 degree and 1 mm in 5 repeated measurements in 1 patient. Copyright © 2017 Editorial Council for the Journal of Prosthetic Dentistry. Published by Elsevier Inc. All rights reserved.

  10. Measuring Presence in Virtual Environments

    Science.gov (United States)

    1994-10-01

    viewpoint to change what they see, or to reposition their head to affect binaural hearing, or to search the environment haptically, they will experience a...increase presence in an alternate environment. For example a head mounted display that isolates the user from the real world may increase the sense...movement interface devices such as treadmills and trampolines , different gloves, and auditory equipment. Even as a low end technological implementation of

  11. Motorcycle helmets: What about their coating?

    Science.gov (United States)

    Schnegg, Michaël; Massonnet, Geneviève; Gueissaz, Line

    2015-07-01

    In traffic accidents involving motorcycles, paint traces can be transferred from the rider's helmet or smeared onto its surface. These traces are usually in the form of chips or smears and are frequently collected for comparison purposes. This research investigates the physical and chemical characteristics of the coatings found on motorcycles helmets. An evaluation of the similarities between helmet and automotive coating systems was also performed.Twenty-seven helmet coatings from 15 different brands and 22 models were considered. One sample per helmet was collected and observed using optical microscopy. FTIR spectroscopy was then used and seven replicate measurements per layer were carried out to study the variability of each coating system (intravariability). Principal Component Analysis (PCA) and Hierarchical Cluster Analysis (HCA) were also performed on the infrared spectra of the clearcoats and basecoats of the data set. The most common systems were composed of two or three layers, consistently involving a clearcoat and basecoat. The coating systems of helmets with composite shells systematically contained a minimum of three layers. FTIR spectroscopy results showed that acrylic urethane and alkyd urethane were the most frequent binders used for clearcoats and basecoats. A high proportion of the coatings were differentiated (more than 95%) based on microscopic examinations. The chemical and physical characteristics of the coatings allowed the differentiation of all but one pair of helmets of the same brand, model and color. Chemometrics (PCA and HCA) corroborated classification based on visual comparisons of the spectra and allowed the study of the whole data set at once (i.e., all spectra of the same layer). Thus, the intravariability of each helmet and its proximity to the others (intervariability) could be more readily assessed. It was also possible to determine the most discriminative chemical variables based on the study of the PCA loadings. Chemometrics

  12. Virtual Prototyping at CERN

    Science.gov (United States)

    Gennaro, Silvano De

    The VENUS (Virtual Environment Navigation in the Underground Sites) project is probably the largest Virtual Reality application to Engineering design in the world. VENUS is just over one year old and offers a fully immersive and stereoscopic "flythru" of the LHC pits for the proposed experiments, including the experimental area equipment and the surface models that are being prepared for a territorial impact study. VENUS' Virtual Prototypes are an ideal replacement for the wooden models traditionally build for the past CERN machines, as they are generated directly from the EUCLID CAD files, therefore they are totally reliable, they can be updated in a matter of minutes, and they allow designers to explore them from inside, in a one-to-one scale. Navigation can be performed on the computer screen, on a stereoscopic large projection screen, or in immersive conditions, with an helmet and 3D mouse. By using specialised collision detection software, the computer can find optimal paths to lower each detector part into the pits and position it to destination, letting us visualize the whole assembly probess. During construction, these paths can be fed to a robot controller, which can operate the bridge cranes and build LHC almost without human intervention. VENUS is currently developing a multiplatform VR browser that will let the whole HEP community access LHC's Virtual Protoypes over the web. Many interesting things took place during the conference on Virtual Reality. For more information please refer to the Virtual Reality section.

  13. Children and cycle helmets -- the case against.

    Science.gov (United States)

    McCarthy, M

    1996-03-01

    Much of the literature on child cycling accidents appears to blame the child as a victim, as though children's activities of playing and travelling were somehow wrong and that children are at fault when an adult drives a car over them. This adult-centred approach then leads to the idea that children should protect themselves with helmets, and that they are to blame if they are injured. However, adults who continue to hold the fantasy that helmets might be of value should know that the British Standard for cycle helmets protects only in a vertical fall of 1 m -- certainly not motor vehicle crashes. Thicker motor cycle helmets would give better protection but, of course, are heavier (and therefore unsaleable). Yet even with compulsory wearing helmets, more motor cyclists still die of head injuries than pedal cyclists. In the Newcastle study, five times as many child pedestrians died of road accidents as child cyclists. Convinced helmeteers should recommend all children playing or travelling in the streets to wear helmets (presumably heavy motor-cycle helmets). Slightly more sceptical proponents might prefer half of them -- in a randomized controlled trial. Car driving appears to have as serious health consequences as tobacco, alcohol and drugs, and to be as addictive (McCarthy 1992). Helmets are similar to filters in cigarettes -- they give the illusion of safety to both consumer and producer of the product, but the illusion is fatal. Yet, for their cardiovascular and mental health, children should have the freedom to cycle in safety around where they live. A profound change in the habits of adults is needed, rather than suits of armour for children.

  14. Training in virtual environments: putting theory into practice.

    Science.gov (United States)

    Moskaliuk, Johannes; Bertram, Johanna; Cress, Ulrike

    2013-01-01

    Virtual training environments are used when training in reality is challenging because of the high costs, danger, time or effort involved. In this paper we argue for a theory-driven development of such environments, with the aim of connecting theory to practice and ensuring that the training provided fits the needs of the trained persons and their organisations. As an example, we describe the development of VirtualPolice (ViPOL), a training environment for police officers in a federal state of Germany. We provided the theoretical foundation for ViPOL concerning the feeling of being present, social context, learning motivation and perspective-taking. We developed a framework to put theory into practice. To evaluate our framework we interviewed the stakeholders of ViPOL and surveyed current challenges and limitations of virtual training. The results led to a review of a theory-into-practice framework which is presented in the conclusion. Feeling of presence, social context, learning motivation and perspective-taking are relevant for training in virtual environments. The theory-into-practice framework presented here supports developers and trainers in implementing virtual training tools. The framework was validated with an interview study of stakeholders of a virtual training project. We identified limitations, opportunities and challenges.

  15. Ecological validity of virtual environments to assess human navigation ability

    Directory of Open Access Journals (Sweden)

    Ineke eVan Der Ham

    2015-05-01

    Full Text Available Route memory is frequently assessed in virtual environments. These environments can be presented in a fully controlled manner and are easy to use. Yet they lack the physical involvement that participants have when navigating real environments. For some aspects of route memory this may result in reduced performance in virtual environments. We assessed route memory performance in four different environments: real, virtual, virtual with directional information (compass, and hybrid. In the hybrid environment, participants walked the route outside on an open field, while all route information (i.e. path, landmarks was shown simultaneously on a handheld tablet computer. Results indicate that performance in the real life environment was better than in the virtual conditions for tasks relying on survey knowledge, like pointing to start and end point, and map drawing. Performance in the hybrid condition however, hardly differed from real life performance. Performance in the virtual environment did not benefit from directional information. Given these findings, the hybrid condition may offer the best of both worlds: the performance level is comparable to that of real life for route memory, yet it offers full control of visual input during route learning.

  16. Feasibility of nitric oxide administration by neonatal helmet-CPAP: a bench study.

    Science.gov (United States)

    Trevisanuto, Daniele; Doglioni, Nicoletta; Micaglio, Massimo; Zanardo, Vincenzo

    2007-09-01

    Inhaled nitric oxide (NO) may have a role in the treatment of preterm infants with respiratory failure. We evaluated the feasibility of administering NO therapy by a new continuous positive airway pressure (CPAP) system (neonatal helmet-CPAP). While maintaining a constant total flow of 8, 10, and 12 l.min(-1), NO concentrations were progressively increased to 5, 10, 20, and 40 p.p.m. in the neonatal helmet-CPAP pressure chamber (5 cmH2O). NO, NO2, and O2 concentrations were measured in the pressure chamber and the immediate external environment. In the chamber, NO2 levels remained low (neonatal helmet-CPAP system. This method allows the delivery of accurate NO levels and high O2 concentrations avoiding NO2 accumulation. Further experimental and clinical studies are needed.

  17. Advanced Extravehicular Helmet Assembly, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — The current NASA spacesuit community is focusing on utilizing a 13" hemispherical helmet for the next generation of extravehicular activity spacesuits. This helmet...

  18. Correlates and Barriers Associated with Motorcycle Helmet Use in Wa, Ghana.

    Science.gov (United States)

    Akaateba, Millicent Awialie; Yakubu, Ibrahim; Akanbang, Bernard Afiik Akanpabadai

    2015-01-01

    This study was conducted to investigate the correlates and barriers to helmet use among motorcycle riders in Wa, a motorcycle-predominant town in Ghana. An additional objective was to determine the association between helmet use and riders' knowledge, attitudes, and beliefs toward helmets. Cross-sectional surveys including both observation of helmet use and interviews were conducted among motorcycle riders at 6 randomly selected fuel stations and 4 motorcycle service centers within and outside the Central Business District of Wa. Questions covered riders' sociodemographic and riding characteristics, helmet use, reasons for use or nonuse of helmets, and knowledge, attitudes, and beliefs about helmets. Analyses were based on frequencies and testing of strength of association using adjusted odds ratios (with 95% confidence intervals) in binary logistic regression. The prevalence of helmet use among the 271 sampled riders was 46% (95% confidence interval [CI], 40.2-52.0). Gender, age, marital status, and occupation were significant sociodemographic correlates of helmet use in Wa. Compared to currently married riders, unmarried riders were 5 times less likely to use a helmet. No significant association existed between riders' educational attainment and helmet use. Helmet use was also positively correlated with helmet ownership and license holding. The leading reasons stated for helmet nonuse among nonusers were not traveling a long distance and helmets block vision and hearing. Protection from injury, legal requirement, and coping with the police for fear of being accosted for helmet nonuse were identified as common reasons for helmet use. Positive attitudes and beliefs were also significantly correlated with helmet use. Despite the existence of a legislation mandating the use of helmets on all roads as well as the high level of awareness among riders on this legislation and the benefits of helmets, the incidence of helmet use among motorists continue to be low in Wa

  19. Exploring the educational potential of 3D virtual environments

    Directory of Open Access Journals (Sweden)

    Francesc Marc ESTEVE MON

    2013-12-01

    Full Text Available 3D virtual environments are advanced technology systems, with some potentialities in the teaching and learning process.In recent years, different institutions have promoted the acquisition of XXI century skills. Competences such as initiative, teamwork, creativity, flexibility or digital literacy.Multi-user virtual environments, sometimes called virtual worlds or 3D simulators, are immersive, interactive, customizable, accessible and programmable systems. This kind of environments allow to design educational complex activities to develop these key competences. For this purpose it’s necessary to set an appropriate teaching strategy to put this knowledge and skills into action, and design suitable mechanisms for registration and systematization. This paper analyzes the potential of these environments and presents two experiences in 3D virtual environments: (1 to develop teamwork and self-management skills, and (2 to assess digital literacy in preservice teachers.

  20. The physiological demands of horseback mustering when wearing an equestrian helmet.

    Science.gov (United States)

    Taylor, Nigel A S; Caldwell, Joanne N; Dyer, Rodd

    2008-09-01

    The hottest months on northern Australian cattle stations are from September to November, and it is during these months that horseback cattle mustering occurs. Stockmen wear clothing that restricts heat loss, and protective helmets have recently been introduced. Anecdotal evidence points to the possibility that helmets may increase the probability of developing heat illness, or reducing workplace performance. In this project, we quantified the working (thermal) environment on such cattle stations, and measured the metabolic demands on, and concurrent physiological strain in stockmen during mustering, whilst wearing an equestrian helmet. During horseback work, the average heart rate was 102.0 beats min(-1) (SD 14.0), with almost 90% of the time (238 min) spent working at intensities <50% of the heart rate reserve. The projected metabolic heat production during mustering ranged between 178 and 333 W (women), and between 212 and 542 W (men). The average core temperature was 37.6 degrees C, while the mean skin temperature averaged 34.1 degrees C. It was concluded that the working environment is, on average, thermally uncompensable during the mustering season. However, horseback mustering per se is a relatively low-intensity activity, interspersed with short periods of high-intensity work. This activity level was reflected within core temperatures, which rarely climbed above values associated with light-moderate exercise. Thus, whilst the climatic state was uncompensable, stockmen used behavioural strategies to minimise the risk of heat illness. Finally, it was observed that the helmet, though unpleasant to wear, did not appear to increase thermal strain in a manner that would disadvantage stockmen.

  1. The mystery of the missing Viking helmets.

    Science.gov (United States)

    Wester, K

    2000-11-01

    Based on archaeological finds and old Norse literature, this study describes the Scandinavian helmet tradition from the Bronze Age to the Viking Age, as well as the Viking culture, with special emphasis on weaponry and head protection. Contrary to what is commonly believed, the study shows that metal helmets must have been used very infrequently by the Vikings. In fact, only one Viking helmet has been retrieved in Scandinavia. Possible reasons for the widespread misconception that the Vikings wore helmets are discussed, and the responsibility for not correcting this misunderstanding is placed with the archaeological profession.

  2. Simulation-based assessment for construction helmets.

    Science.gov (United States)

    Long, James; Yang, James; Lei, Zhipeng; Liang, Daan

    2015-01-01

    In recent years, there has been a concerted effort for greater job safety in all industries. Personnel protective equipment (PPE) has been developed to help mitigate the risk of injury to humans that might be exposed to hazardous situations. The human head is the most vulnerable to impact as a moderate magnitude can cause serious injury or death. That is why industries have required the use of an industrial hard hat or helmet. There have only been a few articles published to date that are focused on the risk of head injury when wearing an industrial helmet. A full understanding of the effectiveness of construction helmets on reducing injury is lacking. This paper presents a simulation-based method to determine the threshold at which a human will sustain injury when wearing a construction helmet and assesses the risk of injury for wearers of construction helmets or hard hats. Advanced finite element, or FE, models were developed to study the impact on construction helmets. The FE model consists of two parts: the helmet and the human models. The human model consists of a brain, enclosed by a skull and an outer layer of skin. The level and probability of injury to the head was determined using both the head injury criterion (HIC) and tolerance limits set by Deck and Willinger. The HIC has been widely used to assess the likelihood of head injury in vehicles. The tolerance levels proposed by Deck and Willinger are more suited for finite element models but lack wide-scale validation. Different cases of impact were studied using LSTC's LS-DYNA.

  3. The virtual environment student. An initial approximation

    Directory of Open Access Journals (Sweden)

    Federico Borges Sáiz

    2007-05-01

    Full Text Available The quote at the start of the "Introduction" ("Education follows an agricultural timetable, has an industrial structure and operation and is set in an increasingly digitalised society" illustrates the need for an in-depth understanding of training in virtual environments. This understanding rests on knowing its central element: the student.This article invites the reader to take a look at the figure and the performance of the virtual environment student. One of the features of the twenty-first century is that of leading increasingly to a learning society, where citizens learn, formally or informally, throughout their lives. Technology sustains many of the behavioural and attitude traits of these citizens, although technology is only the first step; beyond this, the attitudes, skills and motivation required for successfully performing in a virtual environment are necessary.

  4. Assessment of exposure dose to workers in virtual decommissioning environments

    International Nuclear Information System (INIS)

    Jeong, KwanSeong; Moon, JeiKwon; Choi, ByungSeon; Hyun, Dongjun; Lee, Jonghwan; Kim, Ikjune; Kim, GeunHo; Seo, JaeSeok

    2014-01-01

    This paper is intended to suggest the method analyze and assess the exposure dose to workers in virtual decommissioning environments. To simulate a lot of decommissioning scenarios, decommissioning environments were designed in virtual reality. To simulate and assess the exposure dose to workers, human model also was designed in virtual environments. These virtual decommissioning environments made it possible to real-time simulate and assess the exposure dose to workers. This work was to be able to simulate scenarios of decommissioning so that exposure dose to workers could be measured and assessed. To establish the plan of exposure dose to workers during decommissioning of nuclear facilities before decommissioning activities are accomplished, the method of simulation assessment was developed in virtual radiological environments. But this work was developed as a tool of simulation for single subject mode. Afterwards, the simulation environment for multi-subjects mode will be upgraded by simultaneous modules with networking environments. Then the much more practical method will be developed by changing number of workers and duration of time under any circumstances of decommissioning

  5. Assessment of exposure dose to workers in virtual decommissioning environments

    Energy Technology Data Exchange (ETDEWEB)

    Jeong, KwanSeong; Moon, JeiKwon; Choi, ByungSeon; Hyun, Dongjun; Lee, Jonghwan; Kim, Ikjune; Kim, GeunHo; Seo, JaeSeok [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of)

    2014-10-15

    This paper is intended to suggest the method analyze and assess the exposure dose to workers in virtual decommissioning environments. To simulate a lot of decommissioning scenarios, decommissioning environments were designed in virtual reality. To simulate and assess the exposure dose to workers, human model also was designed in virtual environments. These virtual decommissioning environments made it possible to real-time simulate and assess the exposure dose to workers. This work was to be able to simulate scenarios of decommissioning so that exposure dose to workers could be measured and assessed. To establish the plan of exposure dose to workers during decommissioning of nuclear facilities before decommissioning activities are accomplished, the method of simulation assessment was developed in virtual radiological environments. But this work was developed as a tool of simulation for single subject mode. Afterwards, the simulation environment for multi-subjects mode will be upgraded by simultaneous modules with networking environments. Then the much more practical method will be developed by changing number of workers and duration of time under any circumstances of decommissioning.

  6. An Integrated Virtual Environment System

    National Research Council Canada - National Science Library

    Hahn, James K; Gritz, Larry; Darken, Rudolph; Geigel, Joseph; Lee, Jong W

    1993-01-01

    .... A joint research at the George Washington University and the Naval Research Laboratory is bringing together issues from these domains to study the factors that contribute to an integrated virtual environment...

  7. Designing user models in a virtual cave environment

    Energy Technology Data Exchange (ETDEWEB)

    Brown-VanHoozer, S. [Argonne National Lab., Idaho Falls, ID (United States); Hudson, R. [Argonne National Lab., IL (United States); Gokhale, N. [Madge Networks, San Jose, CA (United States)

    1995-12-31

    In this paper, the results of a first study into the use of virtual reality for human factor studies and design of simple and complex models of control systems, components, and processes are described. The objective was to design a model in a virtual environment that would reflect more characteristics of the user`s mental model of a system and fewer of the designer`s. The technology of a CAVE{trademark} virtual environment and the methodology of Neuro Linguistic Programming were employed in this study.

  8. Virtual reality environments for post-stroke arm rehabilitation

    Directory of Open Access Journals (Sweden)

    Beaudoin Christian

    2007-06-01

    Full Text Available Abstract Introduction Optimal practice and feedback elements are essential requirements for maximal motor recovery in patients with motor deficits due to central nervous system lesions. Methods A virtual environment (VE was created that incorporates practice and feedback elements necessary for maximal motor recovery. It permits varied and challenging practice in a motivating environment that provides salient feedback. Results The VE gives the user knowledge of results feedback about motor behavior and knowledge of performance feedback about the quality of pointing movements made in a virtual elevator. Movement distances are related to length of body segments. Conclusion We describe an immersive and interactive experimental protocol developed in a virtual reality environment using the CAREN system. The VE can be used as a training environment for the upper limb in patients with motor impairments.

  9. Application of Auxetic Foam in Sports Helmets

    Directory of Open Access Journals (Sweden)

    Leon Foster

    2018-03-01

    Full Text Available This investigation explored the viability of using open cell polyurethane auxetic foams to augment the conformable layer in a sports helmet and improve its linear impact acceleration attenuation. Foam types were compared by examining the impact severity on an instrumented anthropomorphic headform within a helmet consisting of three layers: a rigid shell, a stiff closed cell foam, and an open cell foam as a conformable layer. Auxetic and conventional foams were interchanged to act as the helmet’s conformable component. Attenuation of linear acceleration was examined by dropping the combined helmet and headform on the front and the side. The helmet with auxetic foam reduced peak linear accelerations (p < 0.05 relative to its conventional counterpart at the highest impact energy in both orientations. Gadd Severity Index reduced by 11% for frontal impacts (38.9 J and 44% for side impacts (24.3 J. The conformable layer within a helmet can influence the overall impact attenuating properties. The helmet fitted with auxetic foam can attenuate impact severity more than when fitted with conventional foam, and warrants further investigation for its potential to reduce the risk of traumatic brain injuries in sport specific impacts.

  10. Assessment of radiation awareness training in immersive virtual environments

    Science.gov (United States)

    Whisker, Vaughn E., III

    The prospect of new nuclear power plant orders in the near future and the graying of the current workforce create a need to train new personnel faster and better. Immersive virtual reality (VR) may offer a solution to the training challenge. VR technology presented in a CAVE Automatic Virtual Environment (CAVE) provides a high-fidelity, one-to-one scale environment where areas of the power plant can be recreated and virtual radiation environments can be simulated, making it possible to safely expose workers to virtual radiation in the context of the actual work environment. The use of virtual reality for training is supported by many educational theories; constructivism and discovery learning, in particular. Educational theory describes the importance of matching the training to the task. Plant access training and radiation worker training, common forms of training in the nuclear industry, rely on computer-based training methods in most cases, which effectively transfer declarative knowledge, but are poor at transferring skills. If an activity were to be added, the training would provide personnel with the opportunity to develop skills and apply their knowledge so they could be more effective when working in the radiation environment. An experiment was developed to test immersive virtual reality's suitability for training radiation awareness. Using a mixed methodology of quantitative and qualitative measures, the subjects' performances before and after training were assessed. First, subjects completed a pre-test to measure their knowledge prior to completing any training. Next they completed unsupervised computer-based training, which consisted of a PowerPoint presentation and a PDF document. After completing a brief orientation activity in the virtual environment, one group of participants received supplemental radiation awareness training in a simulated radiation environment presented in the CAVE, while a second group, the control group, moved directly to the

  11. Virtual environments for scene of crime reconstruction and analysis

    Science.gov (United States)

    Howard, Toby L. J.; Murta, Alan D.; Gibson, Simon

    2000-02-01

    This paper describes research conducted in collaboration with Greater Manchester Police (UK), to evalute the utility of Virtual Environments for scene of crime analysis, forensic investigation, and law enforcement briefing and training. We present an illustrated case study of the construction of a high-fidelity virtual environment, intended to match a particular real-life crime scene as closely as possible. We describe and evaluate the combination of several approaches including: the use of the Manchester Scene Description Language for constructing complex geometrical models; the application of a radiosity rendering algorithm with several novel features based on human perceptual consideration; texture extraction from forensic photography; and experiments with interactive walkthroughs and large-screen stereoscopic display of the virtual environment implemented using the MAVERIK system. We also discuss the potential applications of Virtual Environment techniques in the Law Enforcement and Forensic communities.

  12. A Statistical Approach to Continuous Self-Calibrating Eye Gaze Tracking for Head-Mounted Virtual Reality Systems

    OpenAIRE

    Tripathi, Subarna; Guenter, Brian

    2016-01-01

    We present a novel, automatic eye gaze tracking scheme inspired by smooth pursuit eye motion while playing mobile games or watching virtual reality contents. Our algorithm continuously calibrates an eye tracking system for a head mounted display. This eliminates the need for an explicit calibration step and automatically compensates for small movements of the headset with respect to the head. The algorithm finds correspondences between corneal motion and screen space motion, and uses these to...

  13. Virtualization of the school and their impact in the urban environment

    International Nuclear Information System (INIS)

    Ramirez C, Luz Arabany

    2002-01-01

    This paper synthesizes the conceptual framework of the research virtualization of the processes and instructional technology: virtualization process of the education in Manizales and its impact on the urban environment. This research was carried out for the environment and development, urban environmental studies, program, of the Universidad Nacional de Colombia - campus Manizales. A vision of the urban environment from the systems theory is established, a review of the characteristics of the education styles is done, the virtualization process concept is explained, and the transformation of Manizales given the virtualization process of the education is described. On the other hand, the impact of the virtualization process of the education on the urban environment is examined, and the consequences of the realization based on the virtual thing

  14. The virtual environment student. An initial approximation

    OpenAIRE

    Federico Borges Sáiz

    2007-01-01

    The quote at the start of the "Introduction" ("Education follows an agricultural timetable, has an industrial structure and operation and is set in an increasingly digitalised society") illustrates the need for an in-depth understanding of training in virtual environments. This understanding rests on knowing its central element: the student.This article invites the reader to take a look at the figure and the performance of the virtual environment student. One of the features of the twenty-fir...

  15. A workout for virtual bodybuilders (design issues for embodiment in multi-actor virtual environments)

    Science.gov (United States)

    Benford, Steve; Bowers, John; Fahlen, Lennart E.; Greenhalgh, Chris; Snowdon, Dave

    1994-01-01

    This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual reality systems which support cooperative work (although we argue that the results of our exploration may also be applied to other kinds of collaborative systems). The main part of the paper identifies a list of embodiment design issues including: presence, location, identity, activity, availability, history of activity, viewpoint, action point, gesture, facial expression, voluntary versus involuntary expression, degree of presence, reflecting capabilities, manipulating the user's view of others, representation across multiple media, autonomous and distributed body parts, truthfulness and efficiency. Following this, we show how these issues are reflected in our own DIVE and MASSIVE prototype collaborative virtual environments.

  16. Injury outcome among helmeted and non-helmeted motorcycle ...

    African Journals Online (AJOL)

    users are vulnerable on the road and are at high risk of death resulting from head ..... time of injury sustained head injury reflecting its importance in prevention of head .... WHO (2006) Helmets: A Road Safety Manual for Decision-makers and ...

  17. Teaching strategies in web technologies for virtual learning environments

    Directory of Open Access Journals (Sweden)

    Ilber Dario Saza-Garzón

    2016-12-01

    Full Text Available The virtual learning environments (AVAs have been a subject of discussion and questions mainly on finding the best teaching practices, which tools you can use them and how to achieve optimum utilization have better results in virtual education, for Therefore in this paper some elements about the characteristics, history, teaching, studies have virtual environments and web applications as tools to support teaching and learning, are set for a virtual tutor note the when planning, designing, creating and implementing online courses. Thus the reader will find concepts, explanations and different evolutionary processes that wins ICT and how are you have been involved in the educational context, spotting potential applications from mediation of teaching, plus some suggestions of how to carry out exposed use thereof in virtual learning environments to strengthen the different processes of teaching and learning.

  18. Controlling social stress in virtual reality environments.

    Directory of Open Access Journals (Sweden)

    Dwi Hartanto

    Full Text Available Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6 = 0.91, p = 0.002; r(6 = 0.76, p = 0.028 and r(6 = -0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes.

  19. Controlling social stress in virtual reality environments.

    Science.gov (United States)

    Hartanto, Dwi; Kampmann, Isabel L; Morina, Nexhmedin; Emmelkamp, Paul G M; Neerincx, Mark A; Brinkman, Willem-Paul

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = -0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes.

  20. Controlling Social Stress in Virtual Reality Environments

    Science.gov (United States)

    Hartanto, Dwi; Kampmann, Isabel L.; Morina, Nexhmedin; Emmelkamp, Paul G. M.; Neerincx, Mark A.; Brinkman, Willem-Paul

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = −0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes. PMID:24671006

  1. Securing the virtual environment how to defend the enterprise against attack

    CERN Document Server

    Ottenheimer, Davi

    2012-01-01

    A step-by-step guide to identifying and defending against attacks on the virtual environment As more and more data is moved into virtual environments the need to secure them becomes increasingly important. Useful for service providers as well as enterprise and small business IT professionals the book offers a broad look across virtualization used in various industries as well as a narrow view of vulnerabilities unique to virtual environments. A companion DVD is included with recipes and testing scripts. Examines the difference in a virtual model versus traditional computing models an

  2. A study of emergency American football helmet removal techniques.

    Science.gov (United States)

    Swartz, Erik E; Mihalik, Jason P; Decoster, Laura C; Hernandez, Adam E

    2012-09-01

    The purpose was to compare head kinematics between the Eject Helmet Removal System and manual football helmet removal. This quasi-experimental study was conducted in a controlled laboratory setting. Thirty-two certified athletic trainers (sex, 19 male and 13 female; age, 33 ± 10 years; height, 175 ± 12 cm; mass, 86 ± 20 kg) removed a football helmet from a healthy model under 2 conditions: manual helmet removal and Eject system helmet removal. A 6-camera motion capture system recorded 3-dimensional head position. Our outcome measures consisted of the average angular velocity and acceleration of the head in each movement plane (sagittal, frontal, and transverse), the resultant angular velocity and acceleration, and total motion. Paired-samples t tests compared each variable across the 2 techniques. Manual helmet removal elicited greater average angular velocity in the sagittal and transverse planes and greater resultant angular velocity compared with the Eject system. No differences were observed in average angular acceleration in any single plane of movement; however, the resultant angular acceleration was greater during manual helmet removal. The Eject Helmet Removal System induced greater total head motion. Although the Eject system created more motion at the head, removing a helmet manually resulted in more sudden perturbations as identified by resultant velocity and acceleration of the head. The implications of these findings relate to the care of all cervical spine-injured patients in emergency medical settings, particularly in scenarios where helmet removal is necessary. Copyright © 2012 Elsevier Inc. All rights reserved.

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

    Science.gov (United States)

    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.

  4. Virtualization in the Operations Environments

    Science.gov (United States)

    Pitts, Lee; Lankford, Kim; Felton, Larry; Pruitt, Robert

    2010-01-01

    Virtualization provides the opportunity to continue to do "more with less"---more computing power with fewer physical boxes, thus reducing the overall hardware footprint, power and cooling requirements, software licenses, and their associated costs. This paper explores the tremendous advantages and any disadvantages of virtualization in all of the environments associated with software and systems development to operations flow. It includes the use and benefits of the Intelligent Platform Management Interface (IPMI) specification, and identifies lessons learned concerning hardware and network configurations. Using the Huntsville Operations Support Center (HOSC) at NASA Marshall Space Flight Center as an example, we demonstrate that deploying virtualized servers as a means of managing computing resources is applicable and beneficial to many areas of application, up to and including flight operations.

  5. Human Machine Interfaces for Teleoperators and Virtual Environments

    Science.gov (United States)

    Durlach, Nathaniel I. (Compiler); Sheridan, Thomas B. (Compiler); Ellis, Stephen R. (Compiler)

    1991-01-01

    In Mar. 1990, a meeting organized around the general theme of teleoperation research into virtual environment display technology was conducted. This is a collection of conference-related fragments that will give a glimpse of the potential of the following fields and how they interplay: sensorimotor performance; human-machine interfaces; teleoperation; virtual environments; performance measurement and evaluation methods; and design principles and predictive models.

  6. Validation of smoking-related virtual environments for cue exposure therapy.

    Science.gov (United States)

    García-Rodríguez, Olaya; Pericot-Valverde, Irene; Gutiérrez-Maldonado, José; Ferrer-García, Marta; Secades-Villa, Roberto

    2012-06-01

    Craving is considered one of the main factors responsible for relapse after smoking cessation. Cue exposure therapy (CET) consists of controlled and repeated exposure to drug-related stimuli in order to extinguish associated responses. The main objective of this study was to assess the validity of 7 virtual reality environments for producing craving in smokers that can be used within the CET paradigm. Forty-six smokers and 44 never-smokers were exposed to 7 complex virtual environments with smoking-related cues that reproduce typical situations in which people smoke, and to a neutral virtual environment without smoking cues. Self-reported subjective craving and psychophysiological measures were recorded during the exposure. All virtual environments with smoking-related cues were able to generate subjective craving in smokers, while no increase was observed for the neutral environment. The most sensitive psychophysiological variable to craving increases was heart rate. The findings provide evidence of the utility of virtual reality for simulating real situations capable of eliciting craving. We also discuss how CET for smoking cessation can be improved through these virtual tools. Copyright © 2012 Elsevier Ltd. All rights reserved.

  7. Metaphoric Extension of the Body in Virtual Environments

    DEFF Research Database (Denmark)

    Mullins, Michael

    2005-01-01

    environments and then locate them and identify their shape on scaled drawings. Results are presented together with statistical analysis. In a discussion of the results, the paper addresses the three hypothetical assertions – that depth perception in physical reality and its virtual representations in CAVE...... context. The paper discusses implications of spatial ability for virtual environments in architectural education and participatory design processes, in which the dialogue between real and imagined space takes place.......This study compares aspects of spatial perception in a physical environment and its virtual representations in a CAVE and Panorama, based on the author’s recent research. To measure accuracy of spatial perception, participants in an experiment were asked to look at identical objects in the three...

  8. 77 FR 48105 - Federal Motor Vehicle Safety Standards; Motorcycle Helmets

    Science.gov (United States)

    2012-08-13

    ... [Docket No. NHTSA-2012-0112] Federal Motor Vehicle Safety Standards; Motorcycle Helmets AGENCY: National... Vehicle Safety Standard for motorcycle helmets. Specifically, the final rule amended the helmet labeling... compliance test procedures of FMVSS No. 218, Motorcycle helmets, in order to make it more difficult to...

  9. Foreign language learning in immersive virtual environments

    Science.gov (United States)

    Chang, Benjamin; Sheldon, Lee; Si, Mei; Hand, Anton

    2012-03-01

    Virtual reality has long been used for training simulations in fields from medicine to welding to vehicular operation, but simulations involving more complex cognitive skills present new design challenges. Foreign language learning, for example, is increasingly vital in the global economy, but computer-assisted education is still in its early stages. Immersive virtual reality is a promising avenue for language learning as a way of dynamically creating believable scenes for conversational training and role-play simulation. Visual immersion alone, however, only provides a starting point. We suggest that the addition of social interactions and motivated engagement through narrative gameplay can lead to truly effective language learning in virtual environments. In this paper, we describe the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game. Students travel (virtually) to China on a class field trip, which soon becomes complicated with intrigue and mystery surrounding the lost manuscript of an early Chinese literary classic. Virtual reality environments such as the Forbidden City and a Beijing teahouse provide the setting for learning language, cultural traditions, and social customs, as well as the discovery of clues through conversation in Mandarin with characters in the game.

  10. Methods and systems relating to an augmented virtuality environment

    Science.gov (United States)

    Nielsen, Curtis W; Anderson, Matthew O; McKay, Mark D; Wadsworth, Derek C; Boyce, Jodie R; Hruska, Ryan C; Koudelka, John A; Whetten, Jonathan; Bruemmer, David J

    2014-05-20

    Systems and methods relating to an augmented virtuality system are disclosed. A method of operating an augmented virtuality system may comprise displaying imagery of a real-world environment in an operating picture. The method may further include displaying a plurality of virtual icons in the operating picture representing at least some assets of a plurality of assets positioned in the real-world environment. Additionally, the method may include displaying at least one virtual item in the operating picture representing data sensed by one or more of the assets of the plurality of assets and remotely controlling at least one asset of the plurality of assets by interacting with a virtual icon associated with the at least one asset.

  11. Investigating the Possibility of Adaptation and Personalization in Virtual Environments

    OpenAIRE

    Octavia, Johanna Renny; RAYMAEKERS, Chris; CONINX, Karin

    2009-01-01

    The complex nature of virtual environments customarily hinders users to interact in a natural, intuitive and optimal way. Different user characteristics are hardly taken into account when designing 3D user interfaces for virtual environments. We envision that user interaction in virtual environments can be enhanced by integrating adaptation and personalization into 3D user interfaces. Through our research, we aim to provide adaptive and personalized 3D user interfaces for enhancing user inter...

  12. Supporting design reviews with pre-meeting virtual reality environments

    NARCIS (Netherlands)

    van den Berg, Marc Casper; Hartmann, Timo; de Graaf, Robin S.

    2017-01-01

    The purpose of this paper is to explore how design reviews can be supported with pre-meeting virtual reality environments. Previous research has not systematically investigated how virtual environments can be used to communicate the design intent (to clients) and to communicate feedback (to design

  13. Experiments in teleoperator and autonomous control of space robotic vehicles

    Science.gov (United States)

    Alexander, Harold L.

    1991-01-01

    A program of research embracing teleoperator and automatic navigational control of freely flying satellite robots is presented. Current research goals include: (1) developing visual operator interfaces for improved vehicle teleoperation; (2) determining the effects of different visual interface system designs on operator performance; and (3) achieving autonomous vision-based vehicle navigation and control. This research program combines virtual-environment teleoperation studies and neutral-buoyancy experiments using a space-robot simulator vehicle currently under development. Visual-interface design options under investigation include monoscopic versus stereoscopic displays and cameras, helmet-mounted versus panel-mounted display monitors, head-tracking versus fixed or manually steerable remote cameras, and the provision of vehicle-fixed visual cues, or markers, in the remote scene for improved sensing of vehicle position, orientation, and motion.

  14. Ballistic Characterization Of A Typical Military Steel Helmet

    Directory of Open Access Journals (Sweden)

    Mohamed Ali Maher

    2017-08-01

    Full Text Available In this study the ballistic limit of a steel helmet against a FMJ 919 mm caliber bullet is estimated. The helmet model is the typical polish helmet wz.31.The helmet material showed high strength low alloy steel material of 0.28 carbon content and 9.125 kgm2 areal density. The tensile test according to ASTM E8 showed a tensile strength of 1236.4 MPa .The average hardness value was about HV550. First shooting experiment has been executed using a 9 mm pistol based on 350 ms muzzle velocity at 5m against the simply supported helmet complete penetrations rose in this test were in the form of cracks on the helmet surface and partial penetrations were in the form of craters on the surface whose largest diameter and depth were 43 mm and 20.2 mm consequently .The second experiment was on a rifled gun arrangement 13 bullets of 919 mm caliber were shot on the examined simply supported steel helmet at a zero obliquity angle at different velocities to determine the ballistic limit velocity V50 according to MIL-STD-662F. Three major outcomes were revealed 1 the value V50 which found to be about 390 ms is higher than the one found in literature 360 ms German steel helmet model 1A1. 2 The smallest the standard deviation of the mixed results zone data the most accurate the ballistic limit is. 3Similar to the performance of blunt-ended projectiles impacting overmatching targets tD near 11 or larger It was found that the dominating failure mode of the steel helmet stuck by a hemispherical-nose projectile was plugging mode despite of having tD ratio of about 19 undermatching.

