WorldWideScience

Sample records for reality body transfer

  1. Extending the Body for Interaction with Reality

    DEFF Research Database (Denmark)

    Feuchtner, Tiare; Müller, Jörg

    2017-01-01

    In this paper, we explore how users can control remote devices with a virtual long arm, while preserving the perception that the artificial arm is actually part of their own body. Instead of using pointing, speech, or a remote control, the users’ arm is extended in augmented reality, allowing...

  2. Transferability of laparoscopic skills using the virtual reality simulator.

    Science.gov (United States)

    Yang, Cui; Kalinitschenko, Uljana; Helmert, Jens R; Weitz, Juergen; Reissfelder, Christoph; Mees, Soeren Torge

    2018-03-30

    Skill transfer represents an important issue in surgical education, and is not well understood. The aim of this randomized study is to assess the transferability of surgical skills between two laparoscopic abdominal procedures using the virtual reality simulator in surgical novices. From September 2016 to July 2017, 44 surgical novices were randomized into two groups and underwent a proficiency-based basic training consisting of five selected simulated laparoscopic tasks. In group 1, participants performed an appendectomy training on the virtual reality simulator until they reached a defined proficiency. They moved on to the tutorial procedural tasks of laparoscopic cholecystectomy. Participants in group 2 started with the tutorial procedural tasks of laparoscopic cholecystectomy directly. Finishing the training, participants of both groups were required to perform a complete cholecystectomy on the simulator. Time, safety and economy parameters were analysed. Significant differences in the demographic characteristics and previous computer games experience between the two groups were not noted. Both groups took similar time to complete the proficiency-based basic training. Participants in group 1 needed significantly less movements (388.6 ± 98.6 vs. 446.4 ± 81.6; P virtual reality simulator; however, the transfer of cognitive skills is limited. Separate training curricula seem to be necessary for each procedure for trainees to practise task-specific cognitive skills effectively. Mentoring could help trainees to get a deeper understanding of the procedures, thereby increasing the chance for the transfer of acquired skills.

  3. Endwall convective heat transfer for bluff bodies

    DEFF Research Database (Denmark)

    Wang, Lei; Salewski, Mirko; Sundén, Bengt

    2012-01-01

    The endwall heat transfer characteristics of forced flow past bluff bodies have been investigated using liquid crystal thermography (LCT). The bluff body is placed in a rectangular channel with both its ends attached to the endwalls. The Reynolds number varies from 50,000 to 100,000. In this study......, a single bluff body and two bluff bodies arranged in tandem are considered. Due to the formation of horseshoe vortices, the heat transfer is enhanced appreciably for both cases. However, for the case of two bluff bodies in tandem, it is found that the presence of the second bluff body decreases the heat...... transfer as compared to the case of a single bluff body. In addition, the results show that the heat transfer exhibits Reynolds number similarity. For a single bluff body, the Nusselt number profiles collapse well when the data are scaled by Re0.55; for two bluff bodies arranged in tandem, the heat...

  4. Transvestites: bodies in transit? Dreams, myth and reality

    Directory of Open Access Journals (Sweden)

    Maria Alves de Toledo Bruns

    2016-05-01

    Full Text Available The goal of this article is to discuss the phenomenon of the ethos of affective sexual experience of transvestites at the interface with modeling one’s body. A changing reality, the body in contemporary society is a kind of merchandise - a product entitled to minor repairs and predetermined duration. It was also observed the construction of identities and subjectivities based on artifacts established under or on the skin: piercings, tattoos, scarification, silicone, hormones, body building, crossdressing – which have turned the body into a means of affirmation of the self. The use of silicone, hormones and plastic surgery to achieve the ideal body modeling by transvestites has become commonplace among this population leading to an issue of public health due to the injuries, deformities and even death that often result from such practices. The phenomenological method was chosen to analyze, understand and interpret the speeches of three transvestites belonging to social classes C and D; aged between 20 and 30 years on the meanings they attribute to the process of modeling their body and the affective sexual practices arising from such transformation. The results obtained from the analysis of the three interviews led to three categories: "The dream of beauty and a perfect body"; "Pain and the recovery process as a rite of passage"; and "Change in behavior / personality resulting from the applications". In their search of the perfect body they dare and cross the ethical boundaries of aesthetics and health. They subvert the sense of self-care to meet the market logic. The transvestites mutilate and shape their bodies; they shape a sui generis body that seeks balance between the feminine and the masculine and also claims the existence of a particular ethos.