  15. Virtual Team Work : Group Decision Making in 3D Virtual Environments

    NARCIS (Netherlands)

    Schouten, A.P.; van den Hooff, B.; Feldberg, F.

    2016-01-01

    This study investigates how three-dimensional virtual environments (3DVEs) support shared understanding and group decision making. Based on media synchronicity theory, we pose that the shared environment and avatar-based interaction allowed by 3DVEs aid convergence processes in teams working on a

  16. Virtual Team Work : Group Decision Making in 3D Virtual Environments

    NARCIS (Netherlands)

    Schouten, Alexander P.; van den Hooff, Bart; Feldberg, Frans

    This study investigates how three-dimensional virtual environments (3DVEs) support shared understanding and group decision making. Based on media synchronicity theory, we pose that the shared environment and avatar-based interaction allowed by 3DVEs aid convergence processes in teams working on a

  17. Etnografía virtual Virtual ethnography: exploring a methodological option for the research on virtual learning environments.

    Directory of Open Access Journals (Sweden)

    Álvarez Cadavid Gloria María

    2009-01-01

    Full Text Available Este artículo pretende esbozar algunas de las consideraciones metodológicas que hoy confluyen en el estudio de los ambientes virtuales, desde la opción etnográfica. De manera específica se quiere observar la forma en que, algunos investigadores han abordado el aspecto metodológico para estudiar los ambientes virtuales, líneas de evolución y posible contribución al conocimiento y mejoramiento de los procesos de e-learning. This article aims to outline some methodological considerations that merge together on the study of virtual learning environments, especially from the ethnographic perspective. Specifically, what we want to observe, is the way some researchers have approached the methodological aspect in order to study virtual learning environments, the evolution lines and the possible contribution they’ve made to knowledge and improvement of e-learning processes.

  18. Virtual learning object and environment: a concept analysis.

    Science.gov (United States)

    Salvador, Pétala Tuani Candido de Oliveira; Bezerril, Manacés Dos Santos; Mariz, Camila Maria Santos; Fernandes, Maria Isabel Domingues; Martins, José Carlos Amado; Santos, Viviane Euzébia Pereira

    2017-01-01

    To analyze the concept of virtual learning object and environment according to Rodgers' evolutionary perspective. Descriptive study with a mixed approach, based on the stages proposed by Rodgers in his concept analysis method. Data collection occurred in August 2015 with the search of dissertations and theses in the Bank of Theses of the Coordination for the Improvement of Higher Education Personnel. Quantitative data were analyzed based on simple descriptive statistics and the concepts through lexicographic analysis with support of the IRAMUTEQ software. The sample was made up of 161 studies. The concept of "virtual learning environment" was presented in 99 (61.5%) studies, whereas the concept of "virtual learning object" was presented in only 15 (9.3%) studies. A virtual learning environment includes several and different types of virtual learning objects in a common pedagogical context. Analisar o conceito de objeto e de ambiente virtual de aprendizagem na perspectiva evolucionária de Rodgers. Estudo descritivo, de abordagem mista, realizado a partir das etapas propostas por Rodgers em seu modelo de análise conceitual. A coleta de dados ocorreu em agosto de 2015 com a busca de dissertações e teses no Banco de Teses e Dissertações da Coordenação de Aperfeiçoamento de Pessoal de Nível Superior. Os dados quantitativos foram analisados a partir de estatística descritiva simples e os conceitos pela análise lexicográfica com suporte do IRAMUTEQ. A amostra é constituída de 161 estudos. O conceito de "ambiente virtual de aprendizagem" foi apresentado em 99 (61,5%) estudos, enquanto o de "objeto virtual de aprendizagem" em apenas 15 (9,3%). Concluiu-se que um ambiente virtual de aprendizagem reúne vários e diferentes tipos de objetos virtuais de aprendizagem em um contexto pedagógico comum.

  19. Collaborative design in virtual environments

    CERN Document Server

    Wang, Xiangyu

    2011-01-01

    Collaborative virtual environments (CVEs) are multi-user virtual realities which actively support communication and co-operation. This book offers a comprehensive reference volume to the state-of-the-art in the area of design studies in CVEs. It is an excellent mix of contributions from over 25 leading researcher/experts in multiple disciplines from academia and industry, providing up-to-date insight into the current research topics in this field as well as the latest technological advancements and the best working examples. Many of these results and ideas are also applicable to other areas su

  20. Modeling Dynamic Perceptual Attention in Complex Virtual Environments

    National Research Council Canada - National Science Library

    Kim, Youngjun; van Velsen, Martin; Hill, Jr, Randall W

    2005-01-01

    An important characteristic of a virtual human is the ability to direct its perceptual attention to entities and areas in a virtual environment in a manner that appears believable and serves a functional purpose...

  1. Interactive Scientific Visualization in 3D Virtual Reality Model

    Directory of Open Access Journals (Sweden)

    Filip Popovski

    2016-11-01

    Full Text Available Scientific visualization in technology of virtual reality is a graphical representation of virtual environment in the form of images or animation that can be displayed with various devices such as Head Mounted Display (HMD or monitors that can view threedimensional world. Research in real time is a desirable capability for scientific visualization and virtual reality in which we are immersed and make the research process easier. In this scientific paper the interaction between the user and objects in the virtual environment аrе in real time which gives a sense of reality to the user. Also, Quest3D VR software package is used and the movement of the user through the virtual environment, the impossibility to walk through solid objects, methods for grabbing objects and their displacement are programmed and all interactions between them will be possible. At the end some critical analysis were made on all of these techniques on various computer systems and excellent results were obtained.

  2. A Dose of Reality: Overcoming Usability Challenges\\ud in VR Head-Mounted Displays

    OpenAIRE

    McGill, M.; Boland, Daniel; Murray-Smith, Roderick; Brewster, Stephen

    2015-01-01

    We identify usability challenges facing consumers adopting\\ud Virtual Reality (VR) head-mounted displays (HMDs) in a survey\\ud of 108 VR HMD users. Users reported significant issues\\ud in interacting with, and being aware of their real-world\\ud context when using a HMD. Building upon existing work on\\ud blending real and virtual environments, we performed three\\ud design studies to address these usability concerns. In a typing\\ud study, we show that augmenting VR with a view of reality\\ud sig...

  3. Factory Virtual Environment Development for Augmented and Virtual Reality

    OpenAIRE

    M. Gregor; J. Polcar; P. Horejsi; M. Simon

    2015-01-01

    Machine visualization is an area of interest with fast and progressive development. We present a method of machine visualization which will be applicable in real industrial conditions according to current needs and demands. Real factory data were obtained in a newly built research plant. Methods described in this paper were validated on a case study. Input data were processed and the virtual environment was created. The environment contains information about dimensions, s...

  4. Increasing accessibility to the blind of virtual environments, using a virtual mobility aid based on the "EyeCane": feasibility study.

    Directory of Open Access Journals (Sweden)

    Shachar Maidenbaum

    Full Text Available Virtual worlds and environments are becoming an increasingly central part of our lives, yet they are still far from accessible to the blind. This is especially unfortunate as such environments hold great potential for them for uses such as social interaction, online education and especially for use with familiarizing the visually impaired user with a real environment virtually from the comfort and safety of his own home before visiting it in the real world. We have implemented a simple algorithm to improve this situation using single-point depth information, enabling the blind to use a virtual cane, modeled on the "EyeCane" electronic travel aid, within any virtual environment with minimal pre-processing. Use of the Virtual-EyeCane, enables this experience to potentially be later used in real world environments with identical stimuli to those from the virtual environment. We show the fast-learned practical use of this algorithm for navigation in simple environments.

  5. Writing virtual environments for software visualization

    CERN Document Server

    Jeffery, Clinton

    2015-01-01

    This book describes the software for creating networked, 3D multi-user virtual environments that allow users to create and remotely share visualizations of program behavior. The authors cover the major features of collaborative virtual environments and how to program them in a very high level language, and show how visualization can enable important advances in our ability to understand and reduce the costs of maintaining software. The book also examines the application of popular game-like software technologies.   • Discusses the acquisition of program behavior data to be visualized • Demonstrates the integration of multiple 2D and 3D dynamic views within a 3Dscene • Presents the network messaging capabilities to share those visualizations

  6. The Influence of Virtual Learning Environments in Students' Performance

    Science.gov (United States)

    Alves, Paulo; Miranda, Luísa; Morais, Carlos

    2017-01-01

    This paper focuses mainly on the relation between the use of a virtual learning environment (VLE) and students' performance. Therefore, virtual learning environments are characterised and a study is presented emphasising the frequency of access to a VLE and its relation with the students' performance from a public higher education institution…

  7. Students’ Motivation for Learning in Virtual Learning Environments

    OpenAIRE

    Beluce, Andrea Carvalho; Oliveira, Katya Luciane de

    2015-01-01

    The specific characteristics of online education require of the student engagement and autonomy, factors which are related to motivation for learning. This study investigated students’ motivation in virtual learning environments (VLEs). For this, it used the Teaching and Learning Strategy and Motivation to Learn Scale in Virtual Learning Environments (TLSM-VLE). The scale presented 32 items and six dimensions, three of which aimed to measure the variables of autonomous motivation, controlled ...

  8. BIM Based Virtual Environment for Fire Emergency Evacuation

    Directory of Open Access Journals (Sweden)

    Bin Wang

    2014-01-01

    Full Text Available Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper introduces a BIM based virtual environment supported by virtual reality (VR and a serious game engine to address several key issues for building emergency management, for example, timely two-way information updating and better emergency awareness training. The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to provide real-time fire evacuation guidance. The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR environment aiming at practical problem solving by leveraging state-of-the-art computing technologies. The system has been tested for its robustness and functionality against the development requirements, and the results showed promising potential to support more effective emergency management.

  9. BIM based virtual environment for fire emergency evacuation.

    Science.gov (United States)

    Wang, Bin; Li, Haijiang; Rezgui, Yacine; Bradley, Alex; Ong, Hoang N

    2014-01-01

    Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling) can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper introduces a BIM based virtual environment supported by virtual reality (VR) and a serious game engine to address several key issues for building emergency management, for example, timely two-way information updating and better emergency awareness training. The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to provide real-time fire evacuation guidance. The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR) environment aiming at practical problem solving by leveraging state-of-the-art computing technologies. The system has been tested for its robustness and functionality against the development requirements, and the results showed promising potential to support more effective emergency management.

  10. Virtual Research Environments: The role of the facilitator

    CSIR Research Space (South Africa)

    Bowers, N

    2012-06-01

    Full Text Available This conference presentation discusses the authors' duties as the facilitators of the POL-SABINA Natural Products Virtual Research Environment. In summary, they facilitated the use and content population of the Natural Products Virtual Research...

  11. Full Immersive Virtual Environment Cave[TM] in Chemistry Education

    Science.gov (United States)

    Limniou, M.; Roberts, D.; Papadopoulos, N.

    2008-01-01

    By comparing two-dimensional (2D) chemical animations designed for computer's desktop with three-dimensional (3D) chemical animations designed for the full immersive virtual reality environment CAVE[TM] we studied how virtual reality environments could raise student's interest and motivation for learning. By using the 3ds max[TM], we can visualize…

  12. Virtual Satellite Integration Environment, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — Advatech Pacific proposes to develop a Virtual Satellite Integration Environment (VSIE) for the NASA Ames Mission Design Center. The VSIE introduces into NASA...

  13. Constraint, Intelligence, and Control Hierarchy in Virtual Environments. Chapter 1

    Science.gov (United States)

    Sheridan, Thomas B.

    2007-01-01

    This paper seeks to deal directly with the question of what makes virtual actors and objects that are experienced in virtual environments seem real. (The term virtual reality, while more common in public usage, is an oxymoron; therefore virtual environment is the preferred term in this paper). Reality is difficult topic, treated for centuries in those sub-fields of philosophy called ontology- "of or relating to being or existence" and epistemology- "the study of the method and grounds of knowledge, especially with reference to its limits and validity" (both from Webster s, 1965). Advances in recent decades in the technologies of computers, sensors and graphics software have permitted human users to feel present or experience immersion in computer-generated virtual environments. This has motivated a keen interest in probing this phenomenon of presence and immersion not only philosophically but also psychologically and physiologically in terms of the parameters of the senses and sensory stimulation that correlate with the experience (Ellis, 1991). The pages of the journal Presence: Teleoperators and Virtual Environments have seen much discussion of what makes virtual environments seem real (see, e.g., Slater, 1999; Slater et al. 1994; Sheridan, 1992, 2000). Stephen Ellis, when organizing the meeting that motivated this paper, suggested to invited authors that "We may adopt as an organizing principle for the meeting that the genesis of apparently intelligent interaction arises from an upwelling of constraints determined by a hierarchy of lower levels of behavioral interaction. "My first reaction was "huh?" and my second was "yeah, that seems to make sense." Accordingly the paper seeks to explain from the author s viewpoint, why Ellis s hypothesis makes sense. What is the connection of "presence" or "immersion" of an observer in a virtual environment, to "constraints" and what types of constraints. What of "intelligent interaction," and is it the intelligence of the

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

    Science.gov (United States)

    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.

  15. Participatory design in the project of virtual learning environment of histology

    OpenAIRE

    Santa-Rosa, José Guilherme da Silva

    2012-01-01

    This present article describes a research on the development, under the approach of participatory design, a virtual teaching-learning of Histology in which students and teachers participated actively in all stages of development of the educational environment. We postulates that the development of virtual learning environment of Histology, through the Participatory Design approach, contributes to greater acceptance and use by students and that the adoption of virtual environment for teaching ...

  16. Helmet Sensor - Transfer Function and Model Development

    Science.gov (United States)

    2010-09-01

    that helmets be examined forensically when estimating the impact direction and location and the electronic HMSS data not be used in that determination... forensic analysis of the helmet itself is therefore recommended to determine the direction and severity of the ballistic impact 5. The helmet shell does...ot83 HTI l ot 8J HT1 lot S ,HTt IOt S , HTI l otiH HTt lotSS HTt l vt85 HTI l o)t 85 HT1 Front Level Acceleration ~~,--~----~--,30’p~g

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

    Science.gov (United States)

    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…

  18. Helmet wearing in Kenya: prevalence, knowledge, attitude, practice and implications.

    Science.gov (United States)

    Bachani, A M; Hung, Y W; Mogere, S; Akunga, D; Nyamari, J; Hyder, A A

    2017-03-01

    In light of the increasing prevalence of motorcycles on Kenyan roads, there is a need to address the safety of individuals using this mode of transport. Helmet use has been proven to be effective in preventing head injuries and fatalities in the event of a crash. This study aims to understand the prevalence of helmet use as well as knowledge, attitudes, and practices in two districts in Kenya over a 5-year period (2010-2014). Observational studies on helmet use at randomly selected locations throughout each district were done every quarter to estimate the prevalence of helmet use. Roadside knowledge, attitude, and practice (KAP) surveys were done two times a year in each district. Helmet use among motorcycle drivers and passengers in Thika and Naivasha was assessed through systematic observations at randomly selected locations in the two districts between August 2010 and December 2014. Roadside KAP surveys were administered in both sites to motorcyclists in areas where they stopped, including motorcycle bays, petrol stations and rest areas near the helmet observation sites. Secondary analysis of trauma registries was also used. Negative binomial regressions were used to assess trends of helmet wearing among motorcyclists over time, and logistic regressions were used to analyze associated risk factors as well as association with health outcomes among those admitted to the four hospitals. A total of 256,851 motorcycles were observed in the two target districts during the study period. Overall, prevalence of helmet use among motorcycle drivers in Thika and Naivasha across all periods was 35.12% (95% confidence interval [CI]: 34.87%-35.38%) and 37.42% (95% CI: 37.15%-37.69%) respectively. Prevalence of helmet wearing remained similar after the passage of a traffic amendment bill. These results were not statistically significant in either Thika or in Naivasha. Data from the KAP survey showed that respondents recognized the life-saving effect of wearing a helmet, but

  19. AudioMUD: a multiuser virtual environment for blind people.

    Science.gov (United States)

    Sánchez, Jaime; Hassler, Tiago

    2007-03-01

    A number of virtual environments have been developed during the last years. Among them there are some applications for blind people based on different type of audio, from simple sounds to 3-D audio. In this study, we pursued a different approach. We designed AudioMUD by using spoken text to describe the environment, navigation, and interaction. We have also introduced some collaborative features into the interaction between blind users. The core of a multiuser MUD game is a networked textual virtual environment. We developed AudioMUD by adding some collaborative features to the basic idea of a MUD and placed a simulated virtual environment inside the human body. This paper presents the design and usability evaluation of AudioMUD. Blind learners were motivated when interacted with AudioMUD and helped to improve the interaction through audio and interface design elements.

  20. Virtual Environments: Issues and Opportunities for Researching Inclusive Educational Practices

    Science.gov (United States)

    Sheehy, Kieron

    This chapter argues that virtual environments offer new research areas for those concerned with inclusive education. Further, it proposes that they also present opportunities for developing increasingly inclusive research processes. This chapter considers how researchers might approach researching some of these affordances. It discusses the relationship between specific features of inclusive pedagogy, derived from an international systematic literature review, and the affordances of different forms of virtual characters and environments. Examples are drawn from research in Second LifeTM (SL), virtual tutors and augmented reality. In doing this, the chapter challenges a simplistic notion of isolated physical and virtual worlds and, in the context of inclusion, between the practice of research and the research topic itself. There are a growing number of virtual worlds in which identified educational activities are taking place, or whose activities are being noted for their educational merit. These encompasses non-themed worlds such as SL and Active Worlds, game based worlds such as World of Warcraft and Runescape, and even Club Penguin, a themed virtual where younger players interact through a variety of Penguin themed environments and activities. It has been argued that these spaces, outside traditional education, are able to offer pedagogical insights (Twining 2009) i.e. that these global virtual communities have been identified as being useful as creative educational environments (Delwiche 2006; Sheehy 2009). This chapter will explore how researchers might use these spaces to investigative and create inclusive educational experiences for learners. In order to do this the chapter considers three interrelated issues: What is inclusive education?; How might inclusive education influence virtual world research? And, what might inclusive education look like in virtual worlds?

  1. How Satisfied are Soldiers with their Ballistic Helmets? A Comparison of Soldiers' Opinions about the Advanced Combat Helmet and the Personal Armor System for Ground Troops

    National Research Council Canada - National Science Library

    Ivins, Brian J; Schwab, Karen; Crowley, John S; McEntire, B. J; Trumble, Christopher C; Brown, Fred H; Warden, Deborah L

    2008-01-01

    .... These factors affect Soldiers' decisions about helmet use; therefore, rigorous research about Soldiers' real-life experiences with helmets is critical to assessing a helmet's overall protective efficacy...

  2. Introduction to the special issue on virtual reality environments in behavioral sciences.

    Science.gov (United States)

    Riva, Giuseppe; Wiederhold, Brenda K

    2002-09-01

    Virtual reality (VR) is usually described in biology and in medicine as a collection of technologies that allow people to interact efficiently with three-dimensional (3-D) computerized databases in real time using their natural senses. This definition lacks any reference to head-mounted displays (HMDs) and instrumented clothing such as gloves or suits. In fact, less than 10% of VR healthcare applications in medicine are actually using any immersive equipment. However, if we focus our attention on behavioral sciences, where immersion is used by more than 50% of the applications, VR is described as an advanced form of human- computer interface that allows the user to interact with and become immersed in a computer-generated environment. This difference outlines a different vision of VR shared by psychologists, psychotherapists, and neuropsychologists: VR provides a new human-computer interaction paradigm in which users are no longer simply external observers of images on a computer screen but are active participants within a computer-generated 3-D virtual world. This special issue investigates this vision, presenting some of the most interesting applications actually developed in the area. Moreover, it discusses the clinical principles, human factors, and technological issues associated with the use of VR in the behavioral sciences.

  3. What do we know about bicycle helmets?

    NARCIS (Netherlands)

    Bogerd, C.P. Halldin, P. Houtenbos, M. Otte, D. Rossi, R.M. Walker, L. Willinger, R. & Shinar, D.

    2012-01-01

    Cycling is an excellent sustainable alternative to driving for many journeys. But cyclists have fewer safety options than car-users, with a helmet being the main safety device that is available. However, there are indications that increasing bicycle helmet usage through legislation causes

  4. Differential protective effects of motorcycle helmets against head injury.

    Science.gov (United States)

    Singleton, Michael D

    2017-05-19

    Although numerous observational studies have demonstrated a protective effect of motorcycle helmets against head injury, the degree of protection against specific head injury types remains unclear. Experimental biomechanics studies involving cadavers, animals, and computer models have established that head injuries have varying etiologies. This retrospective cross-sectional study compared helmet protection against skull fracture, cerebral contusion, intracranial hemorrhage, and cerebral concussion in a consecutive series of motorcycle operators involved in recent traffic crashes in Kentucky. Police collision reports linked to hospital inpatient and emergency department (ED) claims were analyzed for the period 2008 to 2012. Motorcycle operators with known helmet use who were not killed at the crash scene were included in the study. Helmet use was ascertained from the police report. Skull fracture, cerebral contusion, intracranial hemorrhage, and cerebral concussion were identified from International Classification of Diseases, Ninth Revision, Clinical Modification (ICD-9-CM) codes on the claims records. The relative risks of each type of head injury for helmeted versus unprotected operators were estimated using generalized estimating equations. Helmets offer substantial protection against skull fracture (relative risk [RR] = 0.31, 95% confidence interval [CI], 0.23, 0.34), cerebral contusion (RR = 0.29, 95% CI, 0.16, 0.53), and intracranial hemorrhage (RR = 0.47, 95% CI, 0.35, 0.63). The findings pertaining to uncomplicated concussion (RR = 0.80, 95% CI, 0.64, 1.01) were inconclusive. A modest protective effect (20% risk reduction) was suggested by the relative risk estimate, but the 95% confidence interval included the null value. Motorcycle helmets were associated with a 69% reduction in skull fractures, 71% reduction in cerebral contusion, and 53% reduction in intracranial hemorrhage. This study finds that current motorcycle helmets do not protect equally against

  5. A virtual environment for simulation of radiological accidents

    International Nuclear Information System (INIS)

    Silva, Tadeu Augusto de Almeida; Farias, Oscar Luiz Monteiro de

    2013-01-01

    A virtual environment is a computer environment, representative of a subset of the real world, and where models of the real world entities, process and events are included in a virtual (three-dimensional) space. Virtual environments are ideal tools for simulation of certain critical processes, such as radiological accidents, where human beings or properties can suffer irreversible or long term damages. Radiological accidents are characterized by the significant exposure to radiation of specialized workers and general public. The early detection of a radiological accident and the determination of its possible extension are essential factors for the planning of prompt answers and emergency actions. This paper proposes the integration of georeferenced representation of the three-dimensional space and agent-based models, with the objective to construct virtual environments that have the capacity to simulate radiological accidents. The three-dimensional georeferenced representations of space candidates are: 1) the spatial representation of traditional geographical information systems (GIS); 2) the representation adopted by Google Maps®. Adding agents to these spatial representations allow us to simulate radiological accidents, quantify the doses received by members of the public, obtain a possible spatial distribution of people contaminated, estimate the number of contaminated individuals, estimate the impact on the health-network, estimate environmental impacts, generate exclusion zones, build alternative scenarios and train staff to deal with radiological accidents. (author)

  6. A virtual environment for simulation of radiological accidents

    Energy Technology Data Exchange (ETDEWEB)

    Silva, Tadeu Augusto de Almeida, E-mail: tedsilva@ird.gov.br [Instituto de Radioprotecao e Dosimetria (IRD/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Farias, Oscar Luiz Monteiro de, E-mail: fariasol@eng.uerj.br [Universidade do Estado do Rio de Janeiro (UERJ), Rio de Janeiro, RJ (Brazil)

    2013-07-01

    A virtual environment is a computer environment, representative of a subset of the real world, and where models of the real world entities, process and events are included in a virtual (three-dimensional) space. Virtual environments are ideal tools for simulation of certain critical processes, such as radiological accidents, where human beings or properties can suffer irreversible or long term damages. Radiological accidents are characterized by the significant exposure to radiation of specialized workers and general public. The early detection of a radiological accident and the determination of its possible extension are essential factors for the planning of prompt answers and emergency actions. This paper proposes the integration of georeferenced representation of the three-dimensional space and agent-based models, with the objective to construct virtual environments that have the capacity to simulate radiological accidents. The three-dimensional georeferenced representations of space candidates are: 1) the spatial representation of traditional geographical information systems (GIS); 2) the representation adopted by Google Maps®. Adding agents to these spatial representations allow us to simulate radiological accidents, quantify the doses received by members of the public, obtain a possible spatial distribution of people contaminated, estimate the number of contaminated individuals, estimate the impact on the health-network, estimate environmental impacts, generate exclusion zones, build alternative scenarios and train staff to deal with radiological accidents. (author)

  7. Jacob: An Educational Agent in a Virtual Environment

    NARCIS (Netherlands)

    van den Bosch, A.; Evers, M.J.; Nijholt, Antinus; Weigand, H.

    2000-01-01

    The Jacob Project involves the construction of a virtual environment where an animated human-like agent called Jacob gives instruction to the user. The project focuses on three issues: the software engineering aspects of building a virtual reality system, the integration of natural language

  8. Dynamic control of a moving platform using the CAREN system to optimize walking in virtual reality environments.

    Science.gov (United States)

    Makssoud, Hassan El; Richards, Carol L; Comeau, François

    2009-01-01

    Virtual reality (VR) technology offers the opportunity to expose patients to complex physical environments without physical danger and thus provides a wide range of opportunities for locomotor training or the study of human postural and walking behavior. A VR-based locomotor training system has been developed for gait rehabilitation post-stroke. A clinical study has shown that persons after stroke are able to adapt and benefit from this novel system wherein they walk into virtual environments (VEs) on a self-paced treadmill mounted on a platform with 6 degrees of freedom. This platform is programmed to mimic changes in the terrain encountered in the VEs. While engaging in these VEs, excessive trunk movements and speed alterations have been observed, especially during the pitch perturbations accompanying uphill or downhill terrain changes. An in-depth study of the subject's behavior in relation to the platform movements revealed that the platform rotational axes need to be modified, as previously shown by Barton et al, and in addition did not consider the subject's position on the treadmill. The aim of this study was to determine an optimal solution to simulate walking in real life when engaging in VEs.

  9. Helmet-induced headache among Danish military personnel.

    Science.gov (United States)

    Rahmani, Zakia; Kochanek, Aneta; Astrup, Jesper Johnsen; Poulsen, Jeppe Nørgaard; Gazerani, Parisa

    2017-12-01

    External compression headache is defined as a headache caused by an external physical compression applied on the head. It affects about 4% of the general population; however, certain populations (e.g. construction workers and military personnel) with particular needs of headwear or helmet are at higher risk of developing this type of headache. External compression headache is poorly studied in relation to specific populations. This study aimed to investigate the prevalence and pattern of helmet-induced external compression headache among Danish military personnel of the Northern Jutland region in Denmark. Data acquisition was based on a custom-made questionnaire delivered to volunteers who used helmets in the Danish military service and who agreed to participate in this study. The military of the Northern Jutland region of Denmark facilitated recruitment of the participants. The questionnaires were delivered on paper and the collected (anonymous) answers (total 279) were used for further analysis. About 30% of the study participants reported headache in relation to wearing a military helmet. Headache was defined as a pressing pain predominantly in the front of the head with an average intensity of 4 on a visual analogue scale of 0 (no pain) to 10 (worst pain imaginable). It was also found that helmets with different designs influenced both the occurrence of headache and its characteristics. This study is the first to demonstrate the prevalence and pattern of compression headache among military personnel in North Jutland, Denmark. The findings of this study call for further attention to helmet-induced external compression headache and strategies to minimize the burden.

  10. Motor learning from virtual reality to natural environments in individuals with Duchenne muscular dystrophy.

    Science.gov (United States)

    Quadrado, Virgínia Helena; Silva, Talita Dias da; Favero, Francis Meire; Tonks, James; Massetti, Thais; Monteiro, Carlos Bandeira de Mello

    2017-11-10

    To examine whether performance improvements in the virtual environment generalize to the natural environment. we had 64 individuals, 32 of which were individuals with DMD and 32 were typically developing individuals. The groups practiced two coincidence timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key on the computer. In the more abstract task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment using a webcam. For individuals with DMD, conducting a coincidence timing task in a virtual environment facilitated transfer to the real environment. However, we emphasize that a task practiced in a virtual environment should have higher rates of difficulties than a task practiced in a real environment. IMPLICATIONS FOR REHABILITATION Virtual environments can be used to promote improved performance in ?real-world? environments. Virtual environments offer the opportunity to create paradigms similar ?real-life? tasks, however task complexity and difficulty levels can be manipulated, graded and enhanced to increase likelihood of success in transfer of learning and performance. Individuals with DMD, in particular, showed immediate performance benefits after using virtual reality.

  11. The Effects of Motorcycle Helmet Legislation on Craniomaxillofacial Injuries.

    Science.gov (United States)

    Adams, Nicholas S; Newbury, Patrick A; Eichhorn, Mitchell G; Davis, Alan T; Mann, Robert J; Polley, John W; Girotto, John A

    2017-06-01

    Motorcycle helmet legislation has been a contentious topic for over a half-century. Benefits of helmet use in motorcycle trauma patients are well documented. In 2012, Michigan repealed its universal motorcycle helmet law in favor of a partial helmet law. The authors describe the early clinical effects on facial injuries throughout Michigan. Retrospective data from the Michigan Trauma Quality Improvement Program trauma database were evaluated. Included were 4643 motorcycle trauma patients presenting to 29 Level I and II trauma centers throughout Michigan 3 years before and after the law repeal (2009 to 2014). Demographics, external cause of injury codes, International Classification of Diseases, Ninth Revision diagnosis codes, and injury details were gathered. The proportion of unhelmeted trauma patients increased from 20 percent to 44 percent. Compared with helmeted trauma patients, unhelmeted patients were nearly twice as likely to sustain craniomaxillofacial injuries (relative risk, 1.90), including fractures (relative risk, 2.02) and soft-tissue injuries (relative risk, 1.94). Unhelmeted patients had a lower Glasgow Coma Scale score and higher Injury Severity Scores. Patients presenting after helmet law repeal were more likely to sustain craniomaxillofacial injuries (relative risk, 1.46), including fractures (relative risk, 1.28) and soft-tissue injuries (relative risk, 1.56). No significant differences were observed for age, sex, Injury Severity Score, or Glasgow Coma Scale score (p > 0.05). This study highlights the significant negative impact of relaxed motorcycle helmet laws leading to an increase in craniomaxillofacial injuries. The authors urge state and national legislators to reestablish universal motorcycle helmet laws.

  12. Perturbed Communication in a Virtual Environment to Train Medical Team Leaders

    OpenAIRE

    Huguet , Lauriane; Lourdeaux , Domitile; Sabouret , Nicolas; Ferrer , Marie-Hélène

    2016-01-01

    International audience; The VICTEAMS project aims at designing a virtual environment for training medical team leaders to non-technical skills. The virtual environment ispopulated with autonomous virtual agents who are able to make mistakes (in action or communication) in order to train rescue team leaders and to make them adaptive with all kinds of situations or teams.

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

    Science.gov (United States)

    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

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

    Directory of Open Access Journals (Sweden)

    Nexhmedin Morina

    2014-04-01

    Full Text Available 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

  15. Universal Motorcycle Helmet Laws to Reduce Injuries: A Community Guide Systematic Review.

    Science.gov (United States)

    Peng, Yinan; Vaidya, Namita; Finnie, Ramona; Reynolds, Jeffrey; Dumitru, Cristian; Njie, Gibril; Elder, Randy; Ivers, Rebecca; Sakashita, Chika; Shults, Ruth A; Sleet, David A; Compton, Richard P

    2017-06-01

    Motorcycle crashes account for a disproportionate number of motor vehicle deaths and injuries in the U.S. Motorcycle helmet use can lead to an estimated 42% reduction in risk for fatal injuries and a 69% reduction in risk for head injuries. However, helmet use in the U.S. has been declining and was at 60% in 2013. The current review examines the effectiveness of motorcycle helmet laws in increasing helmet use and reducing motorcycle-related deaths and injuries. Databases relevant to health or transportation were searched from database inception to August 2012. Reference lists of reviews, reports, and gray literature were also searched. Analysis of the data was completed in 2014. A total of 60 U.S. studies qualified for inclusion in the review. Implementing universal helmet laws increased helmet use (median, 47 percentage points); reduced total deaths (median, -32%) and deaths per registered motorcycle (median, -29%); and reduced total injuries (median, -32%) and injuries per registered motorcycle (median, -24%). Repealing universal helmet laws decreased helmet use (median, -39 percentage points); increased total deaths (median, 42%) and deaths per registered motorcycle (median, 24%); and increased total injuries (median, 41%) and injuries per registered motorcycle (median, 8%). Universal helmet laws are effective in increasing motorcycle helmet use and reducing deaths and injuries. These laws are effective for motorcyclists of all ages, including younger operators and passengers who would have already been covered by partial helmet laws. Repealing universal helmet laws decreased helmet use and increased deaths and injuries. Published by Elsevier Inc.

  16. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

    Science.gov (United States)

    Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.

    2016-01-01

    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…

  17. Graphene as an active virtually massless top electrode for RF solidly mounted bulk acoustic wave (SMR-BAW) resonators

    Science.gov (United States)

    Knapp, Marius; Hoffmann, René; Lebedev, Vadim; Cimalla, Volker; Ambacher, Oliver

    2018-03-01

    Mechanical and electrical losses induced by an electrode material greatly influence the performance of bulk acoustic wave (BAW) resonators. Graphene as a conducting and virtually massless 2D material is a suitable candidate as an alternative electrode material for BAW resonators which reduces electrode induced mechanical losses. In this publication we show that graphene acts as an active top electrode for solidly mounted BAW resonators (BAW-SMR) at 2.1 GHz resonance frequency. Due to a strong decrease of mass loading and its remarkable electronic properties, graphene demonstrates its ability as an ultrathin conductive layer. In our experiments we used an optimized graphene wet transfer on aluminum nitride-based solidly mounted resonator devices. We achieved more than a triplication of the resonator’s quality factor Q and a resonance frequency close to an ‘unloaded’ resonator without metallization. Our results reveal the direct influence of both, the graphene quality and the graphene contacting via metal structures, on the performance characteristic of a BAW resonator. These findings clearly show the potential of graphene in minimizing mechanical losses due to its virtually massless character. Moreover, they highlight the advantages of graphene and other 2D conductive materials for alternative electrodes in electroacoustic resonators for radio frequency applications.

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

    Science.gov (United States)

    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…

  19. Shared virtual environments for telerehabilitation.

    Science.gov (United States)

    Popescu, George V; Burdea, Grigore; Boian, Rares

    2002-01-01

    Current VR telerehabilitation systems use offline remote monitoring from the clinic and patient-therapist videoconferencing. Such "store and forward" and video-based systems cannot implement medical services involving patient therapist direct interaction. Real-time telerehabilitation applications (including remote therapy) can be developed using a shared Virtual Environment (VE) architecture. We developed a two-user shared VE for hand telerehabilitation. Each site has a telerehabilitation workstation with a videocamera and a Rutgers Master II (RMII) force feedback glove. Each user can control a virtual hand and interact hapticly with virtual objects. Simulated physical interactions between therapist and patient are implemented using hand force feedback. The therapist's graphic interface contains several virtual panels, which allow control over the rehabilitation process. These controls start a videoconferencing session, collect patient data, or apply therapy. Several experimental telerehabilitation scenarios were successfully tested on a LAN. A Web-based approach to "real-time" patient telemonitoring--the monitoring portal for hand telerehabilitation--was also developed. The therapist interface is implemented as a Java3D applet that monitors patient hand movement. The monitoring portal gives real-time performance on off-the-shelf desktop workstations.

  20. Molecular Rift: Virtual Reality for Drug Designers.

    Science.gov (United States)

    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.

  1. Pedagogical Intercultural Practice of Teachers in Virtual Environments

    Science.gov (United States)

    Barreto, Carmen Ricardo; Haydar, Jorge Mizzuno

    2016-01-01

    This study presents some of the results of the project "Training and Development of Intercultural Competency of Teachers in Virtual Environments", carried out in ten Colombian Caribbean higher education institutions (HEI) offering virtual programs. It was performed in three steps: 1-diagnosis, 2-training, and 3-analysis of the…

  2. Virtual research environments from portals to science gateways

    CERN Document Server

    Allan, Robert N

    2009-01-01

    Virtual Research Environments examines making Information and Communication Technologies (ICT) usable by researchers working to solve "grand challenge” problems in many disciplines from social science to particle physics. It is driven by research the authors have carried out to evaluate researchers' requirements in using information services via web portals and in adapting collaborative learning tools to meet their more diverse needs, particularly in a multidisciplinary study.This is the motivation for what the authors have helped develop into the UK Virtual Research Environments (VRE)

  3. A Practical Guide, with Theoretical Underpinnings, for Creating Effective Virtual Reality Learning Environments

    Science.gov (United States)

    O'Connor, Eileen A.; Domingo, Jelia

    2017-01-01

    With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…

  4. Measurement of Gamma Knife registered helmet factors using MOSFETs

    International Nuclear Information System (INIS)

    Kurjewicz, Laryssa; Berndt, Anita

    2007-01-01

    The relative dose rate for the different Gamma Knife registered helmets (4, 8, 14, and 18 mm) is characterized by their respective helmet factors. Since the plateau of the dose profile for the 4 mm helmet is at most 1 mm wide, detector choices are limited. Traditionally helmet factors have been measured using 1x1x1 mm 3 thermoluminescent dosimeters (TLDs). However, these are time-consuming, cumbersome measurements. This article investigates the use of metal-oxide-semiconductor field effect transistors (MOSFETs) (active area of 0.2x0.2 mm 2 ) as a more accurate and convenient dosimeter. Their suitability for these measurements was confirmed by basic characterization measurements. Helmet factors were measured using both MOSFETs and the established TLD approach. A custom MOSFET cassette was designed in analogy to the Elekta TLD cassette (Elekta Instruments AB) for use with the Elekta dosimetry sphere. Although both dosimeters provided values within 3% of the manufacturer's suggestion, MOSFETs provided superior accuracy and precision, in a fraction of the time required for the TLD measurements. Thus, MOSFETs proved to be a reasonable alternative to TLDs for performing helmet factor measurements

  5. Use of a virtual environment to facilitate instruction of an interprofessional home assessment.

    Science.gov (United States)

    Sabus, Carla; Sabata, Dory; Antonacci, David

    2011-01-01

    Technology has become a ubiquitous part of our society and is largely embedded in today's educational system. 3D virtual reality technology can be used to simulate environments and activities and may be used as an instructional technology. The purpose of this research was to better understand the utility of a web-based virtual environment as a teaching tool to represent clinical assessment and interventions in the home environment. Specifically, students' learning outcomes related to interprofessional collaboration, patient-centered decision-making, and appreciation of the environmental and social context of functional mobility and occupational performance will be described through descriptive analysis. Thirty-four physical therapist students and 35 occupational therapist students participated in an instructor-guided virtual assessment of a client's function in a home environment utilizing a virtual environment, Second Life®. Teams formulated task-specific, functional client goals and home modification recommendations. Students revisited a solution virtual environment to view and evaluate recommendations in a follow-up instructor-guided tour. Students completed a web-based survey capturing student perception of the experience. Team assignments were analyzed based on a rubric representing learning objectives. Descriptive analysis was conducted on the survey. Assignment analysis revealed contextual and client-centered recommendations. Student surveys revealed that students found the virtual environment supportive of learning. Student surveys and reflection statements were supportive of the interprofessional collaboration. Use of a virtual environment in instruction allows an authentic means of representing interprofessional home assessment. The virtual environment allowed a temporal depiction of home environment issues and solutions providing the unique opportunity for students to evaluate home recommendations.

  6. Passengers' attitudes and behaviour towards motorcycle helmet use ...

    African Journals Online (AJOL)

    Passengers' attitudes and behaviour towards motorcycle helmet use in Ilorin, ... Remember me ... The purpose of this study was to examine the attitudes, knowledge, and behavior of motorcycle passengers to helmet use in Ilorin metropolis, ...

  7. Defining Constellation Suit Helmet Field of View Requirements Employing a Mission Segment Based Reduction Process

    Science.gov (United States)

    McFarland, Shane

    2009-01-01

    Field of view has always been a design feature paramount to helmets, and in particular space suits, where the helmet must provide an adequate field of view for a large range of activities, environments, and body positions. For Project Constellation, a different approach to helmet requirement maturation was utilized; one that was less a direct function of body position and suit pressure and more a function of the mission segment in which the field of view will be required. Through taxonimization of various parameters that affect suited field of view, as well as consideration for possible nominal and contingency operations during that mission segment, a reduction process was employed to condense the large number of possible outcomes to only six unique field of view angle requirements that still captured all necessary variables while sacrificing minimal fidelity.

  8. Declarative Knowledge Acquisition in Immersive Virtual Learning Environments

    Science.gov (United States)

    Webster, Rustin

    2016-01-01

    The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…

  9. Human walking in virtual environments perception, technology, and applications

    CERN Document Server

    Visell, Yon; Campos, Jennifer; Lécuyer, Anatole

    2013-01-01

    This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of virtual reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and ...

  10. The ALIVE Project: Astronomy Learning in Immersive Virtual Environments

    Science.gov (United States)

    Yu, K. C.; Sahami, K.; Denn, G.

    2008-06-01

    The Astronomy Learning in Immersive Virtual Environments (ALIVE) project seeks to discover learning modes and optimal teaching strategies using immersive virtual environments (VEs). VEs are computer-generated, three-dimensional environments that can be navigated to provide multiple perspectives. Immersive VEs provide the additional benefit of surrounding a viewer with the simulated reality. ALIVE evaluates the incorporation of an interactive, real-time ``virtual universe'' into formal college astronomy education. In the experiment, pre-course, post-course, and curriculum tests will be used to determine the efficacy of immersive visualizations presented in a digital planetarium versus the same visual simulations in the non-immersive setting of a normal classroom, as well as a control case using traditional classroom multimedia. To normalize for inter-instructor variability, each ALIVE instructor will teach at least one of each class in each of the three test groups.

  11. How motorcycle helmets affect trauma mortality: Clinical and policy implications.

    Science.gov (United States)

    Lee, Jwo-Leun; Chen, Tzu-Chun; Huang, Hung-Chang; Chen, Ray-Jade

    2017-08-18

    Motorcycles are the most popular vehicles in Taiwan, where more than 14.8 million motorcycles (1 motorcycle per 1.6 people) are in service. Despite the mandatory helmet law passed in 1997, less than 80% of motorcyclists in Taiwan wear helmets. The objective of this study was to analyze the effect of using motorcycle helmets on fatality rates. A clinical data set including 2,868 trauma patients was analyzed; the cross-sectional registration database was administered by a university medical center in Central Taiwan. A path analysis framework and multiple logistic regressions were used to estimate the marginal effect of helmet use on mortality. Using a helmet did not directly reduce the mortality rate but rather indirectly reduced the mortality rate through intervening variables such as the severity of head injuries, number of craniotomies, and complications during therapeutic processes. Wearing a helmet can reduce the fatality rate by 1.3%, the rate of severe head injury by 34.5%, the craniotomy rate by 7.8%, and the rate of complications during therapeutic processes by 1.5%. These rates comprise 33.3% of the mortality rate for people who do not wear helmets, 67.3% of the severe head injury rate, 60.0% of the craniotomy rate, and 12.2% of the rate of complications during therapeutic processes. Wearing a helmet and trauma system designation are crucial factors that reduce the fatality rate.

  12. Does law enforcement awareness affect motorcycle helmet use? evidence from urban cities in Thailand.

    Science.gov (United States)

    Jiwattanakulpaisarn, Piyapong; Kanitpong, Kunnawee; Ponboon, Sattrawut; Boontob, Nuttapong; Aniwattakulchai, Pakorn; Samranjit, Supattra

    2013-09-01

    Although helmet use has been compulsory for motorcycle drivers and passengers in Thailand since the enactment of the Helmet Act in 1994, recent surveys show that the prevalence of helmet usage remains low, particularly among passengers. This paper has sought to explore motorcyclists' awareness of helmet law enforcement in Thailand and examine whether it affects their helmet use behaviour. A total of 2,429 drivers and 1,328 passengers in urban cities nationwide were interviewed in 2009, and the data were analysed using a multivariate ordered logit regression technique. About 60% of the drivers and only 28% of the passengers reported that they always wore a motorcycle helmet. Apart from basic demographics (i.e. age and gender) and riding frequency, our analysis reveals that the awareness of helmet law enforcement was among the contributing factors influencing the use of motorcycle helmets in Thailand. Regardless of riding position, the prevalence of helmet use tended to be greater among those frequently observing the police's checkpoints for helmet wearing and those perceiving the high risk of being caught for non-helmet use. However, the use of helmets appeared to be lower among drivers who perceived the checkpoints to take place at the same times and locations, which were likely predicted. For motorcycle passengers, it was found that the low prevalence of helmet use was potentially attributable to the absence of knowledge on the compulsory helmet law for passengers and the perception that the law was not enforced by the police. Thus, if motorcycle helmet use in Thailand is to be increased, considerable efforts need to be given to increasing the perceived risk of apprehension for non-helmet use (e.g. more police presence and random scheduling of enforcement activities), improving the awareness of the existing helmet law for passengers, and ensuring that helmet wearing by passengers is more strictly enforced.

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

    OpenAIRE

    Žiak, Peter; Holm, Anders; Halička, Juraj; Mojzis, Peter; Piñero, David P.

    2017-01-01

    Background 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. Purpose To evaluate the effect of dichoptic visual training using a virtual reality head mounted display in a sample ...

  14. Collaborative virtual environments art exhibition

    Science.gov (United States)

    Dolinsky, Margaret; Anstey, Josephine; Pape, Dave E.; Aguilera, Julieta C.; Kostis, Helen-Nicole; Tsoupikova, Daria

    2005-03-01

    This panel presentation will exhibit artwork developed in CAVEs and discuss how art methodologies enhance the science of VR through collaboration, interaction and aesthetics. Artists and scientists work alongside one another to expand scientific research and artistic expression and are motivated by exhibiting collaborative virtual environments. Looking towards the arts, such as painting and sculpture, computer graphics captures a visual tradition. Virtual reality expands this tradition to not only what we face, but to what surrounds us and even what responds to our body and its gestures. Art making that once was isolated to the static frame and an optimal point of view is now out and about, in fully immersive mode within CAVEs. Art knowledge is a guide to how the aesthetics of 2D and 3D worlds affect, transform, and influence the social, intellectual and physical condition of the human body through attention to psychology, spiritual thinking, education, and cognition. The psychological interacts with the physical in the virtual in such a way that each facilitates, enhances and extends the other, culminating in a "go together" world. Attention to sharing art experience across high-speed networks introduces a dimension of liveliness and aliveness when we "become virtual" in real time with others.

  15. Examination of factors associated with use rates after transition from a universal to partial motorcycle helmet use law.

    Science.gov (United States)

    Russo, Brendan J; Barrette, Timothy P; Morden, Jeffery; Savolainen, Peter T; Gates, Timothy J

    2017-01-02

    Motorcycle riders account for a disproportionately high number of traffic injuries and fatalities compared to occupants of other vehicle types. Though research has demonstrated the benefits of helmet use in preventing serious and fatal injuries in the event of a crash, helmet use has remained relatively stable in the United States, where the most recent national estimates show a 64% use rate. Use rates have been markedly lower among those states that do not have a universal helmet law for all riders. In 2012, the state of Michigan repealed its longstanding mandatory helmet use law. In order to gain insights as to the effects of this legislative change, a study was conducted to examine short-term changes in helmet use and identify factors associated with use rates. A statewide direct observation survey was conducted 1 year after the transition from a universal helmet law to a partial helmet law. A random parameters logistic regression model was estimated to identify motorcyclist, roadway, and environmental characteristics associated with helmet use. This modeling framework accounts for both intravehicle correlation (between riders and passengers on the same motorcycle) as well as unobserved heterogeneity across riders due to important unobserved factors. Helmet use was shown to vary across demographic segments of the motorcyclist population. Use rates were higher among Caucasian riders, as well as among those age 60 and above. No significant difference was observed between male and female riders. Use was also found to vary geographically, temporally, and with respect to various environmental characteristics. Geographically, helmet use rates tended to be correlated with historical restraint use trends, which may be reflective of riding environment and general differences in the riding population. To this end, rates were also highly variable based upon the type of motorcycle and whether the motorcyclist was wearing high-visibility gear. The study results demonstrate

  16. A study on haptic collaborative game in shared virtual environment

    Science.gov (United States)

    Lu, Keke; Liu, Guanyang; Liu, Lingzhi

    2013-03-01

    A study on collaborative game in shared virtual environment with haptic feedback over computer networks is introduced in this paper. A collaborative task was used where the players located at remote sites and played the game together. The player can feel visual and haptic feedback in virtual environment compared to traditional networked multiplayer games. The experiment was desired in two conditions: visual feedback only and visual-haptic feedback. The goal of the experiment is to assess the impact of force feedback on collaborative task performance. Results indicate that haptic feedback is beneficial for performance enhancement for collaborative game in shared virtual environment. The outcomes of this research can have a powerful impact on the networked computer games.

  17. Multilingual Writing and Pedagogical Cooperation in Virtual Learning Environments

    DEFF Research Database (Denmark)

    Mousten, Birthe; Vandepitte, Sonia; Arnó Macà, Elisabet

    Multilingual Writing and Pedagogical Cooperation in Virtual Learning Environments is a critical scholarly resource that examines experiences with virtual networks and their advantages for universities and students in the domains of writing, translation, and usability testing. Featuring coverage o...

  18. SCAFFOLDING TUTORING STRATEGY ON VIRTUAL ENVIRONMENTS FOR TRAINING SCAFFOLDING COMO ESTRATEGIA DE TUTORIA EN ENTORNOS VIRTUALES DE ENTRENAMIENTO

    Directory of Open Access Journals (Sweden)

    Angélica de Antonio Jiménez

    2008-06-01

    Full Text Available Because the conversational capabilities of pedagogical agents (embodiments of trainers allow social interactions with learner(s, their application in 3D virtual environments for training, besides improving the interaction and giving more realism to virtual training, permits changes in tutoring strategies bringing closer the virtual experience to the real one. Scaffolding emerges from the work of some famous educators as an instructional paradigm and it is becoming more and more used in computer-based education. Of course, scaffolding application on virtual environments for trainings is very different from its original conception, and its application in a classroom. Virtual environments for training features, the pedagogical agent embodiment, and its possibilities of virtual interaction make possible the use of this strategy characterized by its adjustment to learner's performance and its dynamic use of work tools, among others. This article explores the advantages of using scaffolding on virtual environments for training as a tutoring strategy for pedagogical agents, focusing on the key features of scaffolding and how they can be applied in pedagogical activities. Activity Theory as well as roles and reusable learning objects design by contract are used to model our proposal. Finally, one procedure to apply scaffolding as a tutoring strategy for pedagogical agents in virtual environment for training designed using the "Model for Application of Intelligent Virtual Environments to Formation" is proposed.Las capacidades conversacionales de un agente pedagógico (la personificación del entrenador permiten una interacción social con los aprendices; luego, su aplicación en entornos virtuales 3D para el entrenamiento permite mejorar esta interacción y da mayor realismo al entrenamiento virtual, permitiendo cambios en las estrategias de tutorías que acercan la experiencia virtual a una real. Scaffolding emerge del trabajo de famosos educadores como

  19. Pre-Service Teachers Designing Virtual World Learning Environments

    Science.gov (United States)

    Jacka, Lisa; Booth, Kate

    2012-01-01

    Integrating Information Technology Communications in the classroom has been an important part of pre-service teacher education for over a decade. The advent of virtual worlds provides the pre-service teacher with an opportunity to study teaching and learning in a highly immersive 3D computer-based environment. Virtual worlds also provide a place…

  20. Rapid prototyping 3D virtual world interfaces within a virtual factory environment

    Science.gov (United States)

    Kosta, Charles Paul; Krolak, Patrick D.

    1993-01-01

    On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS.

  1. An Exploratory fNIRS Study with Immersive Virtual Reality: A New Method for Technical Implementation

    Directory of Open Access Journals (Sweden)

    Bruno eSeraglia

    2011-12-01

    Full Text Available For over two decades Virtual Reality has been used as a useful tool in several fields, from medical and psychological treatments, to industrial and military applications. Only in recent years researchers have begun to study the neural correlates that subtend virtual reality experiences. Even if the fMRI brain image technique is the most common and used technique, it suffers several limitations and problems. Here we present a methodology that involves the use of a new and growing brain imaging technique, fNIRS functional Near-infrared Spectroscopy, while participants experience immersive virtual reality. In order to allow a proper fNIRS probe application, a custom-made virtual reality helmet was created. To test the adapted helmet, a virtual version of the line bisection task was used. Participants could bisect the lines in a virtual peripersonal or extrapersonal space, through the manipulation of a Wiimote controller in order for the participants to move a virtual laser pointer. Although no neural correlates of the dissociation between peripersonal and extrapersonal space were found, a significant hemodynamic activity with respect to the baseline was present in the right parietal and occipital areas. Both advantages and disadvantages of the presented methodology are discussed.

  2. Helmet Ownership and Use among Skateboarders: Utilisation of the Health Belief Model

    Science.gov (United States)

    Peachey, Andrew A.; Sutton, Debra L.; Cathorall, Michelle L.

    2016-01-01

    Introduction: The purpose of this study was to determine the proportion of skateboarders who owned and who wore a helmet and which constructs from the Health Belief Model predicted helmet ownership and helmet use among undergraduate skateboarders. Methods: From March 2013 through March 2014, 83 skateboarders completed a helmet attitude and use…

  3. Virtual Tour Environment of Cuba's National School of Art

    Science.gov (United States)

    Napolitano, R. K.; Douglas, I. P.; Garlock, M. E.; Glisic, B.

    2017-08-01

    Innovative technologies have enabled new opportunities for collecting, analyzing, and sharing information about cultural heritage sites. Through a combination of two of these technologies, spherical imaging and virtual tour environment, we preliminarily documented one of Cuba's National Schools of Art, the National Ballet School.The Ballet School is one of the five National Art Schools built in Havana, Cuba after the revolution. Due to changes in the political climate, construction was halted on the schools before completion. The Ballet School in particular was partially completed but never used for the intended purpose. Over the years, the surrounding vegetation and environment have started to overtake the buildings; damages such as missing bricks, corroded rebar, and broken tie bars can be seen. We created a virtual tour through the Ballet School which highlights key satellite classrooms and the main domed performance spaces. Scenes of the virtual tour were captured utilizing the Ricoh Theta S spherical imaging camera and processed with Kolor Panotour virtual environment software. Different forms of data can be included in this environment in order to provide a user with pertinent information. Image galleries, hyperlinks to websites, videos, PDFs, and links to databases can be embedded within the scene and interacted with by a user. By including this information within the virtual tour, a user can better understand how the site was constructed as well as the existing types of damage. The results of this work are recommendations for how a site can be preliminarily documented and information can be initially organized and shared.

  4. Trust analysis and assessment in virtual organization breeding environments

    NARCIS (Netherlands)

    Msanjila, S.S.; Afsarmanesh, H.

    2008-01-01

    Establishing trust relationships among the member organizations in a virtual organization breeding environment (VBE) is a pre-condition for their smooth cooperation. Furthermore, considering that effective creation of virtual organizations (VOs) is the main aim of the VBEs, the measurement of an

  5. 3D multiplayer virtual pets game using Google Card Board

    Science.gov (United States)

    Herumurti, Darlis; Riskahadi, Dimas; Kuswardayan, Imam

    2017-08-01

    Virtual Reality (VR) is a technology which allows user to interact with the virtual environment. This virtual environment is generated and simulated by computer. This technology can make user feel the sensation when they are in the virtual environment. The VR technology provides real virtual environment view for user and it is not viewed from screen. But it needs another additional device to show the view of virtual environment. This device is known as Head Mounted Device (HMD). Oculust Rift and Microsoft Hololens are the most famous HMD devices used in VR. And in 2014, Google Card Board was introduced at Google I/O developers conference. Google Card Board is VR platform which allows user to enjoy the VR with simple and cheap way. In this research, we explore Google Card Board to develop simulation game of raising pet. The Google Card Board is used to create view for the VR environment. The view and control in VR environment is built using Unity game engine. And the simulation process is designed using Finite State Machine (FSM). This FSM can help to design the process clearly. So the simulation process can describe the simulation of raising pet well. Raising pet is fun activity. But sometimes, there are many conditions which cause raising pet become difficult to do, i.e. environment condition, disease, high cost, etc. this research aims to explore and implement Google Card Board in simulation of raising pet.

  6. Temperature feedback in virtual environments

    Science.gov (United States)

    Dionisio, Jose

    1997-02-01

    Virtual reality (VR) is known as one of the most exciting computer-related technologies. Although its definition is still vague among experts, it is expected that a VR system should give the user an experience of being 'immersed' in a synthesized environment. Aims of this deeper level of user immersion range from the look-like of the scenes where realistic rendering is one of the goals (vision stimulus), to interaction paradigms through the use of, e.g., dataglove peripherals type, to acoustics (earring stimulus) trying to merge as much as possible the human senses towards the desired immersion. Attempting to increase the previously mentioned realism, an extra sensorial perception is recalled and the user is exposed to the feeling of 'virtual comfort' by means of a new parameter: the temperature. The obtained results concentrate on interaction paradigms and couple input/output feedback, emphasizing the factor 'presence.' The prototype, although conceptually simple, brings together within a couple of virtual scenarios, a software/hardware solution, so far original in this field.

  7. Tackling the challenges of fully immersive head-mounted AR devices

    Science.gov (United States)

    Singer, Wolfgang; Hillenbrand, Matthias; Münz, Holger

    2017-11-01

    The optical requirements of fully immersive head mounted AR devices are inherently determined by the human visual system. The etendue of the visual system is large. As a consequence, the requirements for fully immersive head-mounted AR devices exceeds almost any high end optical system. Two promising solutions to achieve the large etendue and their challenges are discussed. Head-mounted augmented reality devices have been developed for decades - mostly for application within aircrafts and in combination with a heavy and bulky helmet. The established head-up displays for applications within automotive vehicles typically utilize similar techniques. Recently, there is the vision of eyeglasses with included augmentation, offering a large field of view, and being unobtrusively all-day wearable. There seems to be no simple solution to reach the functional performance requirements. Known technical solutions paths seem to be a dead-end, and some seem to offer promising perspectives, however with severe limitations. As an alternative, unobtrusively all-day wearable devices with a significantly smaller field of view are already possible.

  8. Distributed interactive virtual environments for collaborative experiential learning and training independent of distance over Internet2.

    Science.gov (United States)

    Alverson, Dale C; Saiki, Stanley M; Jacobs, Joshua; Saland, Linda; Keep, Marcus F; Norenberg, Jeffrey; Baker, Rex; Nakatsu, Curtis; Kalishman, Summers; Lindberg, Marlene; Wax, Diane; Mowafi, Moad; Summers, Kenneth L; Holten, James R; Greenfield, John A; Aalseth, Edward; Nickles, David; Sherstyuk, Andrei; Haines, Karen; Caudell, Thomas P

    2004-01-01

    Medical knowledge and skills essential for tomorrow's healthcare professionals continue to change faster than ever before creating new demands in medical education. Project TOUCH (Telehealth Outreach for Unified Community Health) has been developing methods to enhance learning by coupling innovations in medical education with advanced technology in high performance computing and next generation Internet2 embedded in virtual reality environments (VRE), artificial intelligence and experiential active learning. Simulations have been used in education and training to allow learners to make mistakes safely in lieu of real-life situations, learn from those mistakes and ultimately improve performance by subsequent avoidance of those mistakes. Distributed virtual interactive environments are used over distance to enable learning and participation in dynamic, problem-based, clinical, artificial intelligence rules-based, virtual simulations. The virtual reality patient is programmed to dynamically change over time and respond to the manipulations by the learner. Participants are fully immersed within the VRE platform using a head-mounted display and tracker system. Navigation, locomotion and handling of objects are accomplished using a joy-wand. Distribution is managed via the Internet2 Access Grid using point-to-point or multi-casting connectivity through which the participants can interact. Medical students in Hawaii and New Mexico (NM) participated collaboratively in problem solving and managing of a simulated patient with a closed head injury in VRE; dividing tasks, handing off objects, and functioning as a team. Students stated that opportunities to make mistakes and repeat actions in the VRE were extremely helpful in learning specific principles. VRE created higher performance expectations and some anxiety among VRE users. VRE orientation was adequate but students needed time to adapt and practice in order to improve efficiency. This was also demonstrated successfully

  9. Virtualization of the ATLAS software environment on a shared HPC system

    CERN Document Server

    Gamel, Anton Josef; The ATLAS collaboration

    2017-01-01

    The shared HPC cluster NEMO at the University of Freiburg has been made available to local ATLAS users through the provisioning of virtual machines incorporating the ATLAS software environment analogously to a WLCG center. This concept allows to run both data analysis and production on the HPC host system which is connected to the existing Tier2/Tier3 infrastructure. Schedulers of the two clusters were integrated in a dynamic, on-demand way. An automatically generated, fully functional virtual machine image provides access to the local user environment. The performance in the virtualized environment is evaluated for typical High-Energy Physics applications.

  10. Embodied agents in virtual environments: The Aveiro project

    NARCIS (Netherlands)

    Leiviska, K.; Heylen, Dirk K.J.; Nijholt, Antinus; Poel, Mannes

    2001-01-01

    We present current and envisaged work on the AVEIRO project of our research group concerning virtual environments inhabited by autonomous embodied agents. These environments are being built for researching issues in human-computer interactions and intelligent agent applications. We describe the

  11. Long-term use of neonatal helmet-CPAP: a case report.

    Science.gov (United States)

    Doglioni, N; Micaglio, M; Zanardo, V; Trevisanuto, D

    2009-12-01

    In a recent short-term physiological study, we demonstrated a new continuous positive airway pressure (CPAP) system (neonatal helmet-CPAP) that could be a feasible device for managing preterm infants needing continuous distending pressure with better tolerability than nasal-CPAP. However, its application for a long-term period has never been reported in neonates. Here, we describe the use of neonatal helmet-CPAP in a neonate with persistent pulmonary hypertension of the newborn. Twenty minutes after neonatal helmet-CPAP placement, the baseline post-ductal tcSaO2 (66%) and alveolar-arterial gradient O2 improved from 66% and 648 mmHg to 100% and 465 mmHg, respectively. The neonatal helmet-CPAP was applied for 48 hours and was well-tolerated by the patient without complications. Long-term use of neonatal helmet-CPAP appears feasible and well-tolerated. Comparative trials are needed.

  12. Navigation for Characters and Crowds in Complex Virtual Environments

    NARCIS (Netherlands)

    van Toll, W.G.

    2017-01-01

    In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtual environment while avoiding collisions. Simulations of large crowds occur increasingly often in computer games, in which real-time performance is required. Also, there is an increasing demand for

  13. Multi-Media Access and Presentation in the Twente Virtual Theatre Environment

    NARCIS (Netherlands)

    Correia, N.; Nijholt, Antinus; Cambell, T.; Davenport, G.

    2000-01-01

    This paper discusses a virtual world for presenting multi-media information and for natural interactions with the environment to get access to this information. Apart from mouse and keyboard input, interactions take place using speech and language. It is shown how this virtual environment can be

  14. Exploring Non-Traditional Learning Methods in Virtual and Real-World Environments

    Science.gov (United States)

    Lukman, Rebeka; Krajnc, Majda

    2012-01-01

    This paper identifies the commonalities and differences within non-traditional learning methods regarding virtual and real-world environments. The non-traditional learning methods in real-world have been introduced within the following courses: Process Balances, Process Calculation, and Process Synthesis, and within the virtual environment through…

  15. Effects of Exercise in Immersive Virtual Environments on Cortical Neural Oscillations and Mental State

    Directory of Open Access Journals (Sweden)

    Tobias Vogt

    2015-01-01

    Full Text Available Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling and No-Exercise (i.e., automatic propulsion trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.

  16. Paternalism & Its Discontents: Motorcycle Helmet Laws, Libertarian Values, and Public Health

    Science.gov (United States)

    Jones, Marian Moser; Bayer, Ronald

    2007-01-01

    The history of motorcycle helmet legislation in the United States reflects the extent to which concerns about individual liberties have shaped the public health debate. Despite overwhelming epidemiological evidence that motorcycle helmet laws reduce fatalities and serious injuries, only 20 states currently require all riders to wear helmets. During the past 3 decades, federal government efforts to push states toward enactment of universal helmet laws have faltered, and motorcyclists’ advocacy groups have been successful at repealing state helmet laws. This history raises questions about the possibilities for articulating an ethics of public health that would call upon government to protect citizens from their own choices that result in needless morbidity and suffering. PMID:17194856

  17. Elearn: A Collaborative Educational Virtual Environment.

    Science.gov (United States)

    Michailidou, Anna; Economides, Anastasios A.

    Virtual Learning Environments (VLEs) that support collaboration are one of the new technologies that have attracted great interest. VLEs are learning management software systems composed of computer-mediated communication software and online methods of delivering course material. This paper presents ELearn, a collaborative VLE for teaching…

  18. Jacob: a web-based learning environment using virtual reality

    NARCIS (Netherlands)

    Evers, M.J.; Heemskerk, S.; Nijholt, Antinus

    2001-01-01

    This paper gives an overview of the Jacob project. This project involves the construction of a 3D virtual environment where an animated human-like agent called Jacob gives instruction to the user. The project investigates virtual reality techniques and focuses on three issues: the software

  19. Dynamic management of geographic data in a virtual environment

    NARCIS (Netherlands)

    Jense, G.J.; Donkers, K.

    1996-01-01

    In order to achieve true 3D user interaction with geographic information, an interface between a virtual environment system and a geographic information system has been designed and implemented. This VE/GIS interface is based on a loose coupling of the underlying geographic database and the virtual

  20. Helmet use and associated factors among motorcyclists in the ...

    African Journals Online (AJOL)

    opperwjj

    in Malaysia and the highest (10) in Brunei Duressalam. Stricter .... in line with the global findings that the introduction and enforcement of legislation on helmet .... Motorcycle helmet wearing behavior among Naresuan university students.

  1. Prehospital emergency removal of football helmets using two techniques.

    Science.gov (United States)

    Swartz, Erik E; Hernandez, Adam E; Decoster, Laura C; Mihalik, Jason P; Burns, Matthew F; Reynolds, Cathryn

    2011-01-01

    To compare the Eject Helmet Removal (EHR) System with manual football helmet removal. This quasiexperimental counterbalanced study was conducted in a controlled laboratory setting. Thirty certified athletic trainers (17 men and 13 women; mean ± standard deviation age: 33.03 ± 10.02 years; height: 174.53 ± 12.04 cm; mass: 85.19 ± 19.84 kg) participated after providing informed consent. Participants removed a Riddell Revolution IQ football helmet from a healthy model two times each under two conditions: manual helmet removal (MHR) and removal with the EHR system. A six-camera, three-dimensional motion capture system was used to record range of motion (ROM) of the head. A digital stopwatch was used to time trials and to record a split time associated with EHR system bladder insertion. A modified Borg CR10 scale was used to measure the rating of perceived exertion (RPE). Mean values were created for each variable. Three pairwise t-tests with Bonferroni-corrected alpha levels tested for differences between time for removal, split time, and RPE. A 2 x 3 (condition x plane) totally within-subjects repeated-measures design analysis of variance (ANOVA) tested for differences in head ROM between the sagittal, frontal, and transverse planes. Analyses were performed using SPSS (version 18.0) (alpha = 0.05). There was no statistically significant difference in perceived difficulty between EHR (RPE = 2.73) and MHR (RPE = 2.55) (t(29) = 0.76; p = 0.45; d = 0.20). Manual helmet removal was, on average, 28.95 seconds faster than EHR (t(29) = 11.44; p football helmets and in helmets used in other sports such as lacrosse, motorsports, and ice hockey.

  2. The ALARA assessment system based on virtual concurrent environment for decommissioning of nuclear facilities

    Energy Technology Data Exchange (ETDEWEB)

    Jeong, KwanSeong; Moon, JeiKwon; Choi, ByungSeon; Hyun, Dongjun; Lee, Jonghwan; Kim, IkJune; Kang, ShinYoung [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of)

    2016-10-15

    This paper is intended to suggest the method and assess the exposure dose to workers in virtual decommissioning environments. To simulate a lot of decommissioning scenarios, decommissioning environments were designed in virtual reality. To simulate and assess the exposure dose to workers, human model also was designed in virtual environments. These virtual decommissioning environments made it possible to real-time simulate and assess the exposure dose to workers. To establish the plan of exposure dose to workers during decommissioning of nuclear facilities before decommissioning activities, it is necessary that assessment system is developed. This system has been successfully developed so that exposure dose to workers could be real-time measured and assessed in virtual decommissioning environments. It can be concluded that this system could be protected from accidents and enable workers to improve his familiarization about working environments. It is expected that this system can reduce human errors because workers are able to improve the proficiency of hazardous working environments due to virtual training like real decommissioning situations.

  3. The ALARA assessment system based on virtual concurrent environment for decommissioning of nuclear facilities

    International Nuclear Information System (INIS)

    Jeong, KwanSeong; Moon, JeiKwon; Choi, ByungSeon; Hyun, Dongjun; Lee, Jonghwan; Kim, IkJune; Kang, ShinYoung

    2016-01-01

    This paper is intended to suggest the method and assess the exposure dose to workers in virtual decommissioning environments. To simulate a lot of decommissioning scenarios, decommissioning environments were designed in virtual reality. To simulate and assess the exposure dose to workers, human model also was designed in virtual environments. These virtual decommissioning environments made it possible to real-time simulate and assess the exposure dose to workers. To establish the plan of exposure dose to workers during decommissioning of nuclear facilities before decommissioning activities, it is necessary that assessment system is developed. This system has been successfully developed so that exposure dose to workers could be real-time measured and assessed in virtual decommissioning environments. It can be concluded that this system could be protected from accidents and enable workers to improve his familiarization about working environments. It is expected that this system can reduce human errors because workers are able to improve the proficiency of hazardous working environments due to virtual training like real decommissioning situations

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

    Science.gov (United States)

    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).

  5. Missing depth cues in virtual reality limit performance and quality of three dimensional reaching movements.

    Science.gov (United States)

    Gerig, Nicolas; Mayo, Johnathan; Baur, Kilian; Wittmann, Frieder; Riener, Robert; Wolf, Peter

    2018-01-01

    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. 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. 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

  6. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

    Science.gov (United States)

    Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.

    2016-06-01

    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment StudentResearcher, which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum mechanics at the advanced university level. StudentResearcher is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.

  7. Enhancing Security by System-Level Virtualization in Cloud Computing Environments

    Science.gov (United States)

    Sun, Dawei; Chang, Guiran; Tan, Chunguang; Wang, Xingwei

    Many trends are opening up the era of cloud computing, which will reshape the IT industry. Virtualization techniques have become an indispensable ingredient for almost all cloud computing system. By the virtual environments, cloud provider is able to run varieties of operating systems as needed by each cloud user. Virtualization can improve reliability, security, and availability of applications by using consolidation, isolation, and fault tolerance. In addition, it is possible to balance the workloads by using live migration techniques. In this paper, the definition of cloud computing is given; and then the service and deployment models are introduced. An analysis of security issues and challenges in implementation of cloud computing is identified. Moreover, a system-level virtualization case is established to enhance the security of cloud computing environments.

  8. Designing presence for real locomotion in immersive virtual environments

    DEFF Research Database (Denmark)

    Turchet, Luca

    2015-01-01

    This paper describes a framework for designing systems for real locomotion in virtual environments (VEs) in order to achieve an intense sense of presence. The main outcome of the present research is a list of design features that the virtual reality technology should have in order to achieve...

  9. Designing a Virtual-Reality-Based, Gamelike Math Learning Environment

    Science.gov (United States)

    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…

  10. Virtual environment simulation as a tool to support evacuation planning

    International Nuclear Information System (INIS)

    Mol, Antonio C.; Grecco, Claudio H.S.; Santos, Isaac J.A.L.; Carvalho, Paulo V.R.; Jorge, Carlos A.F.; Sales, Douglas S.; Couto, Pedro M.; Botelho, Felipe M.; Bastos, Felipe R.

    2007-01-01

    This work is a preliminary study of the use of a free game-engine as a tool to build and to navigate in virtual environments, with a good degree of realism, for virtual simulations of evacuation from building and risk zones. To achieve this goal, some adjustments in the game engine have been implemented. A real building with four floors, consisting of some rooms with furniture and people, has been virtually implemented. Simulations of simple different evacuation scenarios have been performed, measuring the total time spent in each case. The measured times have been compared with their corresponding real evacuation times, measured in the real building. The first results have demonstrated that the virtual environment building with the free game engine is capable to reproduce the real situation with a satisfactory level. However, it is important to emphasize that such virtual simulations serve only as an aid in the planning of real evacuation simulations, and as such must never substitute the later. (author)

  11. Perfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment

    Science.gov (United States)

    Jabro, A.; Jabro, J.

    2012-04-01

    PPerfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment Numerous factors have contributed to the proliferation of conducting work in virtual teams at the domestic, national, and global levels: innovations in technology, critical developments in software, co-located research partners and diverse funding sources, dynamic economic and political environments, and a changing workforce. Today's scientists must be prepared to not only perform work in the virtual team environment, but to work effectively and efficiently despite physical and cultural barriers. Research supports that students who have been exposed to virtual team experiences are desirable in the professional and academic arenas. Research supports establishing and maintaining established protocols for communication behavior prior to task discussion provides for successful team outcomes. Research conducted on graduate and undergraduate virtual teams' behaviors led to the development of successful pedagogic practices and assessment strategies.

  12. NASA Virtual Glovebox: An Immersive Virtual Desktop Environment for Training Astronauts in Life Science Experiments

    Science.gov (United States)

    Twombly, I. Alexander; Smith, Jeffrey; Bruyns, Cynthia; Montgomery, Kevin; Boyle, Richard

    2003-01-01

    The International Space Station will soon provide an unparalleled research facility for studying the near- and longer-term effects of microgravity on living systems. Using the Space Station Glovebox Facility - a compact, fully contained reach-in environment - astronauts will conduct technically challenging life sciences experiments. Virtual environment technologies are being developed at NASA Ames Research Center to help realize the scientific potential of this unique resource by facilitating the experimental hardware and protocol designs and by assisting the astronauts in training. The Virtual GloveboX (VGX) integrates high-fidelity graphics, force-feedback devices and real- time computer simulation engines to achieve an immersive training environment. Here, we describe the prototype VGX system, the distributed processing architecture used in the simulation environment, and modifications to the visualization pipeline required to accommodate the display configuration.

  13. The creation of virtual teeth with and without tooth pathology for a virtual learning environment in dental education

    NARCIS (Netherlands)

    de Boer, I.R.; Wesselink, P.R.; Vervoorn, J.M.

    2013-01-01

    Purpose To describe the development and opportunities for implementation of virtual teeth with and without pathology for use in a virtual learning environment in dental education. Material and methods The creation of virtual teeth begins by scanning a tooth with a cone beam CT. The resulting scan

  14. VIRTUAL ARCHAEOLOGICAL ENVIRONMENTS GENERATED IN AVAYALIVE ENGAGE

    Directory of Open Access Journals (Sweden)

    ANTHONY Rigby

    2014-09-01

    Full Text Available Realistically rendered and textured virtual spaces can be created in the AVAYALIVE ENGAGE platform by importing high polygon models and scaled accurately reproduced textures. In addition MellaniuM has successfully developed an application for utilizing all the archaeological virtual assets developed in 3D Studio Max or generated over the past several years using photogrammetry and laser scanning. It is possible therefore to create interactive environments of archaeological significance that can be accessed through the Internet and available to up to 40 participants. 