  5. Does affective touch influence the virtual reality full body illusion?

    Science.gov (United States)

    de Jong, Jutta R; Keizer, Anouk; Engel, Manja M; Dijkerman, H Chris

    2017-06-01

    The sense of how we experience our physical body as our own represents a fundamental component of human self-awareness. Body ownership can be studied with bodily illusions which are generated by inducing a visuo-tactile conflict where individuals experience illusionary ownership over a fake body or body part, such as a rubber hand. Previous studies showed that different types of touch modulate the strength of experienced ownership over a rubber hand. Specifically, participants experienced more ownership after the rubber hand illusion was induced through affective touch vs non-affective touch. It is, however, unclear whether this effect would also occur for an entire fake body. The aim of this study was, therefore, to investigate whether affective touch modulates the strength of ownership in a virtual reality full body illusion. To elicit this illusion, we used slow (3 cm/s; affective touch) and fast (30 cm/s; non-affective touch) stroking velocities on the participants' abdomen. Both stroking velocities were performed either synchronous or asynchronous (control condition), while participants viewed a virtual body from a first-person-perspective. In our first study, we found that participants experienced more subjective ownership over a virtual body in the affective touch condition, compared to the non-affective touch condition. In our second study, we found higher levels of subjective ownership for synchronous stimulation, compared to asynchronous, for both touch conditions, but failed to replicate the findings from study 1 that show a difference between affective and non-affective touch. We, therefore, cannot conclude unequivocally that affective touch enhances the full-body illusion. Future research is required to study the effects of affective touch on body ownership.

  6. The construction of human body--from model to reality.

    Science.gov (United States)

    Motoc, A; Motoc, Marilena; Bolintineanu, S; Muşuroi, Corina; Munteanu, M

    2005-01-01

    The human body building represented a complex research topic for the scientist in the most diverse domains. Although their interests and reasons were different, the goal was always the same: establishing a relation to verify the ratio between the dimensions of the constituent segments It appears that the mystery was solved out in the XIX-th century by Adolf Zeising, a German, who, using the statistic calculus, defined the division of a segment by the gold section. This purely mathematic logic confirms the human body's integration in proportion to the finest segments, thus providing the technical instrument of building a fully harmonious human body. The present study aims to compare the ideal, the calculated perfection to the reality, namely the theoretically obtained values to the average values of an 18-year-old male. It appears that the differences refer especially to the limbs; both the superior ones and the inferior ones being longer comparing to the ideal pattern while the bust is shorter and broader.

  7. Virtual Reality Body Swapping: A Tool for Modifying the Allocentric Memory of the Body.

    Science.gov (United States)

    Serino, Silvia; Pedroli, Elisa; Keizer, Anouk; Triberti, Stefano; Dakanalis, Antonios; Pallavicini, Federica; Chirico, Alice; Riva, Giuseppe

    2016-02-01

    An increasing amount of evidence has shown that embodiment of a virtual body via visuo-tactile stimulation can lead to an altered perception of body and object size. The current study aimed to investigate whether virtual reality (VR) body swapping can be an effective tool for modifying the enduring memory of the body. The experimental sample included 21 female participants who were asked to estimate the width and circumference of different body parts before any kind of stimulation and after two types of body swapping illusions ("synchronous visuo-tactile stimulation" and "asynchronous visuo-tactile stimulation"). Findings revealed that after participants embodied a virtual body with a skinny belly (independently of the type of visuo-tactile stimulation), there was an update of the stored representation of the body: participants reported a decrease in the ratio between estimated and actual body measures for most of the body parts considered. Based on the Allocentric Lock Theory, these findings provide first evidence that VR body swapping is able to induce a change in the memory of the body. This knowledge may be potentially useful for patients suffering from eating and weight disorders.

  8. Developing a Novel Measure of Body Satisfaction Using Virtual Reality

    Science.gov (United States)

    Purvis, Clare K.; Jones, Megan; Bailey, Jakki O.; Bailenson, Jeremy; Taylor, C. Barr

    2015-01-01

    Body image disturbance (BID), considered a key feature in eating disorders, is a pervasive issue among young women. Accurate assessment of BID is critical, but the field is currently limited to self-report assessment methods. In the present study, we build upon existing research, and explore the utility of virtual reality (VR) to elicit and detect changes in BID across various immersive virtual environments. College-aged women with elevated weight and shape concerns (n = 38) and a non-weight and shape concerned control group (n = 40) were randomly exposed to four distinct virtual environments with high or low levels of body salience and social presence (i.e., presence of virtual others). Participants interacted with avatars of thin, normal weight, and overweight body size (BMI of approximately 18, 22, and 27 respectively) in virtual social settings (i.e., beach, party). We measured state-level body satisfaction (state BD) immediately after exposure to each environment. In addition, we measured participants’ minimum interpersonal distance, visual attention, and approach preference toward avatars of each size. Women with higher baseline BID reported significantly higher state BD in all settings compared to controls. Both groups reported significantly higher state BD in a beach with avatars as compared to other environments. In addition, women with elevated BID approached closer to normal weight avatars and looked longer at thin avatars compared to women in the control group. Our findings indicate that VR may serve as a novel tool for measuring state-level BID, with applications for measuring treatment outcomes. Implications for future research and clinical interventions are discussed. PMID:26469860

  9. Art, body and gender: transgression and (recreation of new realities

    Directory of Open Access Journals (Sweden)

    María Belén Angelelli

    2016-11-01

    Full Text Available Art always has been accompanying social transformations, through the representation of that which was happening; but it has also been (and is social change agent. The artistic action –like any transforming attitude–, seeks to go beyond the law and is conditioned by the need to open it a place to the possible; and try to change the reality, in part to participate in the historical development or for the simple pleasure of the invention, as suggested Escovar W. White. In these processes, the body has been (and is the object and art tool for these transforming events. One of the most artistic expressions which have been exploited the potential of expression of the body are the performances. Technological and media developments of sixties nurtured these artistic practices, giving rise to which they were designated video performances and video art. The technical reproducibility helped save these performances works of the immediacy of the moment, and then reproduced in other places, in other times, toward thousands of spectators, expanding the possibilities of movement and reception of his metaphors. This is intensified with the advent of the Internet and social networks. In this paper we propose to resume production of a video performance IA Single Ladies (2015 of a contemporary artist from Córdoba, Manuel Molina. We will try to reconstruct the metaphor inscribed in his work the current context, focusing on the aesthetic dimension. From our perspective, the metaphorical richness of the work lies in its potential micro-revolutionary gender-policy that can see in the reproduction of the gender-performativity of bodies on the scene.

  10. First-Person Perspective Virtual Body Posture Influences Stress: A Virtual Reality Body Ownership Study

    Science.gov (United States)

    Bergström, Ilias; Kilteni, Konstantina; Slater, Mel

    2016-01-01

    In immersive virtual reality (IVR) it is possible to replace a person’s real body by a life-sized virtual body that is seen from first person perspective to visually substitute their own. Multisensory feedback from the virtual to the real body (such as the correspondence of touch and also movement) can also be present. Under these conditions participants typically experience a subjective body ownership illusion (BOI) over the virtual body, even though they know that it is not their real one. In most studies and applications the posture of the real and virtual bodies are as similar as possible. Here we were interested in whether the BOI is diminished when there are gross discrepancies between the real and virtual body postures. We also explored whether a comfortable or uncomfortable virtual body posture would induce feelings and physiological responses commensurate with the posture. We carried out an experiment with 31 participants in IVR realized with a wide field-of-view head-mounted display. All participants were comfortably seated. Sixteen of them were embodied in a virtual body designed to be in a comfortable posture, and the remainder in an uncomfortable posture. The results suggest that the uncomfortable body posture led to lesser subjective BOI than the comfortable one, but that participants in the uncomfortable posture experienced greater awareness of their autonomic physiological responses. Moreover their heart rate, heart rate variability, and the number of mistakes in a cognitive task were associated with the strength of their BOI in the uncomfortable posture: greater heart rate, lower heart rate