  15. A high-fidelity virtual environment for the study of paranoia.

    Science.gov (United States)

    Broome, Matthew R; Zányi, Eva; Hamborg, Thomas; Selmanovic, Elmedin; Czanner, Silvester; Birchwood, Max; Chalmers, Alan; Singh, Swaran P

    2013-01-01

    Psychotic disorders carry social and economic costs for sufferers and society. Recent evidence highlights the risk posed by urban upbringing and social deprivation in the genesis of paranoia and psychosis. Evidence based psychological interventions are often not offered because of a lack of therapists. Virtual reality (VR) environments have been used to treat mental health problems. VR may be a way of understanding the aetiological processes in psychosis and increasing psychotherapeutic resources for its treatment. We developed a high-fidelity virtual reality scenario of an urban street scene to test the hypothesis that virtual urban exposure is able to generate paranoia to a comparable or greater extent than scenarios using indoor scenes. Participants (n = 32) entered the VR scenario for four minutes, after which time their degree of paranoid ideation was assessed. We demonstrated that the virtual reality scenario was able to elicit paranoia in a nonclinical, healthy group and that an urban scene was more likely to lead to higher levels of paranoia than a virtual indoor environment. We suggest that this study offers evidence to support the role of exposure to factors in the urban environment in the genesis and maintenance of psychotic experiences and symptoms. The realistic high-fidelity street scene scenario may offer a useful tool for therapists.

  16. A High-Fidelity Virtual Environment for the Study of Paranoia

    Directory of Open Access Journals (Sweden)

    Matthew R. Broome

    2013-01-01

    Full Text Available Psychotic disorders carry social and economic costs for sufferers and society. Recent evidence highlights the risk posed by urban upbringing and social deprivation in the genesis of paranoia and psychosis. Evidence based psychological interventions are often not offered because of a lack of therapists. Virtual reality (VR environments have been used to treat mental health problems. VR may be a way of understanding the aetiological processes in psychosis and increasing psychotherapeutic resources for its treatment. We developed a high-fidelity virtual reality scenario of an urban street scene to test the hypothesis that virtual urban exposure is able to generate paranoia to a comparable or greater extent than scenarios using indoor scenes. Participants (n=32 entered the VR scenario for four minutes, after which time their degree of paranoid ideation was assessed. We demonstrated that the virtual reality scenario was able to elicit paranoia in a nonclinical, healthy group and that an urban scene was more likely to lead to higher levels of paranoia than a virtual indoor environment. We suggest that this study offers evidence to support the role of exposure to factors in the urban environment in the genesis and maintenance of psychotic experiences and symptoms. The realistic high-fidelity street scene scenario may offer a useful tool for therapists.

  17. Measurement Tools for the Immersive Visualization Environment: Steps Toward the Virtual Laboratory.

    Science.gov (United States)

    Hagedorn, John G; Dunkers, Joy P; Satterfield, Steven G; Peskin, Adele P; Kelso, John T; Terrill, Judith E

    2007-01-01

    This paper describes a set of tools for performing measurements of objects in a virtual reality based immersive visualization environment. These tools enable the use of the immersive environment as an instrument for extracting quantitative information from data representations that hitherto had be used solely for qualitative examination. We provide, within the virtual environment, ways for the user to analyze and interact with the quantitative data generated. We describe results generated by these methods to obtain dimensional descriptors of tissue engineered medical products. We regard this toolbox as our first step in the implementation of a virtual measurement laboratory within an immersive visualization environment.

  18. Capabilities of Helmets for Preventing Head Injuries Induced by Ballistic Impacts

    Directory of Open Access Journals (Sweden)

    D.V. Balandin

    2004-01-01

    Full Text Available The limiting performance of ballistically loaded helmets designed to reduce head injuries is studied analytically. The projectile does not penetrate the helmet. This analysis evaluates the absolute minimum of the peak displacement of the helmet shell relative to the head, provided that criteria measuring the severity of head injuries lie within prescribed limits. Rather than optimize a specific design configuration, e.g. a viscoelastic foam liner, characteristics of a time-dependent force representing the helmet liner are calculated. The formulation reduces the limiting performance analysis to an optimal control problem.

  19. Impact of the virtual reality on the neural representation of an environment.

    Science.gov (United States)

    Mellet, Emmanuel; Laou, Laetitia; Petit, Laurent; Zago, Laure; Mazoyer, Bernard; Tzourio-Mazoyer, Nathalie

    2010-07-01

    Despite the increasing use of virtual reality, the impact on cerebral representation of topographical knowledge of learning by virtual reality rather than by actual locomotion has never been investigated. To tackle this challenging issue, we conducted an experiment wherein participants learned an immersive virtual environment using a joystick. The following day, participants' brain activity was monitored by functional magnetic resonance imaging while they mentally estimated distances in this environment. Results were compared with that of participants performing the same task but having learned the real version of the environment by actual walking. We detected a large set of areas shared by both groups including the parieto-frontal areas and the parahippocampal gyrus. More importantly, although participants of both groups performed the same mental task and exhibited similar behavioral performances, they differed at the brain activity level. Unlike real learners, virtual learners activated a left-lateralized network associated with tool manipulation and action semantics. This demonstrated that a neural fingerprint distinguishing virtual from real learning persists when subjects use a mental representation of the learnt environment with equivalent performances. (c) 2009 Wiley-Liss, Inc.

  20. Inadequate Helmet Fit Increases Concussion Severity in American High School Football Players.

    Science.gov (United States)

    Greenhill, Dustin A; Navo, Paul; Zhao, Huaqing; Torg, Joseph; Comstock, R Dawn; Boden, Barry P

    2016-05-01

    There is limited information on the relationship between football helmet fit and concussion severity. Poor helmet fit may predispose football players to a more severe concussion. Descriptive epidemiology study. Level 3. Data from concussion injury reports were obtained from the National High School Sports-Related Injury Surveillance System over a 9-year period. Symptoms, duration, and helmet parameters (fit, interior padding) were analyzed for all first-time concussions. Data from 4580 concussions were analyzed. Patients who suffered concussions with a helmet that did not fit properly (3.22%), as determined by an athletic trainer, had higher rates of drowsiness (RR, 1.46; P = 0.005), hyperexcitability (RR, 2.38; P = 0.047), and sensitivity to noise (RR, 1.88; P football helmet is a risk factor for a concussion with more symptoms and of longer duration. Concussions of longer duration are also more common in players with an air bladder-lined helmet. Current high school football rules should mandate supervision and maintenance of helmet fit throughout the season, prior to impact. Team physicians, athletic trainers, coaches, and high school officials should ensure proper oversight of helmet fit in high school athletes to decrease concussion severity and duration. © 2016 The Author(s).

  1. Viet Nam’s mandatory motorcycle helmet law and its impact on children

    Science.gov (United States)

    Pervin, Aaron; Sidik, Mirjam; McKinley, Tyler; Tu, Nguyen Thi Hong; Nam, Nguyen Phuong

    2009-01-01

    Abstract Objective To measure the use of motorcycle helmets in children and to determine the reasons why children wear helmets less often than adults. Methods The frequency of helmet wearing among adults and children was ascertained by trained roadside observers, and randomized road user surveys were completed in four major centres in Viet Nam: Hanoi, Ho Chi Minh City, Can Tho and Da Nang. Survey data on key questions were cross tabulated, and χ² was calculated for significant differences between parents and non-parents (0.05). Findings The frequency of helmet use in the four study locations ranged from 90–99% among adults, from 15–53% among children ≤ 7 years of age, and from 38–53% among children > 7 but ≤ 14. Of the parents surveyed, 67% said the fear of neck injury was the most important reason their children did not wear a helmet. Conclusion Children wear motorcycle helmets much less often than adults. Legislation to penalize adults whose children do not wear motorcycle helmets has been proposed in Viet Nam. Furthermore, ongoing advocacy and social marketing efforts are being made to disseminate information about the safety benefits of helmets to combat erroneous public perceptions. PMID:19551255

  2. In defence of mandatory bicycle helmet legislation: response to Hooper and Spicer.

    Science.gov (United States)

    Biegler, Paul; Johnson, Marilyn

    2015-08-01

    We invoke a triple rationale to rebut Hooper and Spicer's argument against mandatory helmet laws. First, we use the laws of physics and empirical studies to show how bicycle helmets afford substantial protection to the user. We show that Hooper and Spicer erroneously downplay helmet utility and that, as a result, their attack on the utilitarian argument for mandatory helmet laws is weakened. Next, we refute their claim that helmet legislation comprises unjustified paternalism. We show the healthcare costs of bareheaded riding to pose significant third party harms. It follows, we argue, that a utilitarian case for helmet laws can be sustained by appeal to Mill's Harm Principle. Finally, we reject Hooper and Spicer's claim that helmet laws unjustly penalise cyclists for their own health-affecting behaviour. Rather, we show their argument to suffer by disanalogy with medical cases where injustice may be more evident, for example, denial of bypass surgery to smokers. We conclude that mandatory helmet laws offer substantial utility and are entirely defensible within the framework of a liberal democracy. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  3. Virtual Reality Design: How Head-Mounted Displays Change Design Paradigms of Virtual Reality Worlds

    Directory of Open Access Journals (Sweden)

    Christian Stein

    2016-09-01

    Full Text Available With the upcoming generation of virtual reality HMDs, new virtual worlds, scenarios, and games are created especially for them. These are no longer bound to a remote screen or a relatively static user, but to an HMD as a more immersive device. This article discusses requirements for virtual scenarios implemented in new-generation HMDs to achieve a comfortable user experience. Furthermore, the effects of positional tracking are introduced and the relation between the user’s virtual and physical body is analyzed. The observations made are exemplified by existing software prototypes. They indicate how the term “virtual reality,” with all its loaded connotations, may be reconceptualized to express the peculiarities of HMDs in the context of gaming, entertainment, and virtual experiences.

  4. ) Virtual Reality Environments For The Petroleum Industry

    International Nuclear Information System (INIS)

    Diembacher, F. X.

    2003-01-01

    Large screen immersive visualization has gained enormous momentum in the last few years. The oil industry has quickly appreciate the value virtual reality centers bring to the practising engineer and to asset teams. While early concepts emphasized visualization, people soon realized that virtual reality rooms offer more: they are places where people come together, they are places where people want to collaborate. Subsequently these environments were also called Decisionariums, Collaboration Centers, Visionariums, etc. GeoQuest branded these rooms iCenters, a term which encompasses all the potential usages of this environment. is tands for information, internet, interaction, interpretation, impact, etc. iCenters are used for interpretation and analysis of complex models (e.g. 3D seismic interpretation, viewing of simulation models with hundreds of thousands of cells) and for multi-disciplinary working (e.g. planning of advanced wells typically for (deep) offshore environments currently increases by several hundred percent being built in Nigeria-more are being planned. This concepts for building iCenters, examples of how oil companies around the world and in Nigeria use these environments to foster collaboration and reduce costs, and latest developments in the area of remote collaboration (i.e., connected iCenters)

  5. Immersive Virtual Reality for Visualization of Abdominal CT.

    Science.gov (United States)

    Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A; Bodenheimer, Robert E

    2013-03-28

    Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two-dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.

  6. Immersive virtual reality for visualization of abdominal CT

    Science.gov (United States)

    Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A.; Bodenheimer, Robert E.

    2013-03-01

    Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.

  7. Two-photon calcium imaging in mice navigating a virtual reality environment.

    Science.gov (United States)

    Leinweber, Marcus; Zmarz, Pawel; Buchmann, Peter; Argast, Paul; Hübener, Mark; Bonhoeffer, Tobias; Keller, Georg B

    2014-02-20

    In recent years, two-photon imaging has become an invaluable tool in neuroscience, as it allows for chronic measurement of the activity of genetically identified cells during behavior(1-6). Here we describe methods to perform two-photon imaging in mouse cortex while the animal navigates a virtual reality environment. We focus on the aspects of the experimental procedures that are key to imaging in a behaving animal in a brightly lit virtual environment. The key problems that arise in this experimental setup that we here address are: minimizing brain motion related artifacts, minimizing light leak from the virtual reality projection system, and minimizing laser induced tissue damage. We also provide sample software to control the virtual reality environment and to do pupil tracking. With these procedures and resources it should be possible to convert a conventional two-photon microscope for use in behaving mice.

  8. Constructing a Successful Cross-National Virtual Learning Environment in Primary and Secondary Education

    NARCIS (Netherlands)

    Ligorio, Maria Beatrice; van Veen, Klaas

    2006-01-01

    Virtual environments are more and more used in primary schools. One of the most interesting potentialities of these environments is to foster cross-national applications. Yet, this specific feature is not fully exploited. This paper presents a successful virtual learning environment for primary

  9. Virtual learning environment for interactive engagement with advanced quantum mechanics

    Directory of Open Access Journals (Sweden)

    Mads Kock Pedersen

    2016-04-01

    Full Text Available A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment StudentResearcher, which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum mechanics at the advanced university level. StudentResearcher is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.

  10. Simulation based virtual learning environment in medical genetics counseling

    DEFF Research Database (Denmark)

    Makransky, Guido; Bonde, Mads T.; Wulff, Julie S. G.

    2016-01-01

    BACKGROUND: Simulation based learning environments are designed to improve the quality of medical education by allowing students to interact with patients, diagnostic laboratory procedures, and patient data in a virtual environment. However, few studies have evaluated whether simulation based...... the perceived relevance of medical educational activities. The results suggest that simulations can help future generations of doctors transfer new understanding of disease mechanisms gained in virtual laboratory settings into everyday clinical practice....... learning environments increase students' knowledge, intrinsic motivation, and self-efficacy, and help them generalize from laboratory analyses to clinical practice and health decision-making. METHODS: An entire class of 300 University of Copenhagen first-year undergraduate students, most with a major...

  11. Finite element modelling of helmeted head impact under frontal ...

    Indian Academy of Sciences (India)

    helmets in direct impact are well documented and helmets have been found to ... conditions during a drop test and studied the influence of shell stiffness and liner ... the latter authors use a SI (Structural Intensity) approach to study power flow ...

  12. SHARED VIRTUAL ENVIRONMENTS FOR COLLECTIVE TRAINING

    Science.gov (United States)

    Loftin, R. Bowen

    2000-01-01

    Historically NASA has trained teams of astronauts by bringing them to the Johnson Space Center in Houston to undergo generic training, followed by mission-specific training. This latter training begins after a crew has been selected for a mission (perhaps two years before the launch of that mission). While some Space Shuttle flights have included an astronaut from a foreign country, the International Space Station will be consistently crewed by teams comprised of astronauts from two or more of the partner nations. The cost of training these international teams continues to grow in both monetary and personal terms. Thus, NASA has been seeking alternative training approaches for the International Space Station program. Since 1994 we have been developing, testing, and refining shared virtual environments for astronaut team training, including the use of virtual environments for use while in or in transit to the task location. In parallel with this effort, we have also been preparing applications for training teams of military personnel engaged in peacekeeping missions. This paper will describe the applications developed to date, some of the technological challenges that have been overcome in their development, and the research performed to guide the development and to measure the efficacy of these shared environments as training tools.

  13. Transfer of motor learning from virtual to natural environments in individuals with cerebral palsy.

    Science.gov (United States)

    de Mello Monteiro, Carlos Bandeira; Massetti, Thais; da Silva, Talita Dias; van der Kamp, John; de Abreu, Luiz Carlos; Leone, Claudio; Savelsbergh, Geert J P

    2014-10-01

    With the growing accessibility of computer-assisted technology, rehabilitation programs for individuals with cerebral palsy (CP) increasingly use virtual reality environments to enhance motor practice. Thus, it is important to examine whether performance improvements in the virtual environment generalize to the natural environment. To examine this issue, we had 64 individuals, 32 of which were individuals with CP and 32 typically developing individuals, practice two coincidence-timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key. In the more abstract, less tangible task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment. The results showed that individuals with CP timed less accurate than typically developing individuals, especially for the more abstract task in the virtual environment. The individuals with CP did-as did their typically developing peers-improve coincidence timing with practice on both tasks. Importantly, however, these improvements were specific to the practice environment; there was no transfer of learning. It is concluded that the implementation of virtual environments for motor rehabilitation in individuals with CP should not be taken for granted but needs to be considered carefully. Copyright © 2014 Elsevier Ltd. All rights reserved.

  14. The role of virtual reality and 3D modelling in built environment education

    OpenAIRE

    Horne, Margaret; Thompson, Emine Mine

    2007-01-01

    This study builds upon previous research on the integration of Virtual Reality (VR) within the built environment curriculum and aims to investigate the role of Virtual Reality and three-dimensional (3D) computer modelling on learning and teaching in a school of the built environment. In order to achieve this aim a number of academic experiences were analysed to explore the applicability and viability of 3D computer modelling and Virtual Reality (VR) into built environment subject areas. Altho...

  15. The problem of the pillion rider: India's helmet law and New Delhi's exemption.

    Science.gov (United States)

    Swaroop, Mamta; Marie Siddiqui, Selma; Sagar, Sushma; Crandall, Marie L

    2014-05-01

    In India, motorized two-wheeler (MTW) road traffic accidents injure or kill 72,000 women annually. Before the Motor Vehicle Act of 1988, which required mandatory helmet use for MTW riders, a study found 0.6% of all MTW pillions (backseat passengers) were helmeted. Citing religious protests to the legislation, Delhi's high court exempted the city's 12 million women from the law. We hypothesize that currently male pillions use helmets more frequently than females, and that overall pillion helmet usage has increased over the last 20 y. Continuous video was recorded in half-hour blocks at four locations in Delhi on separate days, totaling 8 hours of high- and low-volume traffic. Videos were reviewed with at least two reviewers extracting the number of MTW pillions, as well as their gender, approximate age, and helmet usage. Of 4010 pillions identified, 63.8% were male, 32.4% female, and 3.3% children. Among males, there were significantly more helmeted pillions (88.4%, P < 0.001); among females, there were significantly more unhelmeted pillions (99.4%, P < 0.001). Among unhelmeted pillions, significantly more were female (81.4%) than male (P < 0.001). Current overall pillion helmet use is significantly higher than historical rate (P < 0.001). The significantly higher male pillion helmet usage compared with females indicates Delhi's helmet law is associated with increased compliance among those who fall under its jurisdiction. This augments the growing body of evidence that mandatory helmet laws are efficacious, thus repealing the exemption of women is an important step in increasing female pillion helmet usage. Copyright © 2014 Elsevier Inc. All rights reserved.

  16. Gestural Interaction for Virtual Reality Environments through Data Gloves

    Directory of Open Access Journals (Sweden)

    G. Rodriguez

    2017-05-01

    Full Text Available In virtual environments, virtual hand interactions play a key role in interactivity and realism allowing to perform fine motions. Data glove is widely used in Virtual Reality (VR and through simulating a human hands natural anatomy (Avatar’s hands in its appearance and motion is possible to interact with the environment and virtual objects. Recently, hand gestures are considered as one of the most meaningful and expressive signals. As consequence, this paper explores the use of hand gestures as a mean of Human-Computer Interaction (HCI for VR applications through data gloves. Using a hand gesture recognition and tracking method, accurate and real-time interactive performance can be obtained. To verify the effectiveness and usability of the system, an experiment of ease learning based on execution’s time was performed. The experimental results demonstrate that this interaction’s approach does not present problems for people more experienced in the use of computer applications. While people with basic knowledge has some problems the system becomes easy to use with practice.

  17. Agents for navigating virtual reality E-commerce environments

    NARCIS (Netherlands)

    Nijholt, Anton; van Dijk, Betsy; Sebaaly, Milad Fares

    2001-01-01

    We report about work in progress on capabilities of navigation agents in virtual environments. These agents may help a user to explore the environment: where to go, where to buy, where to find, etc. The agents may make suggestions based on a user profile, earlier visits and earlier given advice and

  18. Natural Interaction With Pedagogical Agents in Virtual Environments

    National Research Council Canada - National Science Library

    Johnson, W

    2002-01-01

    The USC / Information Sciences Institute (I SI), in collaboration with Lockheed Martin and USC Behavior Technology Laboratory, conducted a research project named Virtual Environments for Training (VET...

  19. Real and virtual explorations of the environment and interactive tracking of movable objects for the blind on the basis of tactile-acoustical maps and 3D environment models.

    Science.gov (United States)

    Hub, Andreas; Hartter, Tim; Kombrink, Stefan; Ertl, Thomas

    2008-01-01

    PURPOSE.: This study describes the development of a multi-functional assistant system for the blind which combines localisation, real and virtual navigation within modelled environments and the identification and tracking of fixed and movable objects. The approximate position of buildings is determined with a global positioning sensor (GPS), then the user establishes exact position at a specific landmark, like a door. This location initialises indoor navigation, based on an inertial sensor, a step recognition algorithm and map. Tracking of movable objects is provided by another inertial sensor and a head-mounted stereo camera, combined with 3D environmental models. This study developed an algorithm based on shape and colour to identify objects and used a common face detection algorithm to inform the user of the presence and position of others. The system allows blind people to determine their position with approximately 1 metre accuracy. Virtual exploration of the environment can be accomplished by moving one's finger on a touch screen of a small portable tablet PC. The name of rooms, building features and hazards, modelled objects and their positions are presented acoustically or in Braille. Given adequate environmental models, this system offers blind people the opportunity to navigate independently and safely, even within unknown environments. Additionally, the system facilitates education and rehabilitation by providing, in several languages, object names, features and relative positions.

  20. Display conditions that influence wayfinding in virtual environments

    Science.gov (United States)

    Browse, Roger A.; Gray, Derek W. S.

    2006-02-01

    As virtual environments may be used in training and evaluation for critical real navigation tasks, it is important to investigate the factors influencing navigational performance in virtual environments. We have carried out controlled experiments involving two visual factors known to induce or sustain vection, the illusory perception of self-motion. The first experiment had subjects navigate mazes with either a narrow or wide field of view. We measured the percentage of wrong turns, the total time taken for each attempt, and we examined subjects' drawings of the mazes. We found that a wide field of view can have a substantial effect on navigational abilities, even when the wide field of view does not offer any additional clues to the task, and really only provides a larger view of blank walls on the sides. The second experiment evaluated the effect of perspective accuracy in the scene by comparing the use of displays that were corrected for changing head position against those that were not corrected. The perspective corrections available through headtracking did not appear have any influence on navigational abilities. Another component of our study suggests that during navigation in a virtual environment, memory for directions may not be as effective as it could be with supplemental symbolic representations.

  1. Neck Muscle Fatigue Resulting from Prolonged Wear of Weighted Helmets

    National Research Council Canada - National Science Library

    Gallagher, Hilary L; Caldwell, Erin; ALbery, Christopher B

    2008-01-01

    .... While these systems undoubtedly increase a pilot's capabilities, one obvious drawback to putting all this equipment on the pilot's helmet is the increase in helmet weight that shifts the combined...

  2. Paternalism and its discontents: motorcycle helmet laws, libertarian values, and public health.

    Science.gov (United States)

    Jones, Marian Moser; Bayer, Ronald

    2007-02-01

    The history of motorcycle helmet legislation in the United States reflects the extent to which concerns about individual liberties have shaped the public health debate. Despite overwhelming epidemiological evidence that motorcycle helmet laws reduce fatalities and serious injuries, only 20 states currently require all riders to wear helmets. During the past 3 decades, federal government efforts to push states toward enactment of universal helmet laws have faltered, and motorcyclists' advocacy groups have been successful at repealing state helmet laws. This history raises questions about the possibilities for articulating an ethics of public health that would call upon government to protect citizens from their own choices that result in needless morbidity and suffering.

  3. VIRTUAL TOUR ENVIRONMENT OF CUBA’S NATIONAL SCHOOL OF ART

    Directory of Open Access Journals (Sweden)

    R. K. Napolitano

    2017-08-01

    Full Text Available Innovative technologies have enabled new opportunities for collecting, analyzing, and sharing information about cultural heritage sites. Through a combination of two of these technologies, spherical imaging and virtual tour environment, we preliminarily documented one of Cuba’s National Schools of Art, the National Ballet School.The Ballet School is one of the five National Art Schools built in Havana, Cuba after the revolution. Due to changes in the political climate, construction was halted on the schools before completion. The Ballet School in particular was partially completed but never used for the intended purpose. Over the years, the surrounding vegetation and environment have started to overtake the buildings; damages such as missing bricks, corroded rebar, and broken tie bars can be seen. We created a virtual tour through the Ballet School which highlights key satellite classrooms and the main domed performance spaces. Scenes of the virtual tour were captured utilizing the Ricoh Theta S spherical imaging camera and processed with Kolor Panotour virtual environment software. Different forms of data can be included in this environment in order to provide a user with pertinent information. Image galleries, hyperlinks to websites, videos, PDFs, and links to databases can be embedded within the scene and interacted with by a user. By including this information within the virtual tour, a user can better understand how the site was constructed as well as the existing types of damage. The results of this work are recommendations for how a site can be preliminarily documented and information can be initially organized and shared.

  4. Characteristics of helmet or knit cap use in head injury of snowboarders.

    Science.gov (United States)

    Fukuda, Osamu; Hirashima, Yutaka; Origasa, Hideki; Endo, Shunro

    2007-11-01

    The rate of head injury is 1.86-6 times higher for snowboarding than for skiing. Detailed data about the usefulness of a helmet or knit cap for protecting against serious head injuries have not been reported. The present study evaluated the use of a helmet or knit cap for preventing head injuries. Questionnaire data were collected from 1,190 consecutive patients in a hospital during the 1999/2000-2002/2003 winter seasons at Uonuma ski resort, Niigata, Japan. Patients were divided into the helmet, knit cap, and no cap groups. Upper technical level was highest and jumping as the cause of injury was most frequent in the helmet group. After adjustment for other confounders, there was a significant negative association between the occurrence of serious head injury during snowboarding and female sex (adjusted odds ratio 0.55, 95% confidence interval 0.421-0.718, p jumping (adjusted odds ratio 2.25, 95% confidence interval 1.48-3.43, p = 0.0001). Among snowboarding maneuvers, only jumping showed a significant negative association between wearing of a helmet or knit cap and the occurrence of serious head injury (p = 0.036). Snowboarders who wear helmets might attempt dangerous maneuvers causing injuries. Wearing of a helmet or knit cap protected against serious head injuries on jumping. Every snowboarder should wear a helmet or knit cap on jumping to prevent head injury.

  5. LivePhantom: Retrieving Virtual World Light Data to Real Environments.

    Directory of Open Access Journals (Sweden)

    Hoshang Kolivand

    Full Text Available To achieve realistic Augmented Reality (AR, shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems.

  6. Exploring Urban Environments Using Virtual and Augmented Reality

    OpenAIRE

    Stelios Papakonstantinou; Vesna Brujic-Okretic; Fotis Liarokapis

    2007-01-01

    In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location ...

  7. High School Football Players Use Their Helmets to Tackle Other Players Despite Knowing the Risks.

    Science.gov (United States)

    Kuriyama, Andrew M; Nakatsuka, Austin S; Yamamoto, Loren G

    2017-03-01

    There is greater attention to head-related injuries and concussions in American football. The helmet's structural safety and the way that football players use their helmets are important in preventing head injuries. Current strategies include penalizing players for high-risk behavior such as leading with their helmet or hitting an opposing player above the shoulder. Passive strategies include helmet modification to better protect the head of the players or to change the playing style of the players. Hawai'i high school varsity football players were surveyed to determine how they use their helmets and how a new helmet design would affect their style of play. One hundred seventy-seven surveys were completed; 79% said that they used their helmet to hit an opposing player during a tackle and 46% said they made this contact intentionally. When asked about modifying helmets with a soft material on the outside, 48% said they thought putting a soft cover over a regular helmet would protect their head better. However, many participants said that putting a soft cover over their regular helmet was a bad idea for various reasons. Most young football players use their helmets to block or tackle despite being taught they would be penalized or potentially injured if they did so. By gaining a better understanding of why and how players use their helmets and how they would respond to new helmet designs, steps can be taken to reduce head injuries for all levels of play.

  8. Game-Like Language Learning in 3-D Virtual Environments

    Science.gov (United States)

    Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David

    2013-01-01

    This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…

  9. The effects of motorcycle helmets on hearing and the detection of warning signals

    Science.gov (United States)

    Van Moorhem, W. K.; Shepherd, K. P.; Magleby, T. D.; Torian, G. E.

    1981-07-01

    Measurements of the at-ear helmet-generated aerodynamic noise and helmet insertion loss were carried out for the two major types of motorcycle helmets. From these data and existing information on noise generation by flow around a bare head it was found that for quiet motorcycles at typical operating speeds a significant part of the riders at-ear noise is generated by the air flow. An assessment of the possibility of hearing damage was then carried out. It was found that only with extremely high usage would there be a significant risk of hearing damage for either the bare headed or helmeted rider. Helmets did, however, give significant protection. Detection of warning signals was then considered. It was found that under none of the conditions investigated here did the helmet put its wearer at a disadvantage compared with the bare headed rider, and at typical constant speeds the helmet gave a rider an advantage in the detection of warning signals.

  10. Virtual environment to evaluate multimodal feedback strategies for augmented navigation of the visually impaired.

    Science.gov (United States)

    Hara, Masayuki; Shokur, Solaiman; Yamamoto, Akio; Higuchi, Toshiro; Gassert, Roger; Bleuler, Hannes

    2010-01-01

    This paper proposes a novel experimental environment to evaluate multimodal feedback strategies for augmented navigation of the visually impaired. The environment consists of virtual obstacles and walls, an optical tracking system and a simple device with audio and vibrotactile feedback that interacts with the virtual environment, and presents many advantages in terms of safety, flexibility, control over experimental parameters and cost. The subject can freely move in an empty room, while the position of head and arm are tracked in real time. A virtual environment (walls, obstacles) is randomly generated, and audio and vibrotactile feedback are given according to the distance from the subjects arm to the virtual walls/objects. We investigate the applicability of our environment using a simple, commercially available feedback device. Experiments with unimpaired subjects show that it is possible to use the setup to "blindly" navigate in an unpredictable virtual environment. This validates the environment as a test platform to investigate navigation and exploration strategies of the visually impaired, and to evaluate novel technologies for augmented navigation.

  11. The Influence of Friction Between Football Helmet and Jersey Materials on Force: A Consideration for Sport Safety.

    Science.gov (United States)

    Rossi, Anthony M; Claiborne, Tina L; Thompson, Gregory B; Todaro, Stacey

    2016-09-01

    The pocketing effect of helmet padding helps to dissipate forces experienced by the head, but if the player's helmet remains stationary in an opponent's shoulder pads, the compressive force on the cervical spine may increase. To (1) measure the coefficient of static friction between different football helmet finishes and football jersey fabrics and (2) calculate the potential amount of force on a player's helmet due to the amount of friction present. Cross-sectional study. Laboratory. Helmets with different finishes and different football jersey fabrics. The coefficient of friction was determined for 2 helmet samples (glossy and matte), 3 football jerseys (collegiate, high school, and youth), and 3 types of jersey numbers (silkscreened, sublimated, and stitched on) using the TAPPI T 815 standard method. These measurements determined which helmet-to-helmet, helmet-to-jersey number, and helmet-to-jersey material combination resulted in the least amount of static friction. The glossy helmet versus glossy helmet combination produced a greater amount of static friction than the other 2 helmet combinations (P = .013). The glossy helmet versus collegiate jersey combination produced a greater amount of static friction than the other helmet-to-jersey material combinations (P < .01). The glossy helmet versus silkscreened numbers combination produced a greater amount of static friction than the other helmet-to-jersey number combinations (P < .01). The force of static friction experienced during collisions can be clinically relevant. Conditions with higher coefficients of static friction result in greater forces. In this study, the highest coefficient of friction (glossy helmet versus silkscreened number) could increase the forces on the player's helmet by 3553.88 N when compared with other helmet-to-jersey combinations. Our results indicate that the makeup of helmet and uniform materials may affect sport safety.

  12. Collaborative Virtual 3D Environment for Internet-Accessible Physics Experiments

    Directory of Open Access Journals (Sweden)

    Bettina Scheucher

    2009-08-01

    Full Text Available Abstract—Immersive 3D worlds have increasingly raised the interest of researchers and practitioners for various learning and training settings over the last decade. These virtual worlds can provide multiple communication channels between users and improve presence and awareness in the learning process. Consequently virtual 3D environments facilitate collaborative learning and training scenarios. In this paper we focus on the integration of internet-accessible physics experiments (iLabs combined with the TEALsim 3D simulation toolkit in Project Wonderland, Sun's toolkit for creating collaborative 3D virtual worlds. Within such a collaborative environment these tools provide the opportunity for teachers and students to work together as avatars as they control actual equipment, visualize physical phenomenon generated by the experiment, and discuss the results. In particular we will outline the steps of integration, future goals, as well as the value of a collaboration space in Wonderland's virtual world.

  13. Human Factors Virtual Analysis Techniques for NASA's Space Launch System Ground Support using MSFC's Virtual Environments Lab (VEL)

    Science.gov (United States)

    Searcy, Brittani

    2017-01-01

    Using virtual environments to assess complex large scale human tasks provides timely and cost effective results to evaluate designs and to reduce operational risks during assembly and integration of the Space Launch System (SLS). NASA's Marshall Space Flight Center (MSFC) uses a suite of tools to conduct integrated virtual analysis during the design phase of the SLS Program. Siemens Jack is a simulation tool that allows engineers to analyze human interaction with CAD designs by placing a digital human model into the environment to test different scenarios and assess the design's compliance to human factors requirements. Engineers at MSFC are using Jack in conjunction with motion capture and virtual reality systems in MSFC's Virtual Environments Lab (VEL). The VEL provides additional capability beyond standalone Jack to record and analyze a person performing a planned task to assemble the SLS at Kennedy Space Center (KSC). The VEL integrates Vicon Blade motion capture system, Siemens Jack, Oculus Rift, and other virtual tools to perform human factors assessments. By using motion capture and virtual reality, a more accurate breakdown and understanding of how an operator will perform a task can be gained. By virtual analysis, engineers are able to determine if a specific task is capable of being safely performed by both a 5% (approx. 5ft) female and a 95% (approx. 6'1) male. In addition, the analysis will help identify any tools or other accommodations that may to help complete the task. These assessments are critical for the safety of ground support engineers and keeping launch operations on schedule. Motion capture allows engineers to save and examine human movements on a frame by frame basis, while virtual reality gives the actor (person performing a task in the VEL) an immersive view of the task environment. This presentation will discuss the need of human factors for SLS and the benefits of analyzing tasks in NASA MSFC's VEL.

  14. Real-geographic-scenario-based virtual social environments: integrating geography with social research

    OpenAIRE

    Min Chen; Li He; Hui Lin; Chunxiao Zhang; Mingyuan Hu

    2013-01-01

    Existing online virtual worlds, or electronic environments, are of great significance to social science research, but are somewhat lacking in rigour. One reason is that users might not participate in those virtual worlds in the way they act in real daily life, communicating with each other in familiar environments and interacting with natural phenomena under the constraints of the human–land relationship. To help solve this problem we propose the real-geographic-scenario-based virtual social ...

  15. Brain tissue analysis of impacts to American football helmets.

    Science.gov (United States)

    Post, Andrew; Kendall, Marshall; Cournoyer, Janie; Karton, Clara; Oeur, R Anna; Dawson, Lauren; Hoshizaki, T Blaine

    2018-02-01

    Concussion in American football is a prevalent concern. Research has been conducted examining frequencies, location, and thresholds for concussion from impacts. Little work has been done examining how impact location may affect risk of concussive injury. The purpose of this research was to examine how impact site on the helmet and type of impact, affects the risk of concussive injury as quantified using finite element modelling of the human head and brain. A linear impactor was used to impact a helmeted Hybrid III headform in several locations and using centric and non-centric impact vectors. The resulting dynamic response was used as input for the Wayne State Brain Injury Model to determine the risk of concussive injury by utilizing maximum principal strain as the predictive variable. The results demonstrated that impacts that occur primarily to the side of the head resulted in higher magnitudes of strain in the grey and white matter, as well as the brain stem. Finally, commonly worn American football helmets were used in this research and significant risk of injury was incurred for all impacts. These results suggest that improvements in American football helmets are warranted, in particular for impacts to the side of the helmet.

  16. Evaluation of the cognitive effects of travel technique in complex real and virtual environments.

    Science.gov (United States)

    Suma, Evan A; Finkelstein, Samantha L; Reid, Myra; V Babu, Sabarish; Ulinski, Amy C; Hodges, Larry F

    2010-01-01

    We report a series of experiments conducted to investigate the effects of travel technique on information gathering and cognition in complex virtual environments. In the first experiment, participants completed a non-branching multilevel 3D maze at their own pace using either real walking or one of two virtual travel techniques. In the second experiment, we constructed a real-world maze with branching pathways and modeled an identical virtual environment. Participants explored either the real or virtual maze for a predetermined amount of time using real walking or a virtual travel technique. Our results across experiments suggest that for complex environments requiring a large number of turns, virtual travel is an acceptable substitute for real walking if the goal of the application involves learning or reasoning based on information presented in the virtual world. However, for applications that require fast, efficient navigation or travel that closely resembles real-world behavior, real walking has advantages over common joystick-based virtual travel techniques.

  17. Implementation of an all-ages mandatory helmet policy for ice skating.

    Science.gov (United States)

    Thibault-Halman, Ginette; Fenerty, Lynne; Wheadon-Hore, Kathie; Walling, Simon; Cusimano, Michael D; Clarke, David B

    2015-12-01

    Ice skaters sustain a significant number of head injuries each winter. We are the first to implement an all-ages helmet policy at a university-based Canadian arena. We report our experience from a cross-sectional observational study as well as the policy's consequences on helmet use and skating participation. Educational programming was provided prior to policy implementation. Observations of helmet use, falls and skater demographics were conducted prior to education/implementation and after policy implementation. The number of skaters observed was essentially unchanged by the policy; 361 skaters were observed pre-implementation, while 358 were observed post-implementation during the same number of observation-hours. Pre-implementation, helmet use ranged from 97% among children under 12 to 10% among adults; post-implementation use in all skaters was 99%. Falls were observed among all age groups, with preponderance among those aged 4-12. An all-ages helmet policy was successful both in achieving helmet use among all skaters and in maintaining participation rates. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  18. Helmet Use and Associated Factors among Thai Motorcyclists during Songkran Festival

    Science.gov (United States)

    Siviroj, Penprapa; Peltzer, Karl; Pengpid, Supa; Morarit, Sompong

    2012-01-01

    The aim of this study was to assess helmet use and associated factors among motorcycle riders during Songkran festival in Thailand. A cross-sectional survey was conducted to determine the prevalence of helmet use among Thai motorcycle riders (sample size = 18,998) during four days of the Songkran festival. For this sample, the population of motorcycle riders was consecutively selected using quota sampling from 12 petrol stations in four provinces from each of the four main geographical regions of Thailand. The study was conducted at petrol stations at roads in town, outside town and highway at different time intervals when trained field staff administered a structured questionnaire and performed an observation checklist. Results indicate that 44.2% of the motorcycle riders and 72.5% of the motorcycle passengers had not been using a helmet. In multivariable analysis demographics, environmental factors, helmet use experiences and attitudes and recalling a lower exposure to road safety awareness (RSA) campaign were associated with non-helmet use among motorcyclists. It appears that the RSA campaign may have some positive effect on reducing non-helmet use among motorcycle riders during the Songkran festival. PMID:23202686

  19. Virtual Environments for Advanced Trainers and Simulators

    NARCIS (Netherlands)

    Jense, G.J.; Kuijper, F.

    1993-01-01

    Virtual environment technology is expected to make a big impact on future training and simulation systems. Direct stimulation of human senses (eyesight, auditory, tactile) and new paradigms for user input will improve the realism of simulations and thereby the effectiveness of training systems.

  20. An exploratory fNIRS study with immersive virtual reality: a new method for technical implementation.

    Science.gov (United States)

    Seraglia, Bruno; Gamberini, Luciano; Priftis, Konstantinos; Scatturin, Pietro; Martinelli, Massimiliano; Cutini, Simone

    2011-01-01

    For over two decades Virtual Reality (VR) has been used as a useful tool in several fields, from medical and psychological treatments, to industrial and military applications. Only in recent years researchers have begun to study the neural correlates that subtend VR experiences. Even if the functional Magnetic Resonance Imaging (fMRI) is the most common and used technique, it suffers several limitations and problems. Here we present a methodology that involves the use of a new and growing brain imaging technique, functional Near-infrared Spectroscopy (fNIRS), while participants experience immersive VR. In order to allow a proper fNIRS probe application, a custom-made VR helmet was created. To test the adapted helmet, a virtual version of the line bisection task was used. Participants could bisect the lines in a virtual peripersonal or extrapersonal space, through the manipulation of a Nintendo Wiimote ® controller in order for the participants to move a virtual laser pointer. Although no neural correlates of the dissociation between peripersonal and extrapersonal space were found, a significant hemodynamic activity with respect to the baseline was present in the right parietal and occipital areas. Both advantages and disadvantages of the presented methodology are discussed.

  1. DETECTION OF MOTORCYCLISTS WITHOUT HELMET AND FINEPAYMENT USING OPEN CV

    OpenAIRE

    Stemy Simon, Divya Kumaran A.K.

    2018-01-01

    The helmet is the main safety equipment of motorcyclists, but many drivers do not use it. The main aim of this project is to construct an automatic detection of the motorcyclist without helmet from video using OpenCV library tools. If they are not wearing the helmet, the license plate of the motorcycle is focused automatically. By using Computer Vision technique we can detect and recognize the license plate number. We make the training set of different characters of different sizes. Based on ...

  2. Inadequate Helmet Fit Increases Concussion Severity in American High School Football Players

    Science.gov (United States)

    Greenhill, Dustin A.; Navo, Paul; Zhao, Huaqing; Torg, Joseph; Comstock, R. Dawn; Boden, Barry P.

    2016-01-01

    Background: There is limited information on the relationship between football helmet fit and concussion severity. Hypothesis: Poor helmet fit may predispose football players to a more severe concussion. Study Design: Descriptive epidemiology study. Level of Evidence: Level 3. Methods: Data from concussion injury reports were obtained from the National High School Sports-Related Injury Surveillance System over a 9-year period. Symptoms, duration, and helmet parameters (fit, interior padding) were analyzed for all first-time concussions. Results: Data from 4580 concussions were analyzed. Patients who suffered concussions with a helmet that did not fit properly (3.22%), as determined by an athletic trainer, had higher rates of drowsiness (RR, 1.46; P = 0.005), hyperexcitability (RR, 2.38; P = 0.047), and sensitivity to noise (RR, 1.88; P < 0.001); had more symptoms (5.34 vs 4.54, P = 0.004); and had longer symptom duration (P = 0.04). Athletes with helmets lined with an air bladder had greater rates of sensitivity to light (RR, 1.13; P = 0.02), sensitivity to noise (RR, 1.25; P = 0.009), and longer symptom duration (P = 0.004) compared with foam or gel liners. Conclusion: An improperly fitted football helmet is a risk factor for a concussion with more symptoms and of longer duration. Concussions of longer duration are also more common in players with an air bladder–lined helmet. Current high school football rules should mandate supervision and maintenance of helmet fit throughout the season, prior to impact. Clinical Relevance: Team physicians, athletic trainers, coaches, and high school officials should ensure proper oversight of helmet fit in high school athletes to decrease concussion severity and duration. PMID:27005467

  3. Designing for Virtual Windows in a Deep Space Habitat

    Science.gov (United States)

    Howe, A. Scott; Howard, Robert L.; Moore, Nathan; Amoroso, Michael

    2013-01-01

    This paper discusses configurations and test analogs toward the design of a virtual window capability in a Deep Space Habitat. Long-duration space missions will require crews to remain in the confines of a spacecraft for extended periods of time, with possible harmful effects if a crewmember cannot cope with the small habitable volume. Virtual windows expand perceived volume using a minimal amount of image projection equipment and computing resources, and allow a limited immersion in remote environments. Uses for the virtual window include: live or augmented reality views of the external environment; flight deck, piloting, observation, or other participation in remote missions through live transmission of cameras mounted to remote vehicles; pre-recorded background views of nature areas, seasonal occurrences, or cultural events; and pre-recorded events such as birthdays, anniversaries, and other meaningful events prepared by ground support and families of the crewmembers.

  4. Analysis of the time in virtual training environments

    Directory of Open Access Journals (Sweden)

    Ángel GARCÍA DEL DUJO

    2011-09-01

    Full Text Available The objective of this article is to analyze the character of time on virtual training environments, meaning, to see whether in these environments is present or not the sense, the sensation, the notion of time; if so, it aims, secondly, to rebuilt the forms how this notion is generated and their senses on different environments, meaning, to identify the mechanisms used to generate this timing notion and the processes and transformations that are produced. we assume that, if the Network has a sense in the education field, besides being an information tool and a training space, it is also because the individuals and social groups move, coexist, have relations and communicate among them, building and destroying, creating multiple and complex identities, being all this possible only if its activity answer to timing-space traditional coordinates. The article present the data of a study conducted with a sample of 93 individuals among 20 and 30 years old. The results support the thesis of timing perception and show diverse timing mechanism in different virtual environments.

  5. The Virtual Environment for Rapid Prototyping of the Intelligent Environment.

    Science.gov (United States)

    Francillette, Yannick; Boucher, Eric; Bouzouane, Abdenour; Gaboury, Sébastien

    2017-11-07

    Advances in domains such as sensor networks and electronic and ambient intelligence have allowed us to create intelligent environments (IEs). However, research in IE is being held back by the fact that researchers face major difficulties, such as a lack of resources for their experiments. Indeed, they cannot easily build IEs to evaluate their approaches. This is mainly because of economic and logistical issues. In this paper, we propose a simulator to build virtual IEs. Simulators are a good alternative to physical IEs because they are inexpensive, and experiments can be conducted easily. Our simulator is open source and it provides users with a set of virtual sensors that simulates the behavior of real sensors. This simulator gives the user the capacity to build their own environment, providing a model to edit inhabitants' behavior and an interactive mode. In this mode, the user can directly act upon IE objects. This simulator gathers data generated by the interactions in order to produce datasets. These datasets can be used by scientists to evaluate several approaches in IEs.

  6. Immersive Virtual Reality in a University Setting: Creating an Authentic Learning Environment Through the Virtual Golden Foods Corporation

    Directory of Open Access Journals (Sweden)

    Ros A. Yahaya

    2009-12-01

    Full Text Available An authentic learning environment is learning that involves real world problems that are relevant to the learners and relate to their real life experience. Research indicates that Information and Communication Technology (ICT tools can facilitate in creating authentic learning environment, thus improving student learning, interaction and satisfaction. Previous research has focused on using various forms of ICT such as online learning and web-based learning into the classroom. However, little attempt has been made to investigate the effectiveness of incorporating immersive Virtual Reality (VR technology into the university classroom. Virtual Golden Foods Corporation (VGFC is a simulated Virtual Reality (VR organization being developed for use in teaching and learning at a large technology based university in Australia. This study focuses on authentic learning environment where students learn about decision making in complex business contexts throughout the semester which culminates in immersive VR exposure. The findings report that immersive VR environment helps to increase students’ understanding of decision making concepts.

  7. Utilization of virtual learning environments in the allied health professions.

    Science.gov (United States)

    Butina, Michelle; Brooks, Donna; Dominguez, Paul J; Mahon, Gwendolyn M

    2013-01-01

    Multiple technology based tools have been used to enhance skill development in allied health education, which now includes virtual learning environments. The purpose of this study was to explore whether, and how, this latest instructional technology is being adapted in allied health education. An online survey was circulated to all Association of Schools of Allied Health Professions (ASAHP) member institutions and focused on three broad areas of virtual learning environments: the uses of, the perceived pros and cons of, and the outcomes of utilizing them. Results show 40% (17 of 42) of the respondent use some form of the technology. The use of virtual learning technology in other healthcare professions (e.g., medicine) demonstrates the potential benefits to allied health education.

  8. Two-photon calcium imaging during fictive navigation in virtual environments

    Directory of Open Access Journals (Sweden)

    Misha Benjamin Ahrens

    2013-06-01

    Full Text Available A full understanding of nervous system function requires recording from large populations of neurons during naturalistic behaviors. Here we enable paralyzed larval zebrafish to fictively navigate two-dimensional virtual environments while we record optically from many neurons with two-photon imaging. Electrical recordings from motor nerves in the tail are decoded into intended forward swims and turns, which are used to update a virtual environment displayed underneath the fish. Several behavioral features - such as turning responses to whole-field motion and dark avoidance - are well-replicated in this virtual setting. We readily observed neuronal populations in the hindbrain with laterally selective responses that correlated with right or left optomotor behavior. We also observed neurons in the habenula, pallium, and midbrain with response properties specific to environmental features. Beyond single-cell correlations, the classification of network activity in such virtual settings promises to reveal principles of brainwide neural dynamics during behavior.

  9. The EVER-EST Virtual Research Environment for the European Volcano Supersites

    Science.gov (United States)

    Salvi, S.; Trasatti, E.; Rubbia, G.; Romaniello, V.; Marelli, F.

    2017-12-01

    EVER-EST (European Virtual Environment for Research - Earth Science Themes) is an European H2020 project (2015-2018) aimed at the creation of a Virtual Research Environment (VRE) for the Earth Sciences. The VRE is intended to enhance the ability to collaborate and share knowledge and experience among scientists. One of the innovations of the project is the exploitation of the "Research Object" concept (http://www.rohub.org). Research Objects encapsulate not only data and publications, but also algorithms, codes, results, and workflows that can be stored, shared and re-used. Four scientific communities are involved in the EVER-EST project: land monitoring, natural hazards, marine biology, and the GEO Geohazard Supersites community (http://www.earthobservations.org/gsnl.php). The latter is represented in the project by INGV and the University of Iceland, and has provided user requirements to tailor the VRE to the common needs of the worldwide Supersite communities. To develop and test the VRE we have defined user scenarios and created Research Objects embedding research activities and workflows on the Permanent Supersites Campi Flegrei, Mount Etna and Icelandic Volcanoes (http://vm1.everest.psnc.pl/supersites/). While these Supersites are test sites for the platform, during the last year of the project other Supersites may also be involved to demonstrate the added value of the collaborative environment in research activities aiming to support Disaster Risk Reduction. Using the VRE, scientists are able to collaborate with colleagues located in different parts of the world, in a simple and effective way. This includes being able to remotely access and share data, research results and ideas, to carry out training sessions and discussions, to compare different results and models, and to synthesize many different pieces of information in a single consensus product to be disseminated to end-users. In particular, a further need of the Supersite scientists, which can be

  10. Human Machine Interfaces for Teleoperators and Virtual Environments Conference

    Science.gov (United States)

    1990-01-01

    In a teleoperator system the human operator senses, moves within, and operates upon a remote or hazardous environment by means of a slave mechanism (a mechanism often referred to as a teleoperator). In a virtual environment system the interactive human machine interface is retained but the slave mechanism and its environment are replaced by a computer simulation. Video is replaced by computer graphics. The auditory and force sensations imparted to the human operator are similarly computer generated. In contrast to a teleoperator system, where the purpose is to extend the operator's sensorimotor system in a manner that facilitates exploration and manipulation of the physical environment, in a virtual environment system, the purpose is to train, inform, alter, or study the human operator to modify the state of the computer and the information environment. A major application in which the human operator is the target is that of flight simulation. Although flight simulators have been around for more than a decade, they had little impact outside aviation presumably because the application was so specialized and so expensive.

  11. Study of cognitive and technological prerequisites for virtual laboratories and collaborative virtual environments for radiopharmacy

    International Nuclear Information System (INIS)

    Melo, Roberto Correia de

    2009-01-01

    This academic work explains a general view of virtual laboratories (VL) and collaborative virtual environments (CVE) (called, together, a VL/CVE set), focusing their technological features and analyzing the common cognitive features of their users. Also is presented a detailed description of VL/CVE VirRAD (Virtual Radiopharmacy), created specially to connect and support the international radiopharmacy community around the world, and is explained an analysis of their users' cognitive profile, under the perspective of two of the most important cognitive theories of the 20th century: multiple intelligences, by Howard Gardner, and mindful learning, by Ellen Langer. Conclusions from this study has been incorporated, as feature enhancements, to a software prototype created based upon VirRAD software solution, and the hardcopy of their screens is exposed at the end of this work. It is also an essential idea that the conclusions of this work are relevant to any VL/CVE environment. (author)

  12. Real behavior in virtual environments: psychology experiments in a simple virtual-reality paradigm using video games.

    Science.gov (United States)

    Kozlov, Michail D; Johansen, Mark K

    2010-12-01

    The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtual environments (VEs) for psychological research on real-world behavior. To this end, this research explored several high-level social phenomena in a simple, inexpensive computer-game environment: the reduced likelihood of helping under time pressure and the bystander effect, which is reduced helping in the presence of bystanders. In the first experiment, participants had to find the exit in a virtual labyrinth under either high or low time pressure. They encountered rooms with and without virtual bystanders, and in each room, a virtual person requested assistance. Participants helped significantly less frequently under time pressure but the presence/absence of a small number of bystanders did not significantly moderate helping. The second experiment increased the number of virtual bystanders, and participants were instructed to imagine that these were real people. Participants helped significantly less in rooms with large numbers of bystanders compared to rooms with no bystanders, thus demonstrating a bystander effect. These results indicate that even sophisticated high-level social behaviors can be observed and experimentally manipulated in simple VEs, thus implying the broad usefulness of this paradigm in psychological research as a good compromise between experimental control and ecological validity.

  13. Psychological models for development of motorcycle helmet use among students in Vietnam

    Science.gov (United States)

    Kumphong, J.; Satiennam, T.; Satiennam, W.; Trinh, Tu Anh

    2018-04-01

    A helmet can reduce head accident severity. The aim of this research study was to study the intention for helmet use of students who ride motorcycles in Vietnam, by Structural Equation Modeling (SEM). Questionnaires developed by several traffic psychology modules, including the Theory of Planned Behaviour (TPB), Traffic Locus of Control (T-LOC), and Health Belief Model (HBM), were distributed to students at Ton Thang University and University of Architecture, Ho Chi Minh City. SEM was used to explain helmet use behaviour. The results indicate that TPB, T-LOC and HBM could explain the variance in helmet use behaviour. However, TPB can explain behaviour (helmet use intention) better than T-LOC and HBM. The outcome of this study is useful for the agencies responsible to improve motorcycle safety.

  14. Methodologies for Blunt Trauma Assessment in Military Helmets

    Science.gov (United States)

    2010-09-13

    Assessment; Monorail Drop Tower 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT UU 18. NUMBER OF PAGES 10 19a. NAME OF RESPONSIBLE...Laboratory Test Procedure for Motorcycle Helmets (TP-218-06) [8]. TP-218-06 specifies a guided monorail drop and provides requirements for how helmets...a hemispherical anvil. The monorail restricts movement to control the impact location, and acceleration is measured using a uniaxial accelerometer

  15. The influence of an online virtual situated environment on a Chinese learning community

    Directory of Open Access Journals (Sweden)

    Kuo-En Chang

    2012-03-01

    Full Text Available This study used an online virtual environment to create and develop a Chinese learning community. The purposes of research were (1 to enhance the Chinese learners’ oral Chinese communication skills and (2 to change the community members’ Chinese speaking and teaching behavior. This is an action research. The research tried to create a community in a virtual environment. The research results showed that (1 a virtual community can enhance learner’s Chinese competence, and (2 future Chinese teachers’ instructional and leading skills can be developed in a virtual community situation.

  16. Kinematic/Dynamic Characteristics for Visual and Kinesthetic Virtual Environments

    Science.gov (United States)

    Bortolussi, Michael R. (Compiler); Adelstein, B. D.; Gold, Miriam

    1996-01-01

    Work was carried out on two topics of principal importance to current progress in virtual environment research at NASA Ames and elsewhere. The first topic was directed at maximizing the temporal dynamic response of visually presented Virtual Environments (VEs) through reorganization and optimization of system hardware and software. The final results of this portion of the work was a VE system in the Advanced Display and Spatial Perception Laboratory at NASA Ames capable of updating at 60 Hz (the maximum hardware refresh rate) with latencies approaching 30 msec. In the course of achieving this system performance, specialized hardware and software tools for measurement of VE latency and analytic models correlating update rate and latency for different system configurations were developed. The second area of activity was the preliminary development and analysis of a novel kinematic architecture for three Degree Of Freedom (DOF) haptic interfaces--devices that provide force feedback for manipulative interaction with virtual and remote environments. An invention disclosure was filed on this work and a patent application is being pursued by NASA Ames. Activities in these two areas are expanded upon below.

  17. Constructivist Learning Environment During Virtual and Real Laboratory Activities

    Directory of Open Access Journals (Sweden)

    Ari Widodo

    2017-04-01

    Full Text Available Laboratory activities and constructivism are two notions that have been playing significant roles in science education. Despite common beliefs about the importance of laboratory activities, reviews reported inconsistent results about the effectiveness of laboratory activities. Since laboratory activities can be expensive and take more time, there is an effort to introduce virtual laboratory activities. This study aims at exploring the learning environment created by a virtual laboratory and a real laboratory. A quasi experimental study was conducted at two grade ten classes at a state high school in Bandung, Indonesia. Data were collected using a questionnaire called Constructivist Learning Environment Survey (CLES before and after the laboratory activities. The results show that both types of laboratories can create constructivist learning environments. Each type of laboratory activity, however, may be stronger in improving certain aspects compared to the other. While a virtual laboratory is stronger in improving critical voice and personal relevance, real laboratory activities promote aspects of personal relevance, uncertainty and student negotiation. This study suggests that instead of setting one type of laboratory against the other, lessons and follow up studies should focus on how to combine both types of laboratories to support better learning.

  18. Virtual environment assessment for laser-based vision surface profiling

    Science.gov (United States)

    ElSoussi, Adnane; Al Alami, Abed ElRahman; Abu-Nabah, Bassam A.

    2015-03-01

    Oil and gas businesses have been raising the demand from original equipment manufacturers (OEMs) to implement a reliable metrology method in assessing surface profiles of welds before and after grinding. This certainly mandates the deviation from the commonly used surface measurement gauges, which are not only operator dependent, but also limited to discrete measurements along the weld. Due to its potential accuracy and speed, the use of laser-based vision surface profiling systems have been progressively rising as part of manufacturing quality control. This effort presents a virtual environment that lends itself for developing and evaluating existing laser vision sensor (LVS) calibration and measurement techniques. A combination of two known calibration techniques is implemented to deliver a calibrated LVS system. System calibration is implemented virtually and experimentally to scan simulated and 3D printed features of known profiles, respectively. Scanned data is inverted and compared with the input profiles to validate the virtual environment capability for LVS surface profiling and preliminary assess the measurement technique for weld profiling applications. Moreover, this effort brings 3D scanning capability a step closer towards robust quality control applications in a manufacturing environment.

  19. Virtual Golden Foods Corporation: Generic Skills in a Virtual Crisis Environment (A Pilot Study)

    Science.gov (United States)

    Godat, Meredith

    2007-01-01

    Workplace learning in a crisis-rich environment is often difficult if not impossible to integrate into programs so that students are able to experience and apply crisis management practices and principles. This study presents the results of a pilot project that examined the effective use of a virtual reality (VR) environment as a tool to teach…

  20. Software Architecture for a Virtual Environment for Nano Scale Assembly (VENSA).

    Science.gov (United States)

    Lee, Yong-Gu; Lyons, Kevin W; Feng, Shaw C

    2004-01-01

    A Virtual Environment (VE) uses multiple computer-generated media to let a user experience situations that are temporally and spatially prohibiting. The information flow between the user and the VE is bidirectional and the user can influence the environment. The software development of a VE requires orchestrating multiple peripherals and computers in a synchronized way in real time. Although a multitude of useful software components for VEs exists, many of these are packaged within a complex framework and can not be used separately. In this paper, an architecture is presented which is designed to let multiple frameworks work together while being shielded from the application program. This architecture, which is called the Virtual Environment for Nano Scale Assembly (VENSA), has been constructed for interfacing with an optical tweezers instrument for nanotechnology development. However, this approach can be generalized for most virtual environments. Through the use of VENSA, the programmer can rely on existing solutions and concentrate more on the application software design.

  1. Dialogues for Embodied Agents in Virtual Environments

    NARCIS (Netherlands)

    op den Akker, Hendrikus J.A.; Nijholt, Antinus; Christodoulakis, D.N.

    2000-01-01

    This paper is a progress report on our research, design, and implementation of a virtual reality environment where users (visitors, customers) can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done.

  2. Novel Method of Weighting Cumulative Helmet Impacts Improves Correlation with Brain White Matter Changes After One Football Season of Sub-concussive Head Blows.

    Science.gov (United States)

    Merchant-Borna, Kian; Asselin, Patrick; Narayan, Darren; Abar, Beau; Jones, Courtney M C; Bazarian, Jeffrey J

    2016-12-01

    One football season of sub-concussive head blows has been shown to be associated with subclinical white matter (WM) changes on diffusion tensor imaging (DTI). Prior research analyses of helmet-based impact metrics using mean and peak linear and rotational acceleration showed relatively weak correlations to these WM changes; however, these analyses failed to account for the emerging concept that neuronal vulnerability to successive hits is inversely related to the time between hits (TBH). To develop a novel method for quantifying the cumulative effects of sub-concussive head blows during a single season of collegiate football by weighting helmet-based impact measures for time between helmet impacts. We further aim to compare correlations to changes in DTI after one season of collegiate football using weighted cumulative helmet-based impact measures to correlations using non-weighted cumulative helmet-based impact measures and non-cumulative measures. We performed a secondary analysis of DTI and helmet impact data collected on ten Division III collegiate football players during the 2011 season. All subjects underwent diffusion MR imaging before the start of the football season and within 1 week of the end of the football season. Helmet impacts were recorded at each practice and game using helmet-mounted accelerometers, which computed five helmet-based impact measures for each hit: linear acceleration (LA), rotational acceleration (RA), Gadd Severity Index (GSI), Head Injury Criterion (HIC 15 ), and Head Impact Technology severity profile (HITsp). All helmet-based impact measures were analyzed using five methods of summary: peak and mean (non-cumulative measures), season sum-totals (cumulative unweighted measures), and season sum-totals weighted for time between hits (TBH), the interval of time from hit to post-season DTI assessment (TUA), and both TBH and TUA combined. Summarized helmet-based impact measures were correlated to statistically significant changes in

  3. GPK helmets protecting from gas and dusts

    Energy Technology Data Exchange (ETDEWEB)

    Il' inskii, Eh.G.; Kogan, Yu.A.; Mazanenko, V.P.

    1983-08-01

    The GPK protective helmet with an integrated respirator system protecting a miner's respiratory system and eyes from gases and dusts is described. The system uses compressed air from the mine compressed air system. Air is supplied to the respirator by an elastic rubber pipe to 30 m long. The air cools the miner's head under the helmet and passes between a protective shield and the miner's face protecting eyes and the respiratory system. Air supply ranges from 100 to 150 l/min. The air supplied to the respirator is cleaned by a filter. The GPK system weighs 1.2 kg. The system has been tested under laboratory conditions and in two coal mines under operational conditions at longwall faces and during mine drivage. Tests showed that the GPK guarantees efficient cooling and protection from dust. Design of the GPK helmet with a respirator is shown in two schemes. Technical specifications of the system are given.

  4. A review of the use of virtual reality head-mounted displays in education and training

    DEFF Research Database (Denmark)

    Jensen, Lasse; Konradsen, Flemming

    2017-01-01

    In the light of substantial improvements to the quality and availability of virtual reality (VR) hardware seen since 2013, this review seeks to update our knowledge about the use of head-mounted displays (HMDs) in education and training. Following a comprehensive search 21 documents reporting...... on experimental studies were identified, quality assessed, and analysed. The quality assessment shows that the study quality was below average according to the Medical Education Research Study Quality Instrument, especially for the studies that were designed as user evaluations of educational VR products......; and affective skills related to controlling your emotional response to stressful or difficult situations. Outside of these situations the HMDs had no advantage when compared to less immersive technologies or traditional instruction and in some cases even proved counterproductive because of widespread...

  5. The feasibility and acceptability of virtual environments in the treatment of childhood social anxiety disorder

    Science.gov (United States)

    Wong, Nina; Beidel, Deborah C.; Spitalnick, Josh

    2013-01-01

    Objective Two significant challenges for the dissemination of social skills training programs are the need to assure generalizability and provide sufficient practice opportunities. In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This study evaluated the utility of an interactive virtual school environment for the treatment of social anxiety disorder in preadolescent children. Method Eleven children with a primary diagnosis of social anxiety disorder between 8 to 12 years old participated in this initial feasibility trial. All children were treated with Social Effectiveness Therapy for Children, an empirically supported treatment for children with social anxiety disorder. However, the in vivo peer generalization sessions and standard parent-assisted homework assignments were substituted by practice in a virtual environment. Results Overall, the virtual environment programs were acceptable, feasible, and credible treatment components. Both children and clinicians were satisfied with using the virtual environment technology, and children believed it was a high quality program overall. Additionally, parents were satisfied with the virtual environment augmented treatment and indicated that they would recommend the program to family and friends. Conclusion Virtual environments are viewed as acceptable and credible by potential recipients. Furthermore, they are easy to implement by even novice users and appear to be useful adjunctive elements for the treatment of childhood social anxiety disorder. PMID:24144182

  6. A cross-sectional observational study of helmet use among motorcyclists in Wa, Ghana.

    Science.gov (United States)

    Akaateba, Millicent Awialie; Amoh-Gyimah, Richard; Yakubu, Ibrahim

    2014-03-01

    Motorcyclists' injuries and fatalities are a major public health concern in many developing countries including Ghana. This study therefore aimed to investigate the prevalence of helmet use among motorcyclists in Wa, Ghana. The method used involved a cross-sectional roadside observation at 12 randomly selected sites within and outside the CBD of Wa. A total of 14,467 motorcyclists made up of 11,360 riders and 3107 pillion riders were observed during the study period. Most observed riders (86.5%) and pillion riders (61.7%) were males. The overall prevalence of helmet use among the observed motorcyclists was 36.9% (95% CI: 36.1-37.7). Helmet use for riders was 45.8% (95% CI: 44.8-46.7) whilst that for pillion riders was 3.7% (95 CI: 3.0-4.4). Based on logistic regression analysis, higher helmet wearing rates were found to be significantly associated with female gender, weekdays, morning periods and at locations within the CBD. Riders at locations outside the CBD were about 7 times less likely to wear a helmet than riders within the CBD (48.9% compared to 42.3%; χ(2)(1)=49.526; plegislation that mandates the use of helmets by both riders and pillion riders on all roads in Ghana, helmet use is generally low in Wa. This suggests that all stakeholders in road safety should jointly intensify education on helmet use and pursue rigorous enforcement on all road types especially at locations outside the CBD to improve helmet use in Wa. Copyright © 2013 Elsevier Ltd. All rights reserved.

  7. Crowd behaviour during high-stress evacuations in an immersive virtual environment

    Science.gov (United States)

    Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W.; Gross, Markus; Helbing, Dirk; Hölscher, Christoph

    2016-01-01

    Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects. PMID:27605166

  8. Crowd behaviour during high-stress evacuations in an immersive virtual environment.

    Science.gov (United States)

    Moussaïd, Mehdi; Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W; Gross, Markus; Helbing, Dirk; Hölscher, Christoph

    2016-09-01

    Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects. © 2016 The Authors.

  9. Injuries of the head from backface deformation of ballistic protective helmets under ballistic impact.

    Science.gov (United States)

    Rafaels, Karin A; Cutcliffe, Hattie C; Salzar, Robert S; Davis, Martin; Boggess, Brian; Bush, Bryan; Harris, Robert; Rountree, Mark Steve; Sanderson, Ellory; Campman, Steven; Koch, Spencer; Dale Bass, Cameron R

    2015-01-01

    Modern ballistic helmets defeat penetrating bullets by energy transfer from the projectile to the helmet, producing helmet deformation. This deformation may cause severe injuries without completely perforating the helmet, termed "behind armor blunt trauma" (BABT). As helmets become lighter, the likelihood of larger helmet backface deformation under ballistic impact increases. To characterize the potential for BABT, seven postmortem human head/neck specimens wearing a ballistic protective helmet were exposed to nonperforating impact, using a 9 mm, full metal jacket, 124 grain bullet with velocities of 400-460 m/s. An increasing trend of injury severity was observed, ranging from simple linear fractures to combinations of linear and depressed fractures. Overall, the ability to identify skull fractures resulting from BABT can be used in forensic investigations. Our results demonstrate a high risk of skull fracture due to BABT and necessitate the prevention of BABT as a design factor in future generations of protective gear. © 2014 American Academy of Forensic Sciences.

  10. Human performance data collected in a virtual environment.

    Science.gov (United States)

    Musharraf, Mashrura; Smith, Jennifer; Khan, Faisal; Veitch, Brian; MacKinnon, Scott

    2017-12-01

    This data article describes the experimental data used in the research article "Incorporating individual differences in human reliability analysis: an extension to the virtual experimental technique" (Musharraf et al., 2017) [1]. The article provides human performance data for 36 individuals collected using a virtual environment. Each participant was assigned to one of two groups for training: 1) G1: high level training and 2) G2: low level training. Participants' performance was tested in 4 different virtual scenarios with different levels of visibility and complexity. Several performance metrics of the participants were recorded during each scenario. The metrics include: time to muster, time spent running, interaction with fire doors and watertight doors, interaction with hazards, and reporting at different muster locations.

  11. Helmets or not? Use science correctly.

    Science.gov (United States)

    Trégouët, Paul

    2015-08-01

    In a recent article, Hooper and Spicer make several arguments against legislation that would mandate the use of bicycle helmets. While they present reasonable objections to the utilitarian as well as the justice defence of such legislation, their review of the empirical evidence contains inaccuracies, omissions and a bias in the selection of empirical data. While there are legitimate reasons to argue against mandating helmet legislation, these arguments should still be based on clinically and scientifically sound evidence. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  12. Virtual reality boosts performance at AREVA Projects

    International Nuclear Information System (INIS)

    Bernasconi, F.

    2017-01-01

    AREVA Projects is one of the 6 business units of New AREVA and it is dedicated to engineering works in a vast fan of activities from mining to waste management via uranium chemistry and nuclear fuel recycling. AREVA projects has opted for innovation to improve performance. Since 2012 virtual reality has been used through the creation of a room equipped with a high-definition screen and stereoscopic goggles. At the beginning virtual reality was used to test and validate procedures for handling equipment thanks to a dynamical digital simulation of this equipment. Now virtual reality is massively used to validate the design phase of projects without having to fabricate a physical mock-up which saves time. The next step in the use of virtual reality is the implementation of a new version of devices like helmets, gloves... that will allow a better interaction with the virtual world. The continuously increasing of computer power is always pushing back the limits of what is possible in virtual reality. (A.C.)

  13. The influence of ski helmets on sound perception and sound localisation on the ski slope

    Directory of Open Access Journals (Sweden)

    Lana Ružić

    2015-04-01

    Full Text Available Objectives: The aim of the study was to investigate whether a ski helmet interferes with the sound localization and the time of sound perception in the frontal plane. Material and Methods: Twenty-three participants (age 30.7±10.2 were tested on the slope in 2 conditions, with and without wearing the ski helmet, by 6 different spatially distributed sound stimuli per each condition. Each of the subjects had to react when hearing the sound as soon as possible and to signalize the correct side of the sound arrival. Results: The results showed a significant difference in the ability to localize the specific ski sounds; 72.5±15.6% of correct answers without a helmet vs. 61.3±16.2% with a helmet (p < 0.01. However, the performance on this test did not depend on whether they were used to wearing a helmet (p = 0.89. In identifying the timing, at which the sound was firstly perceived, the results were also in favor of the subjects not wearing a helmet. The subjects reported hearing the ski sound clues at 73.4±5.56 m without a helmet vs. 60.29±6.34 m with a helmet (p < 0.001. In that case the results did depend on previously used helmets (p < 0.05, meaning that that regular usage of helmets might help to diminish the attenuation of the sound identification that occurs because of the helmets. Conclusions: Ski helmets might limit the ability of a skier to localize the direction of the sounds of danger and might interfere with the moment, in which the sound is firstly heard.

  14. Influence of anatomic landmarks in the virtual environment on simulated angled laparoscope navigation

    Science.gov (United States)

    Christie, Lorna S.; Goossens, Richard H. M.; de Ridder, Huib; Jakimowicz, Jack J.

    2010-01-01

    Background The aim of this study is to investigate the influence of the presence of anatomic landmarks on the performance of angled laparoscope navigation on the SimSurgery SEP simulator. Methods Twenty-eight experienced laparoscopic surgeons (familiar with 30° angled laparoscope, >100 basic laparoscopic procedures, >5 advanced laparoscopic procedures) and 23 novices (no laparoscopy experience) performed the Camera Navigation task in an abstract virtual environment (CN-box) and in a virtual representation of the lower abdomen (CN-abdomen). They also rated the realism and added value of the virtual environments on seven-point scales. Results Within both groups, the CN-box task was accomplished in less time and with shorter tip trajectory than the CN-abdomen task (Wilcoxon test, p  0.05). In both groups, the CN tasks were perceived as hard work and more challenging than anticipated. Conclusions Performance of the angled laparoscope navigation task is influenced by the virtual environment surrounding the exercise. The task was performed better in an abstract environment than in a virtual environment with anatomic landmarks. More insight is required into the influence and function of different types of intrinsic and extrinsic feedback on the effectiveness of preclinical simulator training. PMID:20419318

  15. The development of a collaborative virtual environment for finite element simulation

    Science.gov (United States)

    Abdul-Jalil, Mohamad Kasim

    Communication between geographically distributed designers has been a major hurdle in traditional engineering design. Conventional methods of communication, such as video conferencing, telephone, and email, are less efficient especially when dealing with complex design models. Complex shapes, intricate features and hidden parts are often difficult to describe verbally or even using traditional 2-D or 3-D visual representations. Virtual Reality (VR) and Internet technologies have provided a substantial potential to bridge the present communication barrier. VR technology allows designers to immerse themselves in a virtual environment to view and manipulate this model just as in real-life. Fast Internet connectivity has enabled fast data transfer between remote locations. Although various collaborative virtual environment (CVE) systems have been developed in the past decade, they are limited to high-end technology that is not accessible to typical designers. The objective of this dissertation is to discover and develop a new approach to increase the efficiency of the design process, particularly for large-scale applications wherein participants are geographically distributed. A multi-platform and easily accessible collaborative virtual environment (CVRoom), is developed to accomplish the stated research objective. Geographically dispersed designers can meet in a single shared virtual environment to discuss issues pertaining to the engineering design process and to make trade-off decisions more quickly than before, thereby speeding the entire process. This 'faster' design process will be achieved through the development of capabilities to better enable the multidisciplinary and modeling the trade-off decisions that are so critical before launching into a formal detailed design. The features of the environment developed as a result of this research include the ability to view design models, use voice interaction, and to link engineering analysis modules (such as Finite

  16. Achieving all-age helmet use compliance for snow sports: strategic use of education, legislation and enforcement.

    Science.gov (United States)

    Fenerty, Lynne; Heatley, Jennifer; Young, Julian; Thibault-Halman, Ginette; Kureshi, Nelofar; Bruce, Beth S; Walling, Simon; Clarke, David B

    2016-06-01

    Nova Scotia is the first jurisdiction in the world to mandate ski and snowboard helmet use for all ages at ski hills in the province. This study represents a longitudinal examination of the effects of social marketing, educational campaigns and the introduction of helmet legislation on all-age snow sport helmet use in Nova Scotia. A baseline observational study was conducted to establish the threshold of ski and snowboarding helmet use. Based on focus groups and interviews, a social marketing campaign was designed and implemented to address factors influencing helmet use. A prelegislation observational study assessed the effects of social marketing and educational promotion on helmet use. After all-age snow sport helmet legislation was enacted and enforced, a postlegislation observational study was conducted to determine helmet use prevalence. Baseline data revealed that 74% of skiers and snowboarders were using helmets, of which 80% were females and 70% were males. Helmet use was high in children (96%), but decreased with increasing age. Following educational and social marketing campaigns, overall helmet use increased to 90%. After helmet legislation was enacted, 100% compliance was observed at ski hills in Nova Scotia. Results from this study demonstrate that a multifaceted approach, including education, legislation and enforcement, was effective in achieving full helmet compliance among all ages of skiers and snowboarders. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  17. Subliminal Cueing of Selection Behavior in a Virtual Environment

    OpenAIRE

    Aranyi, Gabor; Kouider, Sid; Lindsay, Alan; Prins, Hielke; Ahmed, Imtiaj; Jacucci, Giulio; Negri, Paolo; Gamberini, Luciano; Pizzi, David; Cavazza, Marc

    2014-01-01

    The performance of current graphics engines makes it possible to incorporate subliminal cues within virtual environments (VEs), providing an additional way of communication,\\ud fully integrated with the exploration of a virtual scene. In order to advance the application of subliminal information in this area, it is necessary to explore how techniques\\ud previously reported as rendering information subliminal in the psychological literature can be successfully implemented in VEs. Previous lite...

  18. The STRIVE-ONR Project: Stress Resistance in Virtual Environments

    Science.gov (United States)

    2015-07-29

    from the Virtual Iraq/Afghanistan Virtual Reality Exposure Therapy (VRET) system at the University of Southern California Institute for Creative...better sense of health outcomes; that is, "how the social environment exerts a cumulative impact on the physical and mental well being of individuals...levels with functional decline in elderly men and women. Geriatrics & gerontology international, 9 3, 282-289. Goldman, N., Turra, C. M., Glei, D

  19. Virtual nature environment with nature sound exposure induce stress recovery by enhanced parasympathetic activity

    DEFF Research Database (Denmark)

    Annerstedt, Matilda; Jönsson, Peter; Wallergård, Mattias

    2013-01-01

    . 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......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...

  20. Commerce and Entertainment in the Twente Virtual Theatre Environment

    NARCIS (Netherlands)

    Nijholt, Antinus; Kirner, C.; Kirner, T.G.

    1999-01-01

    In this paper we discuss research on a virtual theatre environment. The theatre has been built using VRML and therefore it can be accessed through World Wide Web. In the environment we employ several agents. The theatre allows navigation input through keyboard function keys and mouse, but there is

  1. Helmet-Induced Occipital Neuralgia in a Military Aviator.

    Science.gov (United States)

    Chalela, Julio A

    2018-04-01

    Headaches among military personnel are very common and headgear wear is a frequently identified culprit. Helmet wear may cause migrainous headaches, external compression headache, other primary cranial neuralgias, and occipital neuralgia. The clinical features and the response to treatment allow distinction between the different types of headaches. Headaches among aviators are particularly concerning as they may act as distractors while flying and the treatment options are often incompatible with flying status. A 24-yr-old door gunner presented with suboccipital pain associated with the wear of his helmet. He described the pain as a paroxysmal stabbing sensation coming in waves. The physical exam and history supported the diagnosis of primary occipital neuralgia. Systemic pharmacological options were discussed with the soldier, but rejected due to his need to remain in flying status. An occipital nerve block was performed with good clinical results, supporting the diagnosis of occipital neuralgia and allowing him to continue as mission qualified. Occipital neuralgia can be induced by helmet wear in military personnel. Occipital nerve block can be performed in the deployed setting, allowing the service member to remain mission capable and sparing him/her from systemic side effects.Chalela JA. Helmet-induced occipital neuralgia in a military aviator. Aerosp Med Hum Perform. 2018; 89(4):409-410.

  2. A synthetic computational environment: To control the spread of respiratory infections in a virtual university

    Science.gov (United States)

    Ge, Yuanzheng; Chen, Bin; liu, Liang; Qiu, Xiaogang; Song, Hongbin; Wang, Yong

    2018-02-01

    Individual-based computational environment provides an effective solution to study complex social events by reconstructing scenarios. Challenges remain in reconstructing the virtual scenarios and reproducing the complex evolution. In this paper, we propose a framework to reconstruct a synthetic computational environment, reproduce the epidemic outbreak, and evaluate management interventions in a virtual university. The reconstructed computational environment includes 4 fundamental components: the synthetic population, behavior algorithms, multiple social networks, and geographic campus environment. In the virtual university, influenza H1N1 transmission experiments are conducted, and gradually enhanced interventions are evaluated and compared quantitatively. The experiment results indicate that the reconstructed virtual environment provides a solution to reproduce complex emergencies and evaluate policies to be executed in the real world.

  3. INFORMATION INFRASTRUCTURE OF THE EDUCATIONAL ENVIRONMENT WITH VIRTUAL MACHINE TECHNOLOGY

    Directory of Open Access Journals (Sweden)

    Artem D. Beresnev

    2014-09-01

    Full Text Available Subject of research. Information infrastructure for the training environment with application of technology of virtual computers for small pedagogical systems (separate classes, author's courses is created and investigated. Research technique. The life cycle model of information infrastructure for small pedagogical systems with usage of virtual computers in ARIS methodology is constructed. The technique of information infrastructure formation with virtual computers on the basis of process approach is offered. The model of an event chain in combination with the environment chart is used as the basic model. For each function of the event chain the necessary set of means of information and program support is defined. Technique application is illustrated on the example of information infrastructure design for the educational environment taking into account specific character of small pedagogical systems. Advantages of the designed information infrastructure are: the maximum usage of open or free components; the usage of standard protocols (mainly, HTTP and HTTPS; the maximum portability (application servers can be started up on any of widespread operating systems; uniform interface to management of various virtualization platforms, possibility of inventory of contents of the virtual computer without its start, flexible inventory management of the virtual computer by means of adjusted chains of rules. Approbation. Approbation of obtained results was carried out on the basis of training center "Institute of Informatics and Computer Facilities" (Tallinn, Estonia. Technique application within the course "Computer and Software Usage" gave the possibility to get half as much the number of refusals for components of the information infrastructure demanding intervention of the technical specialist, and also the time for elimination of such malfunctions. Besides, the pupils who have got broader experience with computer and software, showed better results

  4. Renegotiation of Self after a Brain Injury Using Immersive Virtual Environments

    DEFF Research Database (Denmark)

    Konnerup, Ulla

    This thesis is about using immersive virtual environments in the rehabilitation of persons suffering from aphasia. More specific, it is about how acting through a virtual representation, a so-called avatar, might contribute to renegotiation of identity and regaining lost communicative competencies...

  5. A Virtual Environment for People Who Are Blind - A Usability Study.

    Science.gov (United States)

    Lahav, O; Schloerb, D W; Kumar, S; Srinivasan, M A

    2012-01-01

    For most people who are blind, exploring an unknown environment can be unpleasant, uncomfortable, and unsafe. Over the past years, the use of virtual reality as a learning and rehabilitation tool for people with disabilities has been on the rise. This research is based on the hypothesis that the supply of appropriate perceptual and conceptual information through compensatory sensorial channels may assist people who are blind with anticipatory exploration. In this research we developed and tested the BlindAid system, which allows the user to explore a virtual environment. The two main goals of the research were: (a) evaluation of different modalities (haptic and audio) and navigation tools, and (b) evaluation of spatial cognitive mapping employed by people who are blind. Our research included four participants who are totally blind. The preliminary findings confirm that the system enabled participants to develop comprehensive cognitive maps by exploring the virtual environment.

  6. Prospective Teachers' Likelihood of Performing Unethical Behaviors in the Real and Virtual Environments

    Science.gov (United States)

    Akdemir, Ömür; Vural, Ömer F.; Çolakoglu, Özgür M.

    2015-01-01

    Individuals act different in virtual environment than real life. The primary purpose of this study is to investigate the prospective teachers' likelihood of performing unethical behaviors in the real and virtual environments. Prospective teachers are surveyed online and their perceptions have been collected for various scenarios. Findings revealed…

  7. 3D Virtual Learning Environments in Education: A Meta-Review

    Science.gov (United States)

    Reisoglu, I.; Topu, B.; Yilmaz, R.; Karakus Yilmaz, T.; Göktas, Y.

    2017-01-01

    The aim of this study is to investigate recent empirical research studies about 3D virtual learning environments. A total of 167 empirical studies that involve the use of 3D virtual worlds in education were examined by meta-review. Our findings show that the "Second Life" platform has been frequently used in studies. Among the reviewed…

  8. UbiWorld: An environment integrating virtual reality, supercomputing, and design

    Energy Technology Data Exchange (ETDEWEB)

    Disz, T.; Papka, M.E.; Stevens, R. [Argonne National Lab., IL (United States). Mathematics and Computer Science Div.

    1997-07-01

    UbiWorld is a concept being developed by the Futures Laboratory group at Argonne National Laboratory that ties together the notion of ubiquitous computing (Ubicomp) with that of using virtual reality for rapid prototyping. The goal is to develop an environment where one can explore Ubicomp-type concepts without having to build real Ubicomp hardware. The basic notion is to extend object models in a virtual world by using distributed wide area heterogeneous computing technology to provide complex networking and processing capabilities to virtual reality objects.

  9. Using Emotions in Intelligent Virtual Environments: The EJaCalIVE Framework

    Directory of Open Access Journals (Sweden)

    Jaime A. Rincon

    2017-01-01

    Full Text Available Nowadays, there is a need to provide new applications which allow the definition and implementation of safe environments that attends to the user needs and increases their wellbeing. In this sense, this paper introduces the EJaCalIVE framework which allows the creation of emotional virtual environments that incorporate agents, eHealth related devices, human actors, and emotions projecting them virtually and managing the interaction between all the elements. In this way, the proposed framework allows the design and programming of intelligent virtual environments, as well as the simulation and detection of human emotions which can be used for the improvement of the decision-making processes of the developed entities. The paper also shows a case study that enforces the need of this framework in common environments like nursing homes or assisted living facilities. Concretely, the case study proposes the simulation of a residence for the elderly. The main goal is to have an emotion-based simulation to train an assistance robot avoiding the complexity involved in working with the real elders. The main advantage of the proposed framework is to provide a safe environment, that is, an environment where users are able to interact safely with the system.

  10. The relationship between interference control and sense of presence in virtual environments

    Directory of Open Access Journals (Sweden)

    Velichkovsky B. B.

    2017-09-01

    Full Text Available Background. The sense of presence is an important aspect of interaction with virtual reality applications. Earlier we suggested that presence can depend on cognitive control. The latter is a set of meta-cognitive processes which are responsible for configuring the cognitive system for the accomplishment of specific tasks with respect to a given context. In particular, cognitive control helps in preventing interference from the task-irrelevant variables. Objective. is study aimed at investigation of the possible relationship between interference control and aspects of presence. Design. Thirty-nine subjects (32 female and 7 male, aged 18 to 27 years participated in the study. The subjects were assessed via a battery of interference control tasks (Flanker Task, Go/No Go task, antisaccade task and performed a virtual scenario (navigating within an array of randomly placed virtual digits in correct numerical order in high-immersion (CAVE and low-immersion (standard computer display virtual environments. Afterwards, the subjects completed a Russian version of the ITC-Sense of Presence inventory. Results. We found that interference control is generally related to the sense of presence, especially in the CAVE (high-immersion environment. Sensory interference control was most strongly associated with various aspects of presence (overall presence score, spatial presence, and emotional involvement. Motor interference control was associated with spatial presence and emotional involvement, but this relationship was weaker than was the case with sensory interference control. Low-immersion virtual environments attenuate some of these links between interference control and presence so that only sensory interference control remains a notable predictor of presence. Conclusion. Interference control is positively associated with presence in virtual environments with varying immersion levels. is may reflect a more general cause-and-effect relationship between

  11. Dynamic Response and Residual Helmet Liner Crush Using Cadaver Heads and Standard Headforms.

    Science.gov (United States)

    Bonin, S J; Luck, J F; Bass, C R; Gardiner, J C; Onar-Thomas, A; Asfour, S S; Siegmund, G P

    2017-03-01

    Biomechanical headforms are used for helmet certification testing and reconstructing helmeted head impacts; however, their biofidelity and direct applicability to human head and helmet responses remain unclear. Dynamic responses of cadaver heads and three headforms and residual foam liner deformations were compared during motorcycle helmet impacts. Instrumented, helmeted heads/headforms were dropped onto the forehead region against an instrumented flat anvil at 75, 150, and 195 J. Helmets were CT scanned to quantify maximum liner crush depth and crush volume. General linear models were used to quantify the effect of head type and impact energy on linear acceleration, head injury criterion (HIC), force, maximum liner crush depth, and liner crush volume and regression models were used to quantify the relationship between acceleration and both maximum crush depth and crush volume. The cadaver heads generated larger peak accelerations than all three headforms, larger HICs than the International Organization for Standardization (ISO), larger forces than the Hybrid III and ISO, larger maximum crush depth than the ISO, and larger crush volumes than the DOT. These significant differences between the cadaver heads and headforms need to be accounted for when attempting to estimate an impact exposure using a helmet's residual crush depth or volume.

  12. Human performance data collected in a virtual environment

    Directory of Open Access Journals (Sweden)

    Mashrura Musharraf

    2017-12-01

    Full Text Available This data article describes the experimental data used in the research article “Incorporating individual differences in human reliability analysis: an extension to the virtual experimental technique” (Musharraf et al., 2017 [1]. The article provides human performance data for 36 individuals collected using a virtual environment. Each participant was assigned to one of two groups for training: 1 G1: high level training and 2 G2: low level training. Participants’ performance was tested in 4 different virtual scenarios with different levels of visibility and complexity. Several performance metrics of the participants were recorded during each scenario. The metrics include: time to muster, time spent running, interaction with fire doors and watertight doors, interaction with hazards, and reporting at different muster locations.

  13. A Model Supported Interactive Virtual Environment for Natural Resource Sharing in Environmental Education

    Science.gov (United States)

    Barbalios, N.; Ioannidou, I.; Tzionas, P.; Paraskeuopoulos, S.

    2013-01-01

    This paper introduces a realistic 3D model supported virtual environment for environmental education, that highlights the importance of water resource sharing by focusing on the tragedy of the commons dilemma. The proposed virtual environment entails simulations that are controlled by a multi-agent simulation model of a real ecosystem consisting…

  14. Testing of Visual Field with Virtual Reality Goggles in Manual and Visual Grasp Modes

    Directory of Open Access Journals (Sweden)

    Dariusz Wroblewski

    2014-01-01

    Full Text Available Automated perimetry is used for the assessment of visual function in a variety of ophthalmic and neurologic diseases. We report development and clinical testing of a compact, head-mounted, and eye-tracking perimeter (VirtualEye that provides a more comfortable test environment than the standard instrumentation. VirtualEye performs the equivalent of a full threshold 24-2 visual field in two modes: (1 manual, with patient response registered with a mouse click, and (2 visual grasp, where the eye tracker senses change in gaze direction as evidence of target acquisition. 59 patients successfully completed the test in manual mode and 40 in visual grasp mode, with 59 undergoing the standard Humphrey field analyzer (HFA testing. Large visual field defects were reliably detected by VirtualEye. Point-by-point comparison between the results obtained with the different modalities indicates: (1 minimal systematic differences between measurements taken in visual grasp and manual modes, (2 the average standard deviation of the difference distributions of about 5 dB, and (3 a systematic shift (of 4–6 dB to lower sensitivities for VirtualEye device, observed mostly in high dB range. The usability survey suggested patients’ acceptance of the head-mounted device. The study appears to validate the concepts of a head-mounted perimeter and the visual grasp mode.

  15. Testing of visual field with virtual reality goggles in manual and visual grasp modes.

    Science.gov (United States)

    Wroblewski, Dariusz; Francis, Brian A; Sadun, Alfredo; Vakili, Ghazal; Chopra, Vikas

    2014-01-01

    Automated perimetry is used for the assessment of visual function in a variety of ophthalmic and neurologic diseases. We report development and clinical testing of a compact, head-mounted, and eye-tracking perimeter (VirtualEye) that provides a more comfortable test environment than the standard instrumentation. VirtualEye performs the equivalent of a full threshold 24-2 visual field in two modes: (1) manual, with patient response registered with a mouse click, and (2) visual grasp, where the eye tracker senses change in gaze direction as evidence of target acquisition. 59 patients successfully completed the test in manual mode and 40 in visual grasp mode, with 59 undergoing the standard Humphrey field analyzer (HFA) testing. Large visual field defects were reliably detected by VirtualEye. Point-by-point comparison between the results obtained with the different modalities indicates: (1) minimal systematic differences between measurements taken in visual grasp and manual modes, (2) the average standard deviation of the difference distributions of about 5 dB, and (3) a systematic shift (of 4-6 dB) to lower sensitivities for VirtualEye device, observed mostly in high dB range. The usability survey suggested patients' acceptance of the head-mounted device. The study appears to validate the concepts of a head-mounted perimeter and the visual grasp mode.

  16. Transfer of motor learning from virtual to natural environments in individuals with cerebral palsy.

    NARCIS (Netherlands)

    Massetti, T; da Silva, T.D.; van der Kamp, J.; de Abreu, C.L.; Leone, C.; Savelsbergh, G.J.P.

    2014-01-01

    With the growing accessibility of computer-assisted technology, rehabilitation programs for individuals with cerebral palsy (CP) increasingly use virtual reality environments to enhance motor practice. Thus, it is important to examine whether performance improvements in the virtual environment

  17. [Prevalence of helmet use in children and adolescents in Germany and preventable bicycle-related head injuries].

    Science.gov (United States)

    Gutsche, J; Hintzpeter, B; Neuhauser, H; Schlaud, M

    2011-08-01

    Head injuries are the main cause of death in bicycle-related accidents among children and adolescents. According to a Cochrane Review, the risk of head injury (OR 0.31; 95% CI 0.26-0.37) or brain injury (OR 0.31; 95% CI 0.23-0.42) decreases by 69% if a helmet is worn. This study presents the prevalence of helmet use in cycling children and adolescents in Germany and the proportion of head injuries that could be prevented by wearing helmets. The potential effects of increased helmet wearing rates on the population attributable risk percentage for head injuries (PAR%) are demonstrated. The prevalence of helmet use in children aged 3-17 years was analysed using data from the German Health Interview and Examination Survey for Children and Adolescents (KiGGS). The percentage of head injuries preventable by helmet use in this group is estimated by calculating PAR%. Prevalence rates of helmet use and odds ratios from a Cochrane Review about the effectiveness of bicycle helmets for the prevention of head injuries were used for analysis. The potential effect of increased helmet use is shown in 3 scenarios by means of differences of PAR% values in the most relevant age groups. The older the children, the less likely they are to wear a helmet: 89.5% (95% CI 88.0%-90.8%) of the 3- to 6-year-old children wear a helmet when cycling but only 11.0% (95% CI 9.3%-12.9%) of 14- to 17-year-old adolescents do. In the youngest group (3-6 years) 19% of bicycle-related head injuries are attributable to the non-use of helmets, but this proportion rises to 67% in the oldest group (14-17 years). The PAR% of head injuries associated with not wearing a helmet may be reduced by more than a third by increasing the helmet wearing rate to 67% (2 out of 3) among adolescents, and may be reduced to half if 75% of adolescents wore a helmet. Particularly older children and adolescents hardly use bicycle helmets, hence the rate of preventable head injury is high. Efforts towards increasing helmet use

  18. Immersive Virtual Environments and Multisensory Interfaces

    DEFF Research Database (Denmark)

    Stenslie, Ståle

    2009-01-01

    Based on my work with virtual environments dating back to the early 1990s, and with practical and engineering limitations on building tactile bodysuits that enhance the sense of immersion within detailed and dynamic virtual worlds overcome, this paper will take as its subject the example of my...... immersive artwork the Erotogod experiment (2001). A key aspect of interaction and immersion for the participant was the use of tactile bodysuit. I will analyze the multisensory nature of this experience, how tactility was engendered and, in fact, engineered through a mixture of technologies and approaches....... The paper will focus on the multisensory aspect of my interfaces as they have evolved through my projects, discussing how engineering problems were overcome to enhance tactility, the experimentations with tactile technologies in order to engineer the right feeling, and what is involved in the multisensory...

  19. Teachers’ interactions and mathematics learning within a virtual environment

    Directory of Open Access Journals (Sweden)

    Aline Terra Salles

    2012-09-01

    Full Text Available The use of information and communication technology brings new ways of enrolment and motivation of individuals. These technologies have been an important vehicle for sharing information and constitute various communities. For this reason, it is necessary analysis of learning in virtual environments. The aim of this article focuses on the analysis of teachers interactions in the environment Virtual Math Team (VMT-Chat in addressing one problem of taxicab geometry. We study learning through different forms of participation of individuals within the environment. The results shows that the identification of different types of interlocution (evaluative, interpretative, informative and negociative allows the teacher the creation of strategies to contribute with the continuity of the debate and to promote the development of mathematical ideas emerged from interlocutions. The analysis also illustrates how teachers interacted online with the use of combinatorial analysis on the metric in taxicab geometry.

  20. The Virtual GloveboX (VGX: a Semi-immersive Virtual Environment for Training Astronauts in Life Sciences Experiments

    Directory of Open Access Journals (Sweden)

    I. Alexander Twombly

    2004-06-01

    Full Text Available The International Space Station will soon provide an unparalleled research facility for studying the near- and longer-term effects of microgravity on living systems. Using the Space Station Glovebox Facility - a compact, fully contained reach-in environment - astronauts will conduct technically challenging life sciences experiments. Virtual environment technologies are being developed at NASA Ames Research Center to help realize the scientific potential of this unique resource by facilitating the experimental hardware and protocol designs and by assisting the astronauts in training. The "Virtual GloveboX" (VGX integrates high-fidelity graphics, force-feedback devices and real-time computer simulation engines to achieve an immersive training environment. Here, we describe the prototype VGX system, the distributed processing architecture used in the simulation environment, and modifications to the visualization pipeline required to accommodate the display configuration.

  1. Preventive Effects of Safety Helmets on Traumatic Brain Injury after Work-Related Falls

    Directory of Open Access Journals (Sweden)

    Sang Chul Kim

    2016-10-01

    Full Text Available Introduction: Work-related traumatic brain injury (TBI caused by falls is a catastrophic event that leads to disabilities and high socio-medical costs. This study aimed to measure the magnitude of the preventive effect of safety helmets on clinical outcomes and to compare the effect across different heights of fall. Methods: We collected a nationwide, prospective database of work-related injury patients who visited the 10 emergency departments between July 2010 and October 2012. All of the adult patients who experienced work-related fall injuries were eligible, excluding cases with unknown safety helmet use and height of fall. Primary and secondary endpoints were intracranial injury and in-hospital mortality. We calculated adjusted odds ratios (AORs of safety helmet use and height of fall for study outcomes, and adjusted for any potential confounders. Results: A total of 1298 patients who suffered from work-related fall injuries were enrolled. The industrial or construction area was the most common place of fall injury occurrence, and 45.0% were wearing safety helmets at the time of fall injuries. The safety helmet group was less likely to have intracranial injury comparing with the no safety helmet group (the adjusted odds ratios (ORs (95% confidence interval (CI: 0.42 (0.24–0.73, however, there was no statistical difference of in-hospital mortality between two groups (the adjusted ORs (95% CI: 0.83 (0.34–2.03. In the interaction analysis, preventive effects of safety helmet on intracranial injury were significant within 4 m height of fall. Conclusions: A safety helmet is associated with prevention of intracranial injury resulting from work-related fall and the effect is preserved within 4 m height of fall. Therefore, wearing a safety helmet can be an intervention for protecting fall-related intracranial injury in the workplace.

  2. Performance and ergonomic characteristics of expert surgeons using a face-mounted display during virtual reality-simulated laparoscopic surgery: an electromyographically based study.

    Science.gov (United States)

    Lin, D W; Bush, R W; Earle, D B; Seymour, N E

    2007-07-01

    Display positions for laparoscopy in current operating rooms may not be optimal for surgeon comfort or task performance, and face-mounted displays (FMDs) have been forwarded as a potential ergonomic solution. Little is known concerning expert use characteristics of these devices that might help define their role in future surgical care. The authors report the performance and ergonomic characterization of an FMD using virtual reality simulation technology to recreate the surgical environment. An FMD was studied in short- and long-duration trials of validated virtual reality-simulated surgical tasks. For the short-duration phase 7, expert surgeons were familiarized with a task on a conventional monitor, then returned on two separate occasions to repeat the task with the FMD while digital photos were taken during task performance and at the end in a standardized fashion. For the long-duration phase 5, expert surgeons performed two separate trials with repetitive groups of validated tasks for a minimum of 30 min while electromyelogram and performance data were measured. Photos of their gaze angle during and at the end of the trial were taken. All the participants consistently assumed a gaze angle slightly below horizontal during task performance. Performance scores on the FMD did not differ from those obtained with a conventional display, and remained stable with repetitive task performance. No participant had electromyelogram signals that exceeded the established thresholds for fatigue, but some had values within the threshold range. The natural gaze angle during simulated surgery was consistently a bit below horizontal during rigorous virtual reality-simulated tasks. Performance was not compromised during expert surgeons' use of an FMD, nor did muscle fatigue characteristics arise under these conditions. The findings suggest that these devices may represent a viable alternative to conventional displays for minimally invasive surgery, but definition of specific roles

  3. A Thermal Test System for Helmet Cooling Studies

    Directory of Open Access Journals (Sweden)

    Shaun Fitzgerald

    2018-02-01

    Full Text Available One of the primary causes of discomfort to both irregular and elite cyclists is heat entrapment by a helmet resulting in overheating and excessive sweating of the head. To accurately assess the cooling effectiveness of bicycle helmets, a heated plastic thermal headform has been developed. The construction consists of a 3D-printed headform of low thermal conductivity with an internal layer of high thermal mass that is heated to a constant uniform temperature by an electrical heating element. Testing is conducted in a wind tunnel where the heater power remains constant and the resulting surface temperature distribution is directly measured by 36 K-type thermocouples embedded within the surface of the head in conjunction with a thermal imaging camera. Using this new test system, four bicycle helmets were studied in order to measure their cooling abilities and to identify ‘hot spots’ where cooling performance is poor.

  4. Wearable Vibrotactile Haptic Device for Stiffness Discrimination during Virtual Interactions

    Directory of Open Access Journals (Sweden)

    Andualem Tadesse Maereg

    2017-09-01

    Full Text Available In this paper, we discuss the development of cost effective, wireless, and wearable vibrotactile haptic device for stiffness perception during an interaction with virtual objects. Our experimental setup consists of haptic device with five vibrotactile actuators, virtual reality environment tailored in Unity 3D integrating the Oculus Rift Head Mounted Display (HMD and the Leap Motion controller. The virtual environment is able to capture touch inputs from users. Interaction forces are then rendered at 500 Hz and fed back to the wearable setup stimulating fingertips with ERM vibrotactile actuators. Amplitude and frequency of vibrations are modulated proportionally to the interaction force to simulate the stiffness of a virtual object. A quantitative and qualitative study is done to compare the discrimination of stiffness on virtual linear spring in three sensory modalities: visual only feedback, tactile only feedback, and their combination. A common psychophysics method called the Two Alternative Forced Choice (2AFC approach is used for quantitative analysis using Just Noticeable Difference (JND and Weber Fractions (WF. According to the psychometric experiment result, average Weber fraction values of 0.39 for visual only feedback was improved to 0.25 by adding the tactile feedback.

  5. VirtualSpace: A vision of a machine-learned virtual space environment

    Science.gov (United States)

    Bortnik, J.; Sarno-Smith, L. K.; Chu, X.; Li, W.; Ma, Q.; Angelopoulos, V.; Thorne, R. M.

    2017-12-01

    Space borne instrumentation tends to come and go. A typical instrument will go through a phase of design and construction, be deployed on a spacecraft for several years while it collects data, and then be decommissioned and fade into obscurity. The data collected from that instrument will typically receive much attention while it is being collected, perhaps in the form of event studies, conjunctions with other instruments, or a few statistical surveys, but once the instrument or spacecraft is decommissioned, the data will be archived and receive progressively less attention with every passing year. This is the fate of all historical data, and will be the fate of data being collected by instruments even at the present time. But what if those instruments could come alive, and all be simultaneously present at any and every point in time and space? Imagine the scientific insights, and societal gains that could be achieved with a grand (virtual) heliophysical observatory that consists of every current and historical mission ever deployed? We propose that this is not just fantasy but is imminently doable with the data currently available, with the present computational resources, and with currently available algorithms. This project revitalizes existing data resources and lays the groundwork for incorporating data from every future mission to expand the scope and refine the resolution of the virtual observatory. We call this project VirtualSpace: a machine-learned virtual space environment.

  6. ESSE: Engineering Super Simulation Emulation for Virtual Reality Systems Environment

    International Nuclear Information System (INIS)

    Suh, Kune Y.; Yeon, Choul W.

    2008-01-01

    The trademark 4 + D Technology TM based Engineering Super Simulation Emulation (ESSE) is introduced. ESSE resorting to three-dimensional (3D) Virtual Reality (VR) technology pledges to provide with an interactive real-time motion, sound and tactile and other forms of feedback in the man machine systems environment. In particular, the 3D Virtual Engineering Neo cybernetic Unit Soft Power (VENUS) adds a physics engine to the VR platform so as to materialize a physical atmosphere. A close cooperation system and prompt information share are crucial, thereby increasing the necessity of centralized information system and electronic cooperation system. VENUS is further deemed to contribute towards public acceptance of nuclear power in general, and safety in particular. For instance, visualization of nuclear systems can familiarize the public in answering their questions and alleviating misunderstandings on nuclear power plants answering their questions and alleviating misunderstandings on nuclear power plants (NPPs) in general, and performance, security and safety in particular. An in-house flagship project Systemic Three-dimensional Engine Platform Prototype Engineering (STEPPE) endeavors to develop the Systemic Three-dimensional Engine Platform (STEP) for a variety of VR applications. STEP is home to a level system providing the whole visible scene of virtual engineering of man machine system environment. The system is linked with video monitoring that provides a 3D Computer Graphics (CG) visualization of major events. The database linked system provides easy access to relevant blueprints. The character system enables the operators easy access to visualization of major events. The database linked system provides easy access to relevant blueprints. The character system enables the operators to access the virtual systems by using their virtual characters. Virtually Engineered NPP Informative systems by using their virtual characters. Virtually Engineered NPP Informative

  7. Preserving access to ALEPH computing environment via virtual machines

    International Nuclear Information System (INIS)

    Coscetti, Simone; Boccali, Tommaso; Arezzini, Silvia; Maggi, Marcello

    2014-01-01

    The ALEPH Collaboration [1] took data at the LEP (CERN) electron-positron collider in the period 1989-2000, producing more than 300 scientific papers. While most of the Collaboration activities stopped in the last years, the data collected still has physics potential, with new theoretical models emerging, which ask checks with data at the Z and WW production energies. An attempt to revive and preserve the ALEPH Computing Environment is presented; the aim is not only the preservation of the data files (usually called bit preservation), but of the full environment a physicist would need to perform brand new analyses. Technically, a Virtual Machine approach has been chosen, using the VirtualBox platform. Concerning simulated events, the full chain from event generators to physics plots is possible, and reprocessing of data events is also functioning. Interactive tools like the DALI event display can be used on both data and simulated events. The Virtual Machine approach is suited for both interactive usage, and for massive computing using Cloud like approaches.

  8. Virtualization of the ATLAS software environment on a shared HPC system

    CERN Document Server

    Schnoor, Ulrike; The ATLAS collaboration

    2017-01-01

    High-Performance Computing (HPC) and other research cluster computing resources provided by universities can be useful supplements to the collaboration’s own WLCG computing resources for data analysis and production of simulated event samples. The shared HPC cluster "NEMO" at the University of Freiburg has been made available to local ATLAS users through the provisioning of virtual machines incorporating the ATLAS software environment analogously to a WLCG center. The talk describes the concept and implementation of virtualizing the ATLAS software environment to run both data analysis and production on the HPC host system which is connected to the existing Tier-3 infrastructure. Main challenges include the integration into the NEMO and Tier-3 schedulers in a dynamic, on-demand way, the scalability of the OpenStack infrastructure, as well as the automatic generation of a fully functional virtual machine image providing access to the local user environment, the dCache storage element and the parallel file sys...

  9. GyroVR: Simulating Inertia in Virtual Reality using Head Worn Flywheels

    DEFF Research Database (Denmark)

    Gugenheimer, Jan; Wolf, Dennis; Eiríksson, Eyþór Rúnar

    2016-01-01

    We present GyroVR, head worn flywheels designed to render inertia in Virtual Reality (VR. Motions such as flying, diving or floating in outer space generate kinesthetic forces onto our body which impede movement and are currently not represented in VR. We simulate those kinesthetic forces...... by attaching flywheels to the users head, leveraging the gyroscopic effect of resistance when changing the spinning axis of rotation. GyroVR is an ungrounded, wireless and self contained device allowing the user to freely move inside the virtual environment. The generic shape allows to attach it to different...... positions on the users body. We evaluated the impact of GyroVR onto different mounting positions on the head (back and front) in terms of immersion, enjoyment and simulator sickness. Our results show, that attaching GyroVR onto the users head (front of the Head Mounted Display (HMD)) resulted in the highest...

  10. Cognitive Performance Assessment in Mixed and Virtual Environment Systems

    National Research Council Canada - National Science Library

    Pair, Jarrell; Rizzo, Albert

    2006-01-01

    The U.S. Army is currently interested in developing state-of-the-art training methods that leverage technology based on established and emerging immersive mixed and virtual environment systems employing...

  11. Evaluation of a promotional strategy to increase bicycle helmet use by children.

    Science.gov (United States)

    Parkin, P C; Spence, L J; Hu, X; Kranz, K E; Shortt, L G; Wesson, D E

    1993-04-01

    Bicycle-related head injuries are an important cause of death and disability, despite the availability of helmets. The objective of this study was to evaluate the effectiveness of a school-based bicycle helmet promotion program in increasing helmet use by children while controlling for secular trends. Two high-income and two low-income schools in an urban Canadian community were selected to receive a bicycle helmet promotion intervention, with the remaining 18 schools serving as controls. Approximately 1800 observations of bicycling children were made at randomly selected observational sites 2 to 5 months after the intervention to assess changes in behavior. Helmet use at all observation sites tripled from 3.4% (1990, preintervention) to 16% (1991, postintervention). In the high-income intervention area, observed helmet use rose dramatically from 4% to 36% in contrast to the more modest increase in the high-income control area from 4% to 15%. In the low-income intervention area, there was a modest increase from 1% to 7%, but it did not differ from the increase in the low-income control area from 3% to 13%. The program was highly successful in children of high-income families but not in children of low-income families. Developing strategies for low-income families remains a priority.

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

    Science.gov (United States)

    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.

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

    Science.gov (United States)

    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.

  14. Generation and Application of Virtual Dynamic Learning Environments

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2009-04-01

    Full Text Available The generation of virtual dynamic learning environments by mental imagery improved physical education of student teachers. Up-to-date studies showed that training computerized simulations improved spatial abilities, especially visualization of the body's movements in space, and enhanced academic achievements. The main program of the research concentrated on creating teaching units focusing on a variety of physical skills through computerized dynamic presentations. The findings showed that as the student teachers practiced the creation of simulations through the PowerPoint Software, it became clear to them how the computer is related to physical activities. Consequently their presentations became highly animated, and applied to the natural environment. The student teachers applied their presentations in their practical classroom and reported about their pupils' progress in physical skills. Moreover the motivation of the student teachers and pupils to both modes of learning, manipulating virtually and physically, was enhanced.

  15. Students’ Motivation for Learning in Virtual Learning Environments

    Directory of Open Access Journals (Sweden)

    Andrea Carvalho Beluce

    2015-04-01

    Full Text Available The specific characteristics of online education require of the student engagement and autonomy, factors which are related to motivation for learning. This study investigated students’ motivation in virtual learning environments (VLEs. For this, it used the Teaching and Learning Strategy and Motivation to Learn Scale in Virtual Learning Environments (TLSM-VLE. The scale presented 32 items and six dimensions, three of which aimed to measure the variables of autonomous motivation, controlled motivation, and demotivation. The participants were 572 students from the Brazilian state of Paraná, enrolled on higher education courses on a continuous education course. The results revealed significant rates for autonomous motivational behavior. It is considered that the results obtained may provide contributions for the educators and psychologists who work with VLEs, leading to further studies of the area providing information referent to the issue investigated in this study.

  16. Knowledge Acquisition and Job Training for Advanced Technical Skills Using Immersive Virtual Environment

    Science.gov (United States)

    Watanuki, Keiichi; Kojima, Kazuyuki

    The environment in which Japanese industry has achieved great respect is changing tremendously due to the globalization of world economies, while Asian countries are undergoing economic and technical development as well as benefiting from the advances in information technology. For example, in the design of custom-made casting products, a designer who lacks knowledge of casting may not be able to produce a good design. In order to obtain a good design and manufacturing result, it is necessary to equip the designer and manufacturer with a support system related to casting design, or a so-called knowledge transfer and creation system. This paper proposes a new virtual reality based knowledge acquisition and job training system for casting design, which is composed of the explicit and tacit knowledge transfer systems using synchronized multimedia and the knowledge internalization system using portable virtual environment. In our proposed system, the education content is displayed in the immersive virtual environment, whereby a trainee may experience work in the virtual site operation. Provided that the trainee has gained explicit and tacit knowledge of casting through the multimedia-based knowledge transfer system, the immersive virtual environment catalyzes the internalization of knowledge and also enables the trainee to gain tacit knowledge before undergoing on-the-job training at a real-time operation site.

  17. Does listening to music with an audio ski helmet impair reaction time to peripheral stimuli?

    Science.gov (United States)

    Ruedl, G; Pocecco, E; Wolf, M; Schöpf, S; Burtscher, M; Kopp, M

    2012-12-01

    With the recent worldwide increase in ski helmet use, new market trends are developing, including audio helmets for listening to music while skiing or snowboarding. The aim of this study was to evaluate whether listening to music with an audio ski helmet impairs reaction time to peripheral stimuli. A within-subjects design study using the Compensatory-Tracking-Test was performed on 65 subjects (36 males and 29 females) who had a mean age of 23.3 ± 3.9 years. Using repeated measures analysis of variance, we found significant differences in reaction times between the 4 test conditions (p=0.039). The lowest mean reaction time (± SE) was measured for helmet use while listening to music (507.9 ± 13.2 ms), which was not different from helmet use alone (514.6 ± 12.5 ms) (p=0.528). However, compared to helmet use while listening to music, reaction time was significantly longer for helmet and ski goggles used together (535.8 ± 14.2 ms, p=0.005), with a similar trend for helmet and ski goggles used together while listening to music (526.9 ± 13.8 ms) (p=0.094). In conclusion, listening to music with an audio ski helmet did not increase mean reaction time to peripheral stimuli in a laboratory setting. © Georg Thieme Verlag KG Stuttgart · New York.

  18. Real-time recording and classification of eye movements in an immersive virtual environment.

    Science.gov (United States)

    Diaz, Gabriel; Cooper, Joseph; Kit, Dmitry; Hayhoe, Mary

    2013-10-10

    Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at http://sourceforge.net/p/utdvrlibraries/. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements.

  19. Virtual building environments (VBE) - Applying information modeling to buildings

    Energy Technology Data Exchange (ETDEWEB)

    Bazjanac, Vladimir

    2004-06-21

    A Virtual Building Environment (VBE) is a ''place'' where building industry project staffs can get help in creating Building Information Models (BIM) and in the use of virtual buildings. It consists of a group of industry software that is operated by industry experts who are also experts in the use of that software. The purpose of a VBE is to facilitate expert use of appropriate software applications in conjunction with each other to efficiently support multidisciplinary work. This paper defines BIM and virtual buildings, and describes VBE objectives, set-up and characteristics of operation. It informs about the VBE Initiative and the benefits from a couple of early VBE projects.

  20. The evaluation of speed skating helmet performance through peak linear and rotational accelerations.

    Science.gov (United States)

    Karton, Clara; Rousseau, Philippe; Vassilyadi, Michael; Hoshizaki, Thomas Blaine

    2014-01-01

    Like many sports involving high speeds and body contact, head injuries are a concern for short track speed skating athletes and coaches. While the mandatory use of helmets has managed to nearly eliminate catastrophic head injuries such as skull fractures and cerebral haemorrhages, they may not be as effective at reducing the risk of a concussion. The purpose of this study was to evaluate the performance characteristics of speed skating helmets with respect to managing peak linear and peak rotational acceleration, and to compare their performance against other types of helmets commonly worn within the speed skating sport. Commercially available speed skating, bicycle and ice hockey helmets were evaluated using a three-impact condition test protocol at an impact velocity of 4 m/s. Two speed skating helmet models yielded mean peak linear accelerations at a low-estimated probability range for sustaining a concussion for all three impact conditions. Conversely, the resulting mean peak rotational acceleration values were all found close to the high end of a probability range for sustaining a concussion. A similar tendency was observed for the bicycle and ice hockey helmets under the same impact conditions. Speed skating helmets may not be as effective at managing rotational acceleration and therefore may not successfully protect the user against risks associated with concussion injuries.

  1. A Virtual Research Environment for a Secondary Ion Mass Spectrometer (SIMS)

    Science.gov (United States)

    Wiedenbeck, M.; Schäfer, L.; Klump, J.; Galkin, A.

    2013-12-01

    Overview: This poster describes the development of a Virtual Research Environment for the Secondary Ion Mass Spectrometer (SIMS) at GFZ Potsdam. Background: Secondary Ion Mass Spectrometers (SIMS) are extremely sensitive instruments for analyzing the surfaces of solid and thin film samples. These instruments are rare, expensive and experienced operators are very highly sought after. As such, measurement time is a precious commodity, until now only accessible to small numbers of researchers. The challenge: The Virtual SIMS Project aims to set up a Virtual Research Environment for the operation of the CAMECA IMS 1280-HR instrument at the GFZ Potsdam. The objective of the VRE is to provide SIMS access not only to researchers locally present in Potsdam but also to scientists working with SIMS cooperation partners in e.g., South Africa, Brazil or India. The requirements: The system should address the complete spectrum of laboratory procedures - from online application for measurement time, to remote access for data acquisition to data archiving for the subsequent publication and for future reuse. The approach: The targeted Virtual SIMS Environment will consist of a: 1. Web Server running the Virtual SIMS website providing general information about the project, lab access proposal forms and calendar for the timing of project related tasks. 2. LIMS Server, responsible for scheduling procedures, data management and, if applicable, accounting and billing. 3. Remote SIMS Tool, devoted to the operation of the experiment within a remote control environment. 4. Publishing System, which supports the publication of results in cooperation with the GFZ Library services. 5. Training Simulator, which offers the opportunity to rehearse experiments and to prepare for possible events such as a power outages or interruptions to broadband services. First results: The SIMS Virtual Research Environment will be mainly based on open source software, the only exception being the CAMECA IMS

  2. Face mask removal is safer than helmet removal for emergent airway access in American football.

    Science.gov (United States)

    Swartz, Erik E; Mihalik, Jason P; Beltz, Nora M; Day, Molly A; Decoster, Laura C

    2014-06-01

    In cases of possible cervical spine injury, medical professionals must be prepared to achieve rapid airway access while concurrently restricting cervical spine motion. Face mask removal (FMR), rather than helmet removal (HR), is recommended to achieve this. However, no studies have been reported that compare FMR directly with HR. The purpose of this study was to compare motion, time, and perceived difficulty in two commonly used American football helmets between FMR and HR techniques, and when helmet air bladders were deflated before HR compared with inflated scenarios. The study incorporated a repeated measures design and was performed in a controlled laboratory setting. Participants included 22 certified athletic trainers (15 men and seven women; mean age, 33.9±10.5 years; mean experience, 11.4±10.0 years; mean height, 172±9.4 cm; mean mass, 76.7±14.9 kg). All participants were free from upper extremity or central nervous system pathology for 6 months and provided informed consent. Dependent variables included head excursion in degrees (computed by subtracting the minimum position from the maximum position) in each of the three planes (sagittal, frontal, transverse), time to complete the required task, and ratings of perceived exertion. To address our study purposes, we used two-by-two repeated-measures analysis of variance (removal technique×helmet type, helmet type×deflation status) for each dependent variable. Independent variables consisted of removal technique (FMR and HR), helmet type (Riddell Revolution IQ [RIQ] and VSR4), and helmet deflation status (deflated [D], inflated, [I]). After familiarization, participants conducted two successful trials for each of six conditions in random order (RIQ-FMR, VSR4-FMR, RIQ-HR-D, VSR4-HR-D, RIQ-HR-I, and VSR4-HR-I). Face masks, helmets, and shoulder pads were removed from a live model wearing a properly fitted helmet and shoulder pads. The participant and an investigator stabilized the model's head. A six

  3. Efficacy of virtual reality in pedestrian safety research.

    Science.gov (United States)

    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.

  4. Development of Web-based Virtual Training Environment for Machining

    Science.gov (United States)

    Yang, Zhixin; Wong, S. F.

    2010-05-01

    With the booming in the manufacturing sector of shoe, garments and toy, etc. in pearl region, training the usage of various facilities and design the facility layout become crucial for the success of industry companies. There is evidence that the use of virtual training may provide benefits in improving the effect of learning and reducing risk in the physical work environment. This paper proposed an advanced web-based training environment that could demonstrate the usage of a CNC machine in terms of working condition and parameters selection. The developed virtual environment could provide training at junior level and advanced level. Junior level training is to explain machining knowledge including safety factors, machine parameters (ex. material, speed, feed rate). Advanced level training enables interactive programming of NG coding and effect simulation. Operation sequence was used to assist the user to choose the appropriate machining condition. Several case studies were also carried out with animation of milling and turning operations.

  5. Applying virtual environments to training and simulation (abstract)

    NARCIS (Netherlands)

    Jense, G.J.; Kuijper, F.

    1993-01-01

    Virtual environment (VE) technology is expected to make a big impact on future training and simulation systems. Direct stimulation of human-senses (eyesight, auditory, tactile) and new paradigms for user input will improve the realism of simulations and thereby the effectiveness of training systems.

  6. Installing and Scaling out Ubuntu Enterprise Cloud in Virtual Environment

    DEFF Research Database (Denmark)

    Pantić, Zoran; Ali Babar, Muhammad

    This document contains the supplemental material to the book “Guidelines for Building a Private Cloud Infrastructure”. This document provides guidance on how to install Ubuntu Enterprise Cloud in virtual environment, and afterwards how to scale out when needed. The purpose of this supplemental book...... is to provide a practical, step-by-step, detailed guide on how to dimension and install the machines and network. Some initial steps of configuring the cloud are also covered. The installation is performed in a virtual environment based on Windows 7 and VMware Workstation 7. The cloud installation is performed...... cloud, both using the command line tools, and GUI based tool HybridFox....

  7. Virtual age model for equipment aging plant based on operation environment and service state

    International Nuclear Information System (INIS)

    Zhang Liming; Cai Qi; Zhao Xinwen; Chen Ling

    2010-01-01

    The accelerated life model based on the operation environment and service state was established by taking the virtual age as the equipment aging indices. The effect of different operation environments and service states on the reliability and virtual age under the continuum operation conditions and cycle operation conditions were analyzed, and the sensitivities of virtual age on operational environments and service states were studied. The results of the example application show that the effect of NPP equipment lifetime and the key parameters related to the reliability can be quantified by this model, and the result is in accordance with the reality.(authors)

  8. A model for flexible tools used in minimally invasive medical virtual environments.

    Science.gov (United States)

    Soler, Francisco; Luzon, M Victoria; Pop, Serban R; Hughes, Chris J; John, Nigel W; Torres, Juan Carlos

    2011-01-01

    Within the limits of current technology, many applications of a virtual environment will trade-off accuracy for speed. This is not an acceptable compromise in a medical training application where both are essential. Efficient algorithms must therefore be developed. The purpose of this project is the development and validation of a novel physics-based real time tool manipulation model, which is easy to integrate into any medical virtual environment that requires support for the insertion of long flexible tools into complex geometries. This encompasses medical specialities such as vascular interventional radiology, endoscopy, and laparoscopy, where training, prototyping of new instruments/tools and mission rehearsal can all be facilitated by using an immersive medical virtual environment. Our model recognises and uses accurately patient specific data and adapts to the geometrical complexity of the vessel in real time.

  9. Viewing medium affects arm motor performance in 3D virtual environments.

    Science.gov (United States)

    Subramanian, Sandeep K; Levin, Mindy F

    2011-06-30

    2D and 3D virtual reality platforms are used for designing individualized training environments for post-stroke rehabilitation. Virtual environments (VEs) are viewed using media like head mounted displays (HMDs) and large screen projection systems (SPS) which can influence the quality of perception of the environment. We estimated if there were differences in arm pointing kinematics when subjects with and without stroke viewed a 3D VE through two different media: HMD and SPS. Two groups of subjects participated (healthy control, n=10, aged 53.6 ± 17.2 yrs; stroke, n=20, 66.2 ± 11.3 yrs). Arm motor impairment and spasticity were assessed in the stroke group which was divided into mild (n=10) and moderate-to-severe (n=10) sub-groups based on Fugl-Meyer Scores. Subjects pointed (8 times each) to 6 randomly presented targets located at two heights in the ipsilateral, middle and contralateral arm workspaces. Movements were repeated in the same VE viewed using HMD (Kaiser XL50) and SPS. Movement kinematics were recorded using an Optotrak system (Certus, 6 markers, 100 Hz). Upper limb motor performance (precision, velocity, trajectory straightness) and movement pattern (elbow, shoulder ranges and trunk displacement) outcomes were analyzed using repeated measures ANOVAs. For all groups, there were no differences in endpoint trajectory straightness, shoulder flexion and shoulder horizontal adduction ranges and sagittal trunk displacement between the two media. All subjects, however, made larger errors in the vertical direction using HMD compared to SPS. Healthy subjects also made larger errors in the sagittal direction, slower movements overall and used less range of elbow extension for the lower central target using HMD compared to SPS. The mild and moderate-to-severe sub-groups made larger RMS errors with HMD. The only advantage of using the HMD was that movements were 22% faster in the moderate-to-severe stroke sub-group compared to the SPS. Despite the similarity in

  10. Viewing medium affects arm motor performance in 3D virtual environments

    Directory of Open Access Journals (Sweden)

    Subramanian Sandeep K

    2011-06-01

    Full Text Available Abstract Background 2D and 3D virtual reality platforms are used for designing individualized training environments for post-stroke rehabilitation. Virtual environments (VEs are viewed using media like head mounted displays (HMDs and large screen projection systems (SPS which can influence the quality of perception of the environment. We estimated if there were differences in arm pointing kinematics when subjects with and without stroke viewed a 3D VE through two different media: HMD and SPS. Methods Two groups of subjects participated (healthy control, n = 10, aged 53.6 ± 17.2 yrs; stroke, n = 20, 66.2 ± 11.3 yrs. Arm motor impairment and spasticity were assessed in the stroke group which was divided into mild (n = 10 and moderate-to-severe (n = 10 sub-groups based on Fugl-Meyer Scores. Subjects pointed (8 times each to 6 randomly presented targets located at two heights in the ipsilateral, middle and contralateral arm workspaces. Movements were repeated in the same VE viewed using HMD (Kaiser XL50 and SPS. Movement kinematics were recorded using an Optotrak system (Certus, 6 markers, 100 Hz. Upper limb motor performance (precision, velocity, trajectory straightness and movement pattern (elbow, shoulder ranges and trunk displacement outcomes were analyzed using repeated measures ANOVAs. Results For all groups, there were no differences in endpoint trajectory straightness, shoulder flexion and shoulder horizontal adduction ranges and sagittal trunk displacement between the two media. All subjects, however, made larger errors in the vertical direction using HMD compared to SPS. Healthy subjects also made larger errors in the sagittal direction, slower movements overall and used less range of elbow extension for the lower central target using HMD compared to SPS. The mild and moderate-to-severe sub-groups made larger RMS errors with HMD. The only advantage of using the HMD was that movements were 22% faster in the moderate-to-severe stroke sub

  11. Noise exposure is increased with neonatal helmet CPAP in comparison with conventional nasal CPAP.

    Science.gov (United States)

    Trevisanuto, D; Camiletti, L; Doglioni, N; Cavallin, F; Udilano, A; Zanardo, V

    2011-01-01

    in adults, noninvasive ventilation via a helmet is associated with significantly greater noise than nasal and facial masks. We hypothesized that noise exposure could be increased with neonatal helmet continuous positive airway pressure (CPAP) in comparison with conventional nasal CPAP (nCPAP). Our primary objective was to compare the noise intensity produced by a neonatal helmet CPAP and a conventional nCPAP system. Furthermore, we aimed to evaluate the effect of the gas flow rate and the presence of the humidifier and the filter on noise levels during neonatal helmet CPAP treatment. in this bench study, noise intensity was measured in the following settings: helmet CPAP, nCPAP, incubator and the neonatal intensive care unit. In helmet CPAP, noise measurements were performed at different gas flow rates (8, 10 and 12 l/min), while in nCPAP, the flow rate was 8 l/min. For both CPAP systems, the level of pressure was maintained constant at 5 cmH(2) O. during neonatal helmet CPAP, the median (interquartile range) noise levels were significantly higher than those during nCPAP: 70.0 dB (69.9-70.4) vs. 62.7 dB (62.5-63.0); PCPAP, the noise intensities changed with increasing flow rate and with the presence of a humidifier or a filter. noise intensities generated by the neonatal helmet CPAP were significantly higher than those registered while using a conventional nCPAP system. In the helmet, the noise intensity depends on the gas flow rate, and the presence of a humidifier and a filter in the system. 2010 The Acta Anaesthesiologica Scandinavica Foundation.

  12. Realization of Flight Control System in Virtual Reality Environment with Biological Signals

    OpenAIRE

    ALTIN, Cemil; ER, Orhan

    2018-01-01

    In this study, anunmanned aerial vehicle was flown on a virtual reality gaming platform with thehelp of commands processed by signal processing methods of biological signals. In thedeveloped application, Matlab signal processing environment and Unity 3Denvironment which is a virtual reality software platform are integrated witheach other and made to work. The biological signals obtained from the EEG ve EMGsensors are processed in Matlab environment and then converted to commands andtransferre...

  13. Combat Helmet-Headform Coupling Characterized from Blunt Impact Events

    Science.gov (United States)

    2011-11-01

    Testing was completed on a monorail drop tower to analyze the effect of helmet/headform coupling on the blunt impact behavior of ACH helmets using FMVSS...designates its own methods and test equipment: a drop tower ( monorail or twin- wire), headform (DOT, ISO, NOCSAE), headform CG accelerometer (single or...the more anthropomorphic International Standard Organization (ISO) half headform. Testing was completed on a monorail drop tower to analyze the effect

  14. Head position in the MEG helmet affects the sensitivity to anterior sources.

    Science.gov (United States)

    Marinkovic, K; Cox, B; Reid, K; Halgren, E

    2004-11-30

    Current MEG instruments derive the whole-head coverage by utilizing a helmet-shaped opening at the bottom of the dewar. These helmets, however, are quite a bit larger than most people's heads so subjects commonly lean against the back wall of the helmet in order to maintain a steady position. In such cases the anterior brain sources may be too distant to be picked up by the sensors reliably. Potential "invisibility" of the frontal and anterior temporal sources may be particularly troublesome for the studies of cognition and language, as they are subserved significantly by these areas. We examined the sensitivity of the distributed anatomically-constrained MEG (aMEG) approach to the head position ("front" vs. "back") secured within a helmet with custom-tailored bite-bars during a lexical decision task. The anterior head position indeed resulted in much greater sensitivity to language-related activity in frontal and anterior temporal locations. These results emphasize the need to adjust the head position in the helmet in order to maximize the "visibility" of the sources in the anterior brain regions in cognitive and language tasks.

  15. Building interactive virtual environments for simulated training in medicine using VRML and Java/JavaScript.

    Science.gov (United States)

    Korocsec, D; Holobar, A; Divjak, M; Zazula, D

    2005-12-01

    Medicine is a difficult thing to learn. Experimenting with real patients should not be the only option; simulation deserves a special attention here. Virtual Reality Modelling Language (VRML) as a tool for building virtual objects and scenes has a good record of educational applications in medicine, especially for static and animated visualisations of body parts and organs. However, to create computer simulations resembling situations in real environments the required level of interactivity and dynamics is difficult to achieve. In the present paper we describe some approaches and techniques which we used to push the limits of the current VRML technology further toward dynamic 3D representation of virtual environments (VEs). Our demonstration is based on the implementation of a virtual baby model, whose vital signs can be controlled from an external Java application. The main contributions of this work are: (a) outline and evaluation of the three-level VRML/Java implementation of the dynamic virtual environment, (b) proposal for a modified VRML Timesensor node, which greatly improves the overall control of system performance, and (c) architecture of the prototype distributed virtual environment for training in neonatal resuscitation comprising the interactive virtual newborn, active bedside monitor for vital signs and full 3D representation of the surgery room.

  16. A Virtual World Workshop Environment for Learning Agile Software Development Techniques

    Science.gov (United States)

    Parsons, David; Stockdale, Rosemary

    2012-01-01

    Multi-User Virtual Environments (MUVEs) are the subject of increasing interest for educators and trainers. This article reports on a longitudinal project that seeks to establish a virtual agile software development workshop hosted in the Open Wonderland MUVE, designed to help learners to understand the basic principles of some core agile software…

  17. Metaphoric Extension of the Body in virtual Environments

    DEFF Research Database (Denmark)

    Mullins, Michael

    2004-01-01

    This study compares aspects of spatial perception in a physical environment and its virtual representations in a CAVE and Panorama, based on the author?s recent research. To measure accuracy of spatial perception, participants in an experiment were asked to look at identical objects in the three ...

  18. Visualizing learner activities with a virtual learning environment

    DEFF Research Database (Denmark)

    Eskildsen, Søren; Rodil, Kasper; Rehm, Matthias

    2012-01-01

    This paper presents how to gain insights into children’s navigation of an interactive virtual learning environment and how that would benefit their educators. A prototype for logging user information as quantifiable data has been developed and deployed in an in-situ evaluation of the system...

  19. DELIVERing Library Resources to the Virtual Learning Environment

    Science.gov (United States)

    Secker, Jane

    2005-01-01

    Purpose: Examines a project to integrate digital libraries and virtual learning environments (VLE) focusing on requirements for online reading list systems. Design/methodology/approach: Conducted a user needs analysis using interviews and focus groups and evaluated three reading or resource list management systems. Findings: Provides a technical…

  20. Implementing a collaborative virtual environment — specification for a usability metamodel

    Directory of Open Access Journals (Sweden)

    Maria L Villegas R

    2009-01-01

    Full Text Available This research presents the results of the first phase of a macro-project for constructing a collaborative virtual environment. It was aimed at selecting a graphical interface from five proposed for such environment, considering each one’s level of usability. Seve- ral standards of usability and user-centered design patterns were studied for specifying interface measurment criteria for speci- fying a usability metamodel; this defined the variables and rules to be taken into accout when measuring graphic user interface (GUI usability level for collaborative virtual environments. The use of metaphors when specifying graphic user interfaces is also briefly looked at as a source of new usability and satisfaction related to such interface use.

  1. Latency requirements for head-worn display S/EVS applications

    Science.gov (United States)

    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.

  2. Virtual laboratories: Collaborative environments and facilities-on-line

    Energy Technology Data Exchange (ETDEWEB)

    Thomas, C.E. Jr. [Oak Ridge National Lab., TN (United States). I and C Div.; Cavallini, J.S.; Seweryniak, G.R.; Kitchens, T.A.; Hitchcock, D.A.; Scott, M.A.; Welch, L.C. [Dept. of Energy, Germantown, MD (United States). Mathematical Information, and Computational Sciences Div.; Aiken, R.J. [Dept. of Energy, Germantown, MD (United States). Mathematical Information, and Computational Sciences Div.]|[Lawrence Livermore National Lab., CA (United States); Stevens, R.L. [Argonne National Lab., IL (United States). Mathematics and Computer Sciences Div.

    1995-07-01

    The Department of Energy (DOE) has major research laboratories in a number of locations in the US, typically co-located with large research instruments or research facilities valued at tens of millions to even billions of dollars. Present budget exigencies facing the entire nation are felt very deeply at DOE, just as elsewhere. Advances over the last few years in networking and computing technologies make virtual collaborative environments and conduct of experiments over the internetwork structure a possibility. The authors believe that development of these collaborative environments and facilities-on-line could lead to a ``virtual laboratory`` with tremendous potential for decreasing the costs of research and increasing the productivity of their capital investment in research facilities. The majority of these cost savings would be due to increased productivity of their research efforts, better utilization of resources and facilities, and avoiding duplication of expensive facilities. A vision of how this might all fit together and a discussion of the infrastructure necessary to enable these developments is presented.

  3. Clinical review: Helmet and non-invasive mechanical ventilation in critically ill patients.

    Science.gov (United States)

    Esquinas Rodriguez, Antonio M; Papadakos, Peter J; Carron, Michele; Cosentini, Roberto; Chiumello, Davide

    2013-04-25

    Non-invasive mechanical ventilation (NIV) has proved to be an excellent technique in selected critically ill patients with different forms of acute respiratory failure. However, NIV can fail on account of the severity of the disease and technical problems, particularly at the interface. The helmet could be an alternative interface compared to face mask to improve NIV success. We performed a clinical review to investigate the main physiological and clinical studies assessing the efficacy and related issues of NIV delivered with a helmet. A computerized search strategy of MEDLINE/PubMed (January 2000 to May 2012) and EMBASE (January 2000 to May 2012) was conducted limiting the search to retrospective, prospective, nonrandomized and randomized trials. We analyzed 152 studies from which 33 were selected, 12 physiological and 21 clinical (879 patients). The physiological studies showed that NIV with helmet could predispose to CO₂ rebreathing and increase the patients' ventilator asynchrony. The main indications for NIV were acute cardiogenic pulmonary edema, hypoxemic acute respiratory failure (community-acquired pneumonia, postoperative and immunocompromised patients) and hypercapnic acute respiratory failure. In 9 of the 21 studies the helmet was compared to a face mask during either continous positive airway pressure or pressure support ventilation. In eight studies oxygenation was similar in the two groups, while the intubation rate was similar in four and lower in three studies for the helmet group compared to face mask group. The outcome was similar in six studies. The tolerance was better with the helmet in six of the studies. Although these data are limited, NIV delivered by helmet could be a safe alternative to the face mask in patients with acute respiratory failure.

  4. Virtual Trondheim: A Virtual Environment for Tourism and Education

    OpenAIRE

    Jose, Dawn Alphonse

    2015-01-01

    The purpose of this study is to investigate whether educational activities in tourism can be supported by virtual reality technologies, using virtual world frameworks. Settings of virtual world of SecondLife and a recent Virtual Reality technology known as Oculus Rift were used in the thesis work with the city of Trondheim as the main context. Theoretical studies on Virtual Reality systems were conducted and data for the research were obtained through empirical studies condu...

  5. Evaluation of navigation interfaces in virtual environments

    Science.gov (United States)

    Mestre, Daniel R.

    2014-02-01

    When users are immersed in cave-like virtual reality systems, navigational interfaces have to be used when the size of the virtual environment becomes larger than the physical extent of the cave floor. However, using navigation interfaces, physically static users experience self-motion (visually-induced vection). As a consequence, sensorial incoherence between vision (indicating self-motion) and other proprioceptive inputs (indicating immobility) can make them feel dizzy and disoriented. We tested, in two experimental studies, different locomotion interfaces. The objective was twofold: testing spatial learning and cybersickness. In a first experiment, using first-person navigation with a flystick ®, we tested the effect of sensorial aids, a spatialized sound or guiding arrows on the ground, attracting the user toward the goal of the navigation task. Results revealed that sensorial aids tended to impact negatively spatial learning. Moreover, subjects reported significant levels of cybersickness. In a second experiment, we tested whether such negative effects could be due to poorly controlled rotational motion during simulated self-motion. Subjects used a gamepad, in which rotational and translational displacements were independently controlled by two joysticks. Furthermore, we tested first- versus third-person navigation. No significant difference was observed between these two conditions. Overall, cybersickness tended to be lower, as compared to experiment 1, but the difference was not significant. Future research should evaluate further the hypothesis of the role of passively perceived optical flow in cybersickness, but manipulating the virtual environment'sperrot structure. It also seems that video-gaming experience might be involved in the user's sensitivity to cybersickness.

  6. A Discussion of the Issue of Football Helmet Removal in Suspected Cervical Spine Injuries

    Science.gov (United States)

    Segan, Ross D.; Cassidy, Christine; Bentkowski, Jamie

    1993-01-01

    In some areas, it is a commonly accepted emergency medical technician protocol to remove a helmet during the initial management of suspected cervical spine injures. After a comprehensive survey of relevant literature, four primary reasons why Emergency Medical Services professionals would desire to remove a helmet emerge. Sources suggest that the presence of a helmet might: 1) interfere with immobilization of the athlete; 2) interfere with the ability to visualize injuries; 3) cause hyperflexion of the cervical spine; and 4) prevent proper airway management during a cardiorespiratory emergency. Many available protocols are designed for the removal of closed chamber motorcycle helmets that do not have removable face masks. There are a great number of differing viewpoints regarding this issue. The varying viewpoints are results of the failure of many emergency medical technician management protocols to address the unique situation presented by a football helmet. We: 1) demonstrate that football helmet removal is potentially dangerous and unnecessary, 2) suggest that cardiorespiratory emergencies can be effectively managed without removing the helmet, and 3) provide sports medicine professional with information that may be used to establish a joint Emergency Medical Services/Sports Medicine emergency action plan. ImagesFig. 1.Fig 2.Fig 3.Fig 4.Fig 5.Fig 6. PMID:16558244

  7. 40° image intensifier tubes in an integrated helmet system

    Science.gov (United States)

    Schreyer, Herbert; Boehm, Hans-Dieter V.; Svedevall, B.

    1993-12-01

    EUROCOPTER has been under contract to the French and German ministries of defence for five years to develop the TIGER, a second generation anti-tank helicopter. A piloting thermal imager has been installed on a steerable platform in the helicopter nose in order to achieve the possibility of flying round the clock. In addition to this sensor, which is sensitive at a wavelength of 10 micrometers , the German side has proposed using an Integrated Helmet System in the PAH 2. This helmet, manufactured by GEC-Marconi Avionics, incorporates two cathode ray tubes (CRT) and two image intensifier tubes which allow the pilot to use an additional sensor in the visible and near infrared spectrum. The electronic part will be built by Teldix. EUROCOPTER DEUTSCHLAND has received the first demonstrator of this helmet for testing in the EUROCOPTER Visionics Laboratory. Later, the C-prototype will be integrated into a BK 117 helicopter (AVT Avionik Versuchstrager). This new helmet has a field of view of 40 degree(s), and exit pupil of 15 mm and improved possibilities of adjusting the optical part. Laboratory tests have been carried out to test important parameters like optical resolution under low light level conditions, field of view, eye relief or exit pupil. The CRT channels have been tested for resolution, distortion, vignetting and homogeneity. The requirements and the properties of the helmet, test procedures and the results of these tests are presented in the paper.

  8. Multimodality and Design of Interactive Virtual Environments for Creative Collaboration

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    . The three-dimensional representation of space and the resources for non-verbal communication enable the users to interact with the digital content in more complex yet engaging ways. However, understanding the communicative resources in virtual spaces with the theoretical tools that are conventionally used...... perspective particularly emphasizes the role of audio-visual resources in co-creating representations for effective collaboration, and the socio-cultural factors in construction of meaningful virtual environments....

  9. Virtual Environments Using Video Capture for Social Phobia with Psychosis

    Science.gov (United States)

    White, Richard; Clarke, Timothy; Turner, Ruth; Fowler, David

    2013-01-01

    Abstract A novel virtual environment (VE) system was developed and used as an adjunct to cognitive behavior therapy (CBT) with six socially anxious patients recovering from psychosis. The novel aspect of the VE system is that it uses video capture so the patients can see a life-size projection of themselves interacting with a specially scripted and digitally edited filmed environment played in real time on a screen in front of them. Within-session process outcomes (subjective units of distress and belief ratings on individual behavioral experiments), as well as patient feedback, generated the hypothesis that this type of virtual environment can potentially add value to CBT by helping patients understand the role of avoidance and safety behaviors in the maintenance of social anxiety and paranoia and by boosting their confidence to carry out “real-life” behavioral experiments. PMID:23659722

  10. Prevalence and determinants of non-standard motorcycle safety helmets amongst food delivery workers in Selangor and Kuala Lumpur.

    Science.gov (United States)

    Kulanthayan, S; See, Lai Git; Kaviyarasu, Y; Nor Afiah, M Z

    2012-05-01

    Almost half of the global traffic crashes involve vulnerable groups such as pedestrian, cyclists and two-wheeler users. The main objective of this study was to determine the factors that influence standard of the safety helmets used amongst food delivery workers by presence of Standard and Industrial Research Institute of Malaysia (SIRIM) certification label. A cross sectional study was conducted amongst 150 food delivery workers from fast food outlets in the vicinity of Selangor and Kuala Lumpur. During observation, safety helmets were classified as standard safety helmet in the presence of SIRIM label and non-standard in the absence of the label. They were approached for questionnaire participation once consent was obtained and were requested to exchange their safety helmet voluntarily with a new one after the interview. Data analysis was carried out using SPSS. Chi square and logistic regression analysis was applied to determine the significance and odds ratio of the variables studied, respectively (penetration test, age, education level, knowledge, crash history, types of safety helmet, marital status and years of riding experience) against the presence of SIRIM label. The response rate for this study was 85.2%. The prevalence of non-standard helmets use amongst fast food delivery workers was 55.3%. Safety helmets that failed the penetration test had higher odds of being non-standard helmets compared with safety helmets passing the test. Types of safety helmet indicated half-shell safety helmets had higher odds to be non-standard safety helmets compared to full-shell safety helmets. Riders with more years of riding experience were in high odds of wearing non-standard safety helmets compared to riders with less riding experience. Non-standard (non-SIRIM approved) helmets were more likely to be half-shell helmets, were more likely to fail the standards penetration test, and were more likely to be worn by older, more experienced riders. The implications of these

  11. Task distribution mechanism for effective collaboration in virtual environments

    International Nuclear Information System (INIS)

    Khalid, S.; Ullah, S.; Alam, A.

    2016-01-01

    Collaborative Virtual Environments (CVEs) are computer generated worlds where two or more users can simultaneously interact with synthetic objects to perform a task. User performance is one of the main issues caused by either loose coordination, less awareness or communication among collaborating users. In this paper, a new model for task distribution is proposed, in which task distribution strategy among multiple users in CVEs is defined. The model assigns the task to collaborating users in CVEs either on static or dynamic basis. In static distribution there exists loose dependency and requires less communication during task realization whereas in dynamic distribution users are more dependent on each other and thus require more communication. In order to study the effect of static and dynamic task distribution strategies on user's performance in CVEs, a collaborative virtual environment is developed where twenty four (24) teams (each consists of two users) perform a task in collaboration under both strategies (static and dynamic). Results reveal that static distribution is more effective and increases users performance in CVEs. The outcome of this work will help the development of effective CVEs in the field of virtual assembly, repair, education and entertainment. (author)

  12. Virtual VMASC: A 3D Game Environment

    Science.gov (United States)

    Manepalli, Suchitra; Shen, Yuzhong; Garcia, Hector M.; Lawsure, Kaleen

    2010-01-01

    The advantages of creating interactive 3D simulations that allow viewing, exploring, and interacting with land improvements, such as buildings, in digital form are manifold and range from allowing individuals from anywhere in the world to explore those virtual land improvements online, to training military personnel in dealing with war-time environments, and to making those land improvements available in virtual worlds such as Second Life. While we haven't fully explored the true potential of such simulations, we have identified a requirement within our organization to use simulations like those to replace our front-desk personnel and allow visitors to query, naVigate, and communicate virtually with various entities within the building. We implemented the Virtual VMASC 3D simulation of the Virginia Modeling Analysis and Simulation Center (VMASC) office building to not only meet our front-desk requirement but also to evaluate the effort required in designing such a simulation and, thereby, leverage the experience we gained in future projects of this kind. This paper describes the goals we set for our implementation, the software approach taken, the modeling contribution made, and the technologies used such as XNA Game Studio, .NET framework, Autodesk software packages, and, finally, the applicability of our implementation on a variety of architectures including Xbox 360 and PC. This paper also summarizes the result of our evaluation and the lessons learned from our effort.

  13. Virtual Environments and Autism: A Developmental Psychopathological Approach

    Science.gov (United States)

    Rajendran, G.

    2013-01-01

    Individuals with autism spectrum disorders supposedly have an affinity with information and communication technology (ICT), making it an ideally suited media for this population. Virtual environments (VEs)--both two-dimensional and immersive--represent a particular kind of ICT that might be of special benefit. Specifically, this paper discusses…

  14. PGDnet: A New Problem-Solving Virtual Learning Environment

    Science.gov (United States)

    Gomez, Emilio; Rodriguez-Marciel, Cristina

    2012-01-01

    The purpose of this paper was to provide information about the virtual learning environment known as PGDnet (the Spanish acronym for "Plataforma de Gestion Docente" or Educational Management Platform in English), which was developed by the innovative education group at the Technical University of Madrid known as "Nuevas metodologias…

  15. Training Dismounted Soldiers in Virtual Environments: Enhancing Configuration Learning

    National Research Council Canada - National Science Library

    Witmer, Bob

    2000-01-01

    ...) has conducted research in using virtual environments (VE) to train dismounted soldiers. While showing that some dismounted soldiers skills can be trained in VE, the research has also identified problems in using VE for soldier training...

  16. The role of environment design in an educational Multi-User Virtual Environment

    DEFF Research Database (Denmark)

    Papachristos, Nikiforos; Vrellis, Ioannis; Natsis, Antonios

    2014-01-01

    This paper presents empirical results from an exploratory study conducted in an authentic educational situation with preservice education students enrolled in an undergraduate course, which was partially taught in Second Life. The study investigated the effect of environment design on presence, l...... necessary for all students to become familiar with the virtual environment and possible time losses due to technical issues. This study could act as support to construct and test hypotheses regarding the role of educational setting design in teaching and learning in MUVEs....

  17. Auditory and visual reaction time and peripheral field of vision in helmet users

    Directory of Open Access Journals (Sweden)

    Abbupillai Adhilakshmi

    2016-12-01

    Full Text Available Background: The incidence of fatal accidents are more in two wheeler drivers compared to four wheeler drivers. Head injury is of serious concern when recovery and prognosis of the patients are warranted, helmets are being used for safety purposes by moped, scooters and motorcycle drivers. Although, helmets are designed with cushioning effect to prevent head injuries but there are evidences of increase risk of neck injuries and reduced peripheral vision and hearing in helmet users. A complete full coverage helmets provide about less than 3 percent restrictions in horizontal peripheral visual field compared to rider without helmet. The standard company patented ergonomically designed helmets which does not affect the peripheral vision neither auditory reaction time. Objective: This pilot study aimed to evaluate the peripheral field of vision and auditory and visual reaction time in a hypertensive, diabetic and healthy male and female in order to have a better insight of protective characteristics of helmet in health and disease. Method: This pilot study carried out on age matched male of one healthy, one hypertensive and one diabetic and female subject of one healthy, one hypertensive and one diabetics. The field of vision was assessed by Lister’s perimeter whereas auditory and visual reaction time was recorded with response analyser. Result : Gender difference was not noted in peripheral field of vision but mild difference was found in auditory reaction time for high frequency and visual reaction time for both red and green colour in healthy control. But lateral and downward peripheral visual field was found reduced whereas auditory and visual reaction time was found increased in both hypertensive and diabetic subject in both sexes. Conclusion: Peripheral vision, auditory reaction time and visual reaction time in hypertensive and diabetics may lead to vulnerable accident. Helmet use has proven to reduce extent of injury in motorcyclist and

  18. Do helmets worn for hurling fail to protect the ear? Identification of an emerging injury pattern.

    LENUS (Irish Health Repository)

    Martin-Smith, James D

    2012-12-01

    Hurling is an Irish national game of stick and ball known for its ferocity, played by 190 000 players. Facial injuries were common but have been significantly reduced by legislation enforcing compulsory helmet wearing. Current standard helmets worn by hurlers do not offer protection to the external ear. Here we describe an emerging pattern of ear injuries and demonstrate the risk of external ear injuries in hurlers complying with current helmet safety standards. A 6-month retrospective analysis was carried out of patients attending Cork University Hospital (CUH) with ear lacerations sustained while hurling. Patient notes were reviewed and helmet manufacturers were interviewed. Seven patients were identified, all of whom sustained complex through ear lacerations while wearing helmets complying with current safety standards. Current helmet design fails to protect the external ear placing it at an increased risk of injury, a potential solution is to include ear protection in the helmet design.

  19. The Development of Virtual Reality Telemedicine System for Treatment of Acrophobia

    Energy Technology Data Exchange (ETDEWEB)

    Ryu, J.H.; Beack, S.H.; Paek, S.E.; Hong, S.C. [Myongji University, Yongin (Korea)

    2003-04-01

    Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. Recently, the patient can take diagnose from a medical doctor in distance with the telemedicine system. The hospital and doctors can get the medical data, audio, video, signals in the actual examination room or operating room via a live interactive system. Audio visual and multimedia conference service, online questionary, ECG signal transfer system, update system are needed in this system. Virtual reality simulation system that composed with a position sensor, head mount display, and audio system, is also included in this telemedicine system. In this study, we tried this system to the acrophobia patient in distance. (author). 16 refs., 7 figs.

  20. Virtual Presenters: Towards Interactive Virtual Presentations

    NARCIS (Netherlands)

    Nijholt, Antinus; Cappellini, V.; Hemsley, J.

    2005-01-01

    We discuss having virtual presenters in virtual environments that present information to visitors of these environments. Some current research is surveyed and we will look in particular to our research in the context of a virtual meeting room where a virtual presenter uses speech, gestures, pointing

  1. Increasing performance in KVM virtualization within a Tier-1 environment

    International Nuclear Information System (INIS)

    Chierici, Andrea; Salomoni, Davide

    2012-01-01

    This work shows the optimizations we have been investigating and implementing at the KVM (Kernel-based Virtual Machine) virtualization layer in the INFN Tier-1 at CNAF, based on more than a year of experience in running thousands of virtual machines in a production environment used by several international collaborations. These optimizations increase the adaptability of virtualization solutions to demanding applications like those run in our institute (High-Energy Physics). We will show performance differences among different filesystems (like ext3 vs ext4) when used as KVM host local storage. We will provide guidelines for solid state disks (SSD) adoption, for deployment of SR-IOV (Single Root I/O Virtualization) enabled hardware and what is the best solution to distribute and instantiate read-only virtual machine images. This work has been driven by the project called Worker Nodes on Demand Service (WNoDeS), a framework designed to offer local, grid or cloud-based access to computing and storage resources, preserving maximum compatibility with existing computing center policies and workflows.

  2. Facilitating 3D Virtual World Learning Environments Creation by Non-Technical End Users through Template-Based Virtual World Instantiation

    Science.gov (United States)

    Liu, Chang; Zhong, Ying; Ozercan, Sertac; Zhu, Qing

    2013-01-01

    This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). "iVirtualWorld," a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW…

  3. Evaluation of Virtual Teaching-Learning Environments based on usability standards

    Directory of Open Access Journals (Sweden)

    Jose I. Cocunubo-Suarez

    2018-01-01

    Full Text Available The main objective of this review article is to determine the necessary sub-characteristics or aspects for the evaluation of Virtual Teaching-Learning Environments (VTLEs as final or finished products based on ISO 9126, 14598 and 25000-SQuaRE standards. A systematic information search was carried out. A total of 108 documents were retrieved about subjects such as web usability, virtual learning environments, usability, educational software, educational web evaluation, usability evaluation and web usability evaluation. Out of the 108 documents, 70 were selected by inclusion and exclusion analysis. The eight subfeatures of greater statistical frequency were identified among the subset of documents and then integrated as a proposal for standard 25000-SQuaRE.

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

    Science.gov (United States)

    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.

  5. Bikes, helmets, and public health: decision-making when goods collide.

    Science.gov (United States)

    Bateman-House, Alison

    2014-06-01

    How ought public officials address policy choices that entail trade-offs between desirable public health goods? Increasing cycling improves public health both by promoting physical activity and by decreasing vehicle use, thus reducing vehicular emissions. Proponents of bicycle helmets argue that, used properly, they protect individual cyclists; however, there is concern that mandating helmet use may result in a decrease in cycling. In 2012, New York City Mayor Michael Bloomberg opposed a bicycle helmet mandate, concerned that it would have a negative impact on the city's cycling rate, which he had sought to increase. The mayor did not explain his rationale, leaving constituents unsure why he opposed the proposal. This case study underscores the challenge of creating public policy in the context of competing public health goods.

  6. The Theory of Planned Behavior and Helmet Use among College Students

    Science.gov (United States)

    Ross, Lisa Thomson; Ross, Thomas P.; Farber, Sarah; Davidson, Caroline; Trevino, Meredith; Hawkins, Ashley

    2011-01-01

    Objectives: To assess undergraduate helmet use attitudes and behaviors in accordance with the theory of planned behavior (TPB). We predicted helmet wearers and nonwearers would differ on our subscales. Methods: Participants (N = 414, 69% female, 84% white) completed a survey. Results: Principal component analysis and reliability analysis guided…

  7. Design of Virtual Environments for the Comprehension of Planetary Phenomena Based on Students' Ideas.

    Science.gov (United States)

    Bakas, Christos; Mikropoulos, Tassos A.

    2003-01-01

    Explains the design and development of an educational virtual environment to support the teaching of planetary phenomena, particularly the movements of Earth and the sun, day and night cycle, and change of seasons. Uses an interactive, three-dimensional (3D) virtual environment. Initial results show that the majority of students enthused about…

  8. 3D virtual environment of Taman Mini Indonesia Indah in a web

    Science.gov (United States)

    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.

  9. Offsetting or Enhancing Behavior: An Empirical Analysis of Motorcycle Helmet Safety Legislation.

    Science.gov (United States)

    Lee, Jonathan M

    2015-10-01

    This study uses state-level panel data from a 33-year period to test the hypotheses of offsetting and enhancing behavior with regards to motorcycle helmet legislation. Results presented in this article find no evidence of offsetting behavior and are consistent with the presence of enhancing behavior. State motorcycle helmet laws are estimated to reduce motorcycle crashes by 18.4% to 31.9%. In the absence of any behavioral adaptations among motorcyclists mandatory helmet laws are not expected to have any significant impact on motorcycle crash rates. The estimated motorcycle crash reductions do not appear to be driven by omitted variable bias or nonclassical measurement error in reported crashes. Overall, the results strongly suggest that mandatory helmet laws yield significant changes in motorcycle mobility in the form of reduced risk taking and/or decreased utilization. © 2015 Society for Risk Analysis.

  10. Comparative Outcomes of Traumatic Brain Injury from Biking Accidents With or Without Helmet Use.

    Science.gov (United States)

    Dagher, Jehane H; Costa, Camille; Lamoureux, Julie; de Guise, Elaine; Feyz, Mitra

    2016-01-01

    To determine if health outcomes and demographics differ according to helmet status between persons with cycling-related traumatic brain injuries (TBI). This is a retrospective study of 128 patients admitted to the Montreal General Hospital following a TBI that occurred while cycling from 2007-2011. Information was collected from the Quebec trauma registry and the coroner's office in cases of death from cycling accidents. The independent variables collected were socio-demographic, helmet status, clinical and neurological patient information. The dependent variables evaluated were length of stay (LOS), extended Glasgow outcome scale (GOS-E), injury severity scale (ISS), discharge destination and death. 25% of cyclists wore a helmet. The helmet group was older, more likely to be university educated, married and retired. Unemployment, longer intensive care unit (ICU) stay, severe intracranial bleeding and neurosurgical interventions were more common in the no helmet group. There was no significant association between the severity of the TBI, ISS scores, GOS-E or death and helmet wearing. The median age of the subjects who died was higher than those who survived. Cyclists without helmets were younger, less educated, single and unemployed. They had more severe TBIs on imaging, longer LOS in ICU and more neurosurgical interventions. Elderly cyclists admitted to the hospital appear to be at higher risk of dying in the event of a TBI.

  11. Injuries and helmet use related to non-motorized wheeled activities among pediatric patients.

    Science.gov (United States)

    Lindsay, H; Brussoni, M

    2014-07-01

    Patients presenting to emergency departments (ED) for injuries resulting from recreational activities represent a unique source of information on important directions for injury prevention efforts. We describe the epidemiology of non-motorized wheeled activity-related injury in pediatric patients presenting to Canadian EDs as well as patients' helmet use. Data for the years 2004 to 2009 were abstracted from the Canadian Hospitals Injury Reporting and Prevention Program (CHIRPP), a national ED injury surveillance program in fifteen hospitals. Most of the 28 618 children aged 1 to 16 years injured during non-motorized wheeled activities were injured while cycling, followed by skateboarding. Most injuries occurred among boys. Children injured on scooters tended to be younger whereas skateboarders were the oldest. On average, the number of all injuries decreased by 6% over the time period. Falls were the most common mechanism of injury; 8.3% of patients had head injuries, which were seen more often among cyclists than other wheeled-activity users. Helmet use was greatest among cyclists (62.2%) and lowest among skateboarders (32.9%). Injured patients presenting to EDs in jurisdictions with legislation mandating helmet use had 2.12 greater odds of helmet use and 0.86 lesser odds of head injury compared with those presenting in jurisdictions without helmet laws. These results provide further evidence that legislation mandating helmet use may be an effective way of reducing injury among all wheeled-activity users. The small number of patients who presented with helmet use and protective gear (59.4% overall) suggests that this remains an area for intervention.

  12. Designing and Inhabiting Virtual Environments: Bridging the gap between physical and virtual

    Directory of Open Access Journals (Sweden)

    Matevž Juvančič

    2012-01-01

    Full Text Available Bringing the trilogy of the Erasmus intensive programme together in 2010, the Faculty of Architecture organised the third workshop in the series “Designing and Inhabiting Virtual Environments - DIVE”, addressing an elusive issue: “Bridging the gap between the physical and virtual” with the reference site of Križanke. During the 10-day intensive workshop, the participants developed a theoretical discussion based on a series of lectures, and afterwards pursued analyses of the reference site and designed spatial interventions with an emphasis on respecting the fragile nature of the site. From the very beginning to the end of their work, the participants analysed the boundaries between physical and virtual reality, examined the pros and cons of each, and sought possible integrations of both entities within a seamless and effective conceptual and actual representation.

  13. Meal-Maker: A Virtual Meal Preparation Environment for Children with Cerebral Palsy

    Science.gov (United States)

    Kirshner, Sharon; Weiss, Patrice L.; Tirosh, Emanuel

    2011-01-01

    Virtual reality (VR) technology enables evaluation and practice of specific skills in a motivating, user-friendly and safe way. The implementation of virtual game environments within clinical settings has increased substantially in recent years. However, the psychometric properties and feasibility of many applications have not been fully…

  14. Rates of motorcycle helmet use and reasons for non-use among adults and children in Luang Prabang, Lao People's Democratic Republic.

    Science.gov (United States)

    Fong, Michelle C; Measelle, Jeffrey R; Dwyer, Jessica L; Taylor, Yvonne K; Mobasser, Arian; Strong, Theresa M; Werner, Susanne; Ouansavanh, Siamphone; Mounmingkham, Amphone; Kasuavang, Mai; Sittiphone, Dalika; Phoumesy, Khamhak; Sysaythong, Keo; Khantysavath, Khauphan; Bounnaphone, Somchit; Vilaysom, Amphone; Touvachao, Sengchanh; Mounmeuangxam, Siviengxam; Souralay, Somchittana; Lianosay, Baoher; Lia, Thongher; Spector, Jonathan M

    2015-09-28

    Motorcycles make up 81 % of the total vehicle population and 74 % of road traffic deaths in Lao PDR. Helmets reduce the risk and severity of injuries resulting from motorcycle accidents by 72 %. Although Lao law mandates motorcycle helmet use among drivers and passengers, the prevalence of helmet use in Luang Prabang, Lao PDR is unknown. This project aimed to measure the prevalence of motorcycle helmet use among riders (i.e., drivers and passengers) in Luang Prabang. An observational survey in Luang Prabang was conducted in February 2015 to measure the prevalence of motorcycle helmet use among drivers and passengers. Additionally, non-helmet wearing riders were surveyed to identify the reasons for helmet non-use. Of 1632 motorcycle riders observed, only 16.2 % wore helmets. Approximately 29 % of adults wore helmets while less than 1 % of all children wore helmets. When surveyed about attitudes towards helmet use, the majority of adult drivers indicated that they did not like how adult helmets feel or made them look. Additionally, almost half of motorcyclists who did not own child helmets reported that their child was too young to wear a helmet. Our finding that children wear helmets at significantly lower rates compared to adults is consistent with findings from neighboring countries in Southeast Asia. Results of this study have implications for public health campaigns targeting helmet use, especially among children.

  15. The (human) science of medical virtual learning environments.

    Science.gov (United States)

    Stone, Robert J

    2011-01-27

    The uptake of virtual simulation technologies in both military and civilian surgical contexts has been both slow and patchy. The failure of the virtual reality community in the 1990s and early 2000s to deliver affordable and accessible training systems stems not only from an obsessive quest to develop the 'ultimate' in so-called 'immersive' hardware solutions, from head-mounted displays to large-scale projection theatres, but also from a comprehensive lack of attention to the needs of the end users. While many still perceive the science of simulation to be defined by technological advances, such as computing power, specialized graphics hardware, advanced interactive controllers, displays and so on, the true science underpinning simulation--the science that helps to guarantee the transfer of skills from the simulated to the real--is that of human factors, a well-established discipline that focuses on the abilities and limitations of the end user when designing interactive systems, as opposed to the more commercially explicit components of technology. Based on three surgical simulation case studies, the importance of a human factors approach to the design of appropriate simulation content and interactive hardware for medical simulation is illustrated. The studies demonstrate that it is unnecessary to pursue real-world fidelity in all instances in order to achieve psychological fidelity--the degree to which the simulated tasks reproduce and foster knowledge, skills and behaviours that can be reliably transferred to real-world training applications.

  16. Factors Influencing Helmet Use, Head Injury, and Hospitalization Among Children Involved in Skateboarding and Snowboarding Accidents.

    Science.gov (United States)

    Sadeghian, Homa; Nguyen, Brian; Huynh, Nhan; Rouch, Joshua; Lee, Steven L; Bazargan-Hejazi, Shahrzad

    2017-01-01

    Up to 75% of skateboarders and snowboarders admitted to the hospital sustain head injuries. It is unclear why not all children and teenagers wear helmets while snowboarding and skateboarding given the protection they afford. To report on the prevalence of, and factors associated with, skateboarding and snowboarding in injured children and to explore factors that influence helmet use, head injury, and hospitalization in this sample. A cross-sectional study of skateboard- and snowboard-associated injuries from 2003 to 2012 among individuals younger than age 18 years using National Electronic Injury Surveillance System (NEISS) data from approximately 100 hospitals. Helmet use, head injury, and hospitalization. Of 1742 patients in the study, 852 (48.9%) and 890 (51.1%) were skateboarders and snowboarders, respectively. Overall, 907 (52.1%) did not use helmets, and 704 (40.4%) sustained head injuries. Multiple logistic regression analysis showed that age, race/ethnicity, location of boarding, and engaging in skateboarding influenced helmet use. Sex, race/ethnicity, helmet use, and skateboarding predicted head injury. Age, sex, skateboarding, and head injury predicted hospital admission. Statistically significant differences exist in helmet use, head injury, and hospitalization rates between skateboarders and snowboarders. Our findings suggest that injury prevention and outreach programs are needed to increase helmet use and reduce the risk of head injury and hospitalization in skateboarders and other at-risk groups. Further studies are needed to clarify the association between race/ethnicity and helmet use among skateboarders and snowboarders.

  17. Job execution in virtualized runtime environments in grid

    International Nuclear Information System (INIS)

    Shamardin, Lev; Demichev, Andrey; Gorbunov, Ilya; Ilyin, Slava; Kryukov, Alexander

    2010-01-01

    Grid systems are used for calculations and data processing in various applied areas such as biomedicine, nanotechnology and materials science, cosmophysics and high energy physics as well as in a number of industrial and commercial areas. Traditional method of execution of jobs in grid is running jobs directly on the cluster nodes. This puts restrictions on the choice of the operational environment to the operating system of the node and also does not allow to enforce resource sharing policies or jobs isolation nor guarantee minimal level of available system resources. We propose a new approach to running jobs on the cluster nodes when each grid job runs in its own virtual environment. This allows to use different operating systems for different jobs on the same nodes in cluster, provides better isolation between running jobs and allows to enforce resource sharing policies. The implementation of the proposed approach was made in the framework of gLite middleware of the EGEE/WLCG project and was successfully tested in SINP MSU. The implementation is transparent for the grid user and allows to submit binaries compiled for various operating systems using exactly the same gLite interface. Virtual machine images with the standard gLite worker node software and sample MS Windows execution environment were created.

  18. Maintaining neutral sagittal cervical alignment after football helmet removal during emergency spine injury management.

    Science.gov (United States)

    Decoster, Laura C; Burns, Matthew F; Swartz, Erik E; Murthi, Dinakar S; Hernandez, Adam E; Vailas, James C; Isham, Linda L

    2012-04-15

    Descriptive laboratory study. To determine whether the placement of padding beneath the occiput after helmet removal is an effective intervention to maintain neutral sagittal cervical spine alignment in a position comparable with the helmeted condition. Current on-field recommendations for managing football athletes with suspected cervical spine injuries call for face mask removal, rather than helmet removal, because the combination of helmet and shoulder pads has been shown to maintain neutral cervical alignment. Therefore, in cases when helmet removal is required, recommendations also call for shoulder pad removal. Because removal of equipment causes motion, any technique that postpones the need to remove the shoulder pads would reduce prehospital motion. Four lateral radiographs of 20 male participants were obtained (age = 23.6 ± 2.7 years). Radiographs of participants wearing shoulder pads and helmet were first obtained. The helmet was removed and radiographs of participants with occipital padding were obtained immediately and 20 minutes later and finally without occipital padding. Cobb angle measurements for C2-C6 vertebral segments were determined by an orthopedic spine surgeon blinded to the study's purpose. Intraobserver reliability was determined using intraclass coefficient analysis. Measurements were analyzed using a 1×4 repeated-measures analysis of variance and post hoc pairwise comparisons with Bonferroni correction. Intraobserver analysis showed excellent reliability (intraclass correlation = 1.0; 95% confidence interval [CI], 0.999-1.0). Repeated-measures analysis of variance detected significant differences (F(3,17) = 13.34; P football helmet in the field, occipital padding (along with full body/head immobilization techniques) may be used to limit cervical lordosis, allowing safe delay of shoulder pad removal.

  19. Comparing performance and situation awareness in USAR unit tasks in a virtual and real environment

    NARCIS (Netherlands)

    Horsch, C.H.G.; Smets, N.J.J.M.; Neerincx, M.A.; Cuijpers, R.H.

    2013-01-01

    A convenient way to test Urban Search And Rescue (USAR) robots would be in virtual environments (VEs). Evaluations in VEs are generally accepted as alternative for real scenarios. There are obvious differences between operation in a real and virtual environment. Nonetheless, the current experiment

  20. Experimental investigations on the cooling of a motorcycle helmet with phase change material (PCM

    Directory of Open Access Journals (Sweden)

    Fok S.C.

    2011-01-01

    Full Text Available The thermal comfort of motorcycle helmet during hot weather is important as it can affect the physiological and psychological condition of the rider. This paper examines the use of phase change material (PCM to cool a motorcycle helmet and presents the experimental investigations on the influences of the simulated solar radiation, wind speed, and heat generation rate on the cooling system. The result shows that the PCM-cooled helmet is able to prolong the thermal comfort period compared to a normal helmet. The findings also indicate that the heat generation from the head is the predominant factor that will affect the PCM melting time. Simulated solar radiation and ram-air due to vehicle motion under adiabatic condition can have very little influences on the PCM melting time. The results suggested that the helmet usage time would be influenced by the amount of heat generated from the head. Some major design considerations based on these findings have been included. Although this investigation focuses on the cooling of a motorcyclist helmet, the findings would also be useful for the development of PCM-cooling systems in other applications.

  1. Development and application of visual support module for remote operator in 3D virtual environment

    International Nuclear Information System (INIS)

    Choi, Kyung Hyun; Cho, Soo Jeong; Yang, Kyung Boo; Bae, Chang Hyun

    2006-02-01

    In this research, the 3D graphic environment was developed for remote operation, and included the visual support module. The real operation environment was built by employing a experiment robot, and also the identical virtual model was developed. The well-designed virtual models can be used to retrieve the necessary conditions for developing the devices and processes. The integration of 3D virtual models, the experimental operation environment, and the visual support module was used for evaluating the operation efficiency and accuracy by applying different methods such as only monitor image and with visual support module

  2. Development and application of visual support module for remote operator in 3D virtual environment

    Energy Technology Data Exchange (ETDEWEB)

    Choi, Kyung Hyun; Cho, Soo Jeong; Yang, Kyung Boo [Cheju Nat. Univ., Jeju (Korea, Republic of); Bae, Chang Hyun [Pusan Nat. Univ., Busan (Korea, Republic of)

    2006-02-15

    In this research, the 3D graphic environment was developed for remote operation, and included the visual support module. The real operation environment was built by employing a experiment robot, and also the identical virtual model was developed. The well-designed virtual models can be used to retrieve the necessary conditions for developing the devices and processes. The integration of 3D virtual models, the experimental operation environment, and the visual support module was used for evaluating the operation efficiency and accuracy by applying different methods such as only monitor image and with visual support module.

  3. Multi-modal virtual environment research at Armstrong Laboratory

    Science.gov (United States)

    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.

  4. Virtual Collaborative Simulation Environment for Integrated Product and Process Development

    Science.gov (United States)

    Gulli, Michael A.

    1997-01-01

    Deneb Robotics is a leader in the development of commercially available, leading edge three- dimensional simulation software tools for virtual prototyping,, simulation-based design, manufacturing process simulation, and factory floor simulation and training applications. Deneb has developed and commercially released a preliminary Virtual Collaborative Engineering (VCE) capability for Integrated Product and Process Development (IPPD). This capability allows distributed, real-time visualization and evaluation of design concepts, manufacturing processes, and total factory and enterprises in one seamless simulation environment.

  5. Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives

    OpenAIRE

    Ladeira , Ilda; Marsden , Gary; Green , Lesley

    2011-01-01

    Part 1: Long and Short Papers; International audience; We describe an ongoing collaboration with the District Six Museum, in Cape Town, aimed at designing a storytelling prototype for preserving personal experience narratives. We detail the design of an interactive virtual environment (VE) which was inspired by a three month ethnography of real-life oral storytelling. The VE places the user as an audience member in a virtual group listening to two storytelling agents capable of two forms of i...

  6. Investigation of the reasons for not using helmet among motorcyclists in Kerman, Iran.

    Science.gov (United States)

    Maghsoudi, Aliasghar; Boostani, Dariush; Rafeiee, Manoochehr

    2018-03-01

    This study was carried out to investigate reasoning and interpretation of motorcyclists for not using helmet utilizing qualitative methodology of 'grounded theory'. The field of the study was Kerman, a cultural-historical city at the south-east of Iran. Participants were 21 young male motorcyclists. Two sampling strategies were used: maximum variation and snowball sampling. To collect data, in-depth, open-ended interviews were conducted. Data analysis yielded seven categories: fatalism; a barrier to social relationships; peer group pressure and negative labelling; messing up the appearance; disturbance in hearing and vision; barrier to normal breathing; and heaviness and superfluity of helmet. Based on the findings of the current study, it could be concluded that socio-cultural contexts, motorcyclists' worldview and partly helmet-related problems are of the main factors which affect motorcycling. Therefore, the studies, policy-makings, and intervening programmes to control injury and to promote safety among motorcyclists should be focused on socio-cultural barriers to helmet use in general and changing the motorcyclists' standpoints toward fatalism in particular. Helmet-related problems should be considered, too.

  7. Possible Application of Virtual Reality in Geography Teaching

    Directory of Open Access Journals (Sweden)

    Ivan Stojšić

    2017-03-01

    Full Text Available Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in educational setting were recognised in the past decades, however mass application was left out due to the lack of development and high price. Intensive development of new platforms and virtual reality devices in the last few years started up with Oculus Rift, and subsequently accelerated in the year 2014 by occurrence of Google Cardboard. Nowadays, for the first time in history, immersive virtual reality is available to millions of people. In the mid 2015 Google commenced developing Expeditions Pioneer Program aiming to massively utilise the Google Cardboard platform in education. Expeditions and other VR apps can enhance geography teaching and learning. Realistic experience acquired by utilisation of virtual reality in teaching process significantly overcome possibilities provided by images and illustrations in the textbook. Besides literature review on usage of virtual reality in education this paper presents suggestion of VR mobile apps that can be used together with the Google Cardboard head mounted displays (HMDs in geography classes, thereby emphasising advantages and disadvantages as well as possible obstacles which may occur in introducing the immersive virtual reality in the educational process.

  8. [Learning about social determinants of health through chronicles, using a virtual learning environment].

    Science.gov (United States)

    Restrepo-Palacio, Sonia; Amaya-Guio, Jairo

    2016-01-01

    To describe the contributions of a pedagogical strategy based on the construction of chronicles, using a Virtual Learning Environment for training medical students from Universidad de La Sabana on social determinants of health. Descriptive study with a qualitative approach. Design and implementation of a Virtual Learning Environment based on the ADDIE instructional model. A Virtual Learning Environment was implemented with an instructional design based on the five phases of the ADDIE model, on the grounds of meaningful learning and social constructivism, and through the narration of chronicles or life stories as a pedagogical strategy. During the course, the structural determinants and intermediaries were addressed, and nine chronicles were produced by working groups made up of four or five students, who demonstrated meaningful learning from real life stories, presented a coherent sequence, and kept a thread; 82% of these students incorporated in their contents most of the social determinants of health, emphasizing on the concepts of equity or inequity, equality or inequality, justice or injustice and social cohesion. A Virtual Learning Environment, based on an appropriate instructional design, allows to facilitate learning of social determinants of health through a constructivist pedagogical approach by analyzing chronicles or life stories created by ninth-semester students of medicine from Universidad de La Sabana.

  9. Aerodynamic study of time-trial helmets in cycling racing using CFD analysis.

    Science.gov (United States)

    Beaumont, F; Taiar, R; Polidori, G; Trenchard, H; Grappe, F

    2018-01-23

    The aerodynamic drag of three different time-trial cycling helmets was analyzed numerically for two different cyclist head positions. Computational Fluid Dynamics (CFD) methods were used to investigate the detailed airflow patterns around the cyclist for a constant velocity of 15 m/s without wind. The CFD simulations have focused on the aerodynamic drag effects in terms of wall shear stress maps and pressure coefficient distributions on the cyclist/helmet system. For a given head position, the helmet shape, by itself, obtained a weak effect on a cyclist's aerodynamic performance (CFD results have also shown that both helmet shape and head position significantly influence drag forces, pressure and wall shear stress distributions on the whole cyclist's body due to the change in the near-wake behavior and in location of corresponding separation and attachment areas around the cyclist. Copyright © 2017 Elsevier Ltd. All rights reserved.

  10. Center for Advanced Energy Studies: Computer Assisted Virtual Environment (CAVE)

    Data.gov (United States)

    Federal Laboratory Consortium — The laboratory contains a four-walled 3D computer assisted virtual environment - or CAVE TM — that allows scientists and engineers to literally walk into their data...

  11. Students' Collective Knowledge Construction in the Virtual Learning Environment ""ToLigado"--Your School Interactive Newspaper"

    Science.gov (United States)

    Passarelli, Brasilina

    2008-01-01

    Introduction: The ToLigado Project--Your School Interactive Newspaper is an interactive virtual learning environment conceived, developed, implemented and supported by researchers at the School of the Future Research Laboratory of the University of Sao Paulo, Brazil. Method: This virtual learning environment aims to motivate trans-disciplinary…

  12. A virtual environment for medical radiation collaborative learning.

    Science.gov (United States)

    Bridge, Pete; Trapp, Jamie V; Kastanis, Lazaros; Pack, Darren; Parker, Jacqui C

    2015-06-01

    A software-based environment was developed to provide practical training in medical radiation principles and safety. The Virtual Radiation Laboratory application allowed students to conduct virtual experiments using simulated diagnostic and radiotherapy X-ray generators. The experiments were designed to teach students about the inverse square law, half value layer and radiation protection measures and utilised genuine clinical and experimental data. Evaluation of the application was conducted in order to ascertain the impact of the software on students' understanding, satisfaction and collaborative learning skills and also to determine potential further improvements to the software and guidelines for its continued use. Feedback was gathered via an anonymous online survey consisting of a mixture of Likert-style questions and short answer open questions. Student feedback was highly positive with 80 % of students reporting increased understanding of radiation protection principles. Furthermore 72 % enjoyed using the software and 87 % of students felt that the project facilitated collaboration within small groups. The main themes arising in the qualitative feedback comments related to efficiency and effectiveness of teaching, safety of environment, collaboration and realism. Staff and students both report gains in efficiency and effectiveness associated with the virtual experiments. In addition students particularly value the visualisation of "invisible" physical principles and increased opportunity for experimentation and collaborative problem-based learning. Similar ventures will benefit from adopting an approach that allows for individual experimentation while visualizing challenging concepts.

  13. Integration of the Shuttle RMS/CBM Positioning Virtual Environment Simulation

    Science.gov (United States)

    Dumas, Joseph D.

    1996-01-01

    Constructing the International Space Station, or other structures, in space presents a number of problems. In particular, payload restrictions for the Space Shuttle and other launch mechanisms prohibit assembly of large space-based structures on Earth. Instead, a number of smaller modules must be boosted into orbit separately and then assembled to form the final structure. The assembly process is difficult, as docking interfaces such as Common Berthing Mechanisms (CBMS) must be precisely positioned relative to each other to be within the "capture envelope" (approximately +/- 1 inch and +/- 0.3 degrees from the nominal position) and attach properly. In the case of the Space Station, the docking mechanisms are to be positioned robotically by an astronaut using the 55-foot-long Remote Manipulator System (RMS) robot arm. Unfortunately, direct visual or video observation of the placement process is difficult or impossible in many scenarios. One method that has been tested for aligning the CBMs uses a boresighted camera mounted on one CBM to view a standard target on the opposing CBM. While this method might be sufficient to achieve proper positioning with considerable effort, it does not provide a high level of confidence that the mechanisms have been placed within capture range of each other. It also does nothing to address the risk of inadvertent contact between the CBMS, which could result in RMS control software errors. In general, constraining the operator to a single viewpoint with few, if any, depth cues makes the task much more difficult than it would be if the target could be viewed in three-dimensional space from various viewpoints. The actual work area could be viewed by an astronaut during EVA; however, it would be extremely impractical to have an astronaut control the RMS while spacewalking. On the other hand, a view of the RMS and CBMs to be positioned in a virtual environment aboard the Space Shuttle orbiter or Space Station could provide similar benefits

  14. Game controller modification for fMRI hyperscanning experiments in a cooperative virtual reality environment.

    Science.gov (United States)

    Trees, Jason; Snider, Joseph; Falahpour, Maryam; Guo, Nick; Lu, Kun; Johnson, Douglas C; Poizner, Howard; Liu, Thomas T

    2014-01-01

    Hyperscanning, an emerging technique in which data from multiple interacting subjects' brains are simultaneously recorded, has become an increasingly popular way to address complex topics, such as "theory of mind." However, most previous fMRI hyperscanning experiments have been limited to abstract social interactions (e.g. phone conversations). Our new method utilizes a virtual reality (VR) environment used for military training, Virtual Battlespace 2 (VBS2), to create realistic avatar-avatar interactions and cooperative tasks. To control the virtual avatar, subjects use a MRI compatible Playstation 3 game controller, modified by removing all extraneous metal components and replacing any necessary ones with 3D printed plastic models. Control of both scanners' operation is initiated by a VBS2 plugin to sync scanner time to the known time within the VR environment. Our modifications include:•Modification of game controller to be MRI compatible.•Design of VBS2 virtual environment for cooperative interactions.•Syncing two MRI machines for simultaneous recording.

  15. Effect of viewing angle on arm reaching while standing in a virtual environment: potential for virtual rehabilitation.

    Science.gov (United States)

    Ustinova, K I; Perkins, J; Szostakowski, L; Tamkei, L S; Leonard, W A

    2010-02-01

    Functional arm movements, such as reaching while standing, are planned and executed according to our perception of body position in space and are relative to environmental objects. The angle under which the environment is observed is one component used in creating this perception. This suggests that manipulation of viewing angle may modulate whole body movement to affect performance. We tested this by comparing its effect on reaching in a virtually generated environment. Eleven young healthy individuals performed forward and lateral reaches in the virtual environment, presented on a flat screen in third-person perspective. Participants saw a computer-generated model (avatar) of themselves standing in a courtyard facing a semi-circular hedge with flowers. The image was presented in five different viewing angles ranging from seeing the avatar from behind (0 degrees), to viewing from overhead (90 degrees). Participants attempted to touch the furthest flower possible without losing balance or stepping. Kinematic data were collected to analyze endpoint displacement, arm-postural coordination and center of mass (COM) displacement. Results showed that reach distance was greatest with angular perspectives of approximately 45-77.5 degrees , which are larger than those used in analogous real world situations. Larger reaches were characterized by increased involvement of leg and trunk body segments, altered inter-segmental coordination, and decreased inter-segmental movement time lag. Thus a viewing angle can be a critical visuomotor variable modulating motor coordination of the whole body and related functional performance. These results can be used in designing virtual reality games, in ergonomic design, teleoperation training, and in designing virtual rehabilitation programs that re-train functional movement in vulnerable individuals. Copyright 2009 Elsevier B.V. All rights reserved.

  16. Methods of estimating the effect of integral motorcycle helmets on physiological and psychological performance.

    Science.gov (United States)

    Bogdan, Anna; Sudoł-Szopińska, Iwona; Luczak, Anna; Konarska, Maria; Pietrowski, Piotr

    2012-01-01

    This article proposes a method for a comprehensive assessment of the effect of integral motorcycle helmets on physiological and cognitive responses of motorcyclists. To verify the reliability of commonly used tests, we conducted experiments with 5 motorcyclists. We recorded changes in physiological parameters (heart rate, local skin temperature, core temperature, air temperature, relative humidity in the space between the helmet and the surface of the head, and the concentration of O(2) and CO(2) under the helmet) and in psychological parameters (motorcyclists' reflexes, fatigue, perceptiveness and mood). We also studied changes in the motorcyclists' subjective sensation of thermal comfort. The results made it possible to identify reliable parameters for assessing the effect of integral helmets on performance, i.e., physiological factors (head skin temperature, internal temperature and concentration of O(2) and CO(2) under the helmet) and on psychomotor factors (reaction time, attention and vigilance, work performance, concentration and a subjective feeling of mood and fatigue).

  17. CONTROLLING VIRTUAL CLOUDS AND MAKING IT RAIN PARTICLE SYSTEMS IN REAL SPACES USING SITUATED AUGMENTED SIMULATION AND PORTABLE VIRTUAL ENVIRONMENTS

    Directory of Open Access Journals (Sweden)

    N. Hedley

    2012-07-01

    Full Text Available The research described in this paper reports on the design, rationale, development and implementation of a set of new geospatial interfaces that combine multi-touch interaction, portable virtual environments, 'geosimulation gaming', and mobile augmented reality. The result is a set of new ways for us to combine the capabilities of geospatial virtual environments, augmented realitiy and geosimulation. These new hybrid interfaces deliver new geospatial information experiences – new ways of connecting spatial data, simulations, and abstract concepts to real spaces. Their potential to enhance environmental perception and learning must be explored.

  18. The effect of motorcycle helmet fit on estimating head impact kinematics from residual liner crush.

    Science.gov (United States)

    Bonin, Stephanie J; Gardiner, John C; Onar-Thomas, Arzu; Asfour, Shihab S; Siegmund, Gunter P

    2017-09-01

    Proper helmet fit is important for optimizing head protection during an impact, yet many motorcyclists wear helmets that do not properly fit their heads. The goals of this study are i) to quantify how a mismatch in headform size and motorcycle helmet size affects headform peak acceleration and head injury criteria (HIC), and ii) to determine if peak acceleration, HIC, and impact speed can be estimated from the foam liner's maximum residual crush depth or residual crush volume. Shorty-style helmets (4 sizes of a single model) were tested on instrumented headforms (4 sizes) during linear impacts between 2.0 and 10.5m/s to the forehead region. Helmets were CT scanned to quantify residual crush depth and volume. Separate linear regression models were used to quantify how the response variables (peak acceleration (g), HIC, and impact speed (m/s)) were related to the predictor variables (maximum crush depth (mm), crush volume (cm 3 ), and the difference in circumference between the helmet and headform (cm)). Overall, we found that increasingly oversized helmets reduced peak headform acceleration and HIC for a given impact speed for maximum residual crush depths less than 7.9mm and residual crush volume less than 40cm 3 . Below these levels of residual crush, we found that peak headform acceleration, HIC, and impact speed can be estimated from a helmet's residual crush. Above these crush thresholds, large variations in headform kinematics are present, possibly related to densification of the foam liner during the impact. Copyright © 2017 Elsevier Ltd. All rights reserved.

  19. Benefitting from virtual customer environments: An empirical study of customer engagement

    NARCIS (Netherlands)

    Verhagen, T.; Swen, E; Feldberg, J.F.M.; Merikivi, J.

    2015-01-01

    Customer engagement has been labeled as a prerequisite for the success of virtual customer environments. A key challenge for organizations serving their customers via these environments is how to stimulate customer engagement. This study is among the first to shed light on this issue by examining

  20. Recovering stereo vision by squashing virtual bugs in a virtual reality environment

    OpenAIRE

    Vedamurthy, I; Knill, DC; Huang, SJ; Yung, A; Ding, J; Kwon, OS; Bavelier, D; Levi, DM

    2016-01-01

    Stereopsis is the rich impression of three-dimensionality, based on binocular disparity—the differences between the two retinal images of the same world. However, a substantial proportion of the population is stereo-deficient, and reliesmostly onmonocular cues to judge the relative depth or distance of objects in the environment. Here we trained adults who were stereo blind or stereodeficient owing to strabismus and/or amblyopia in a natural visuomotor task—a ‘bug squashing’ game—in a virtual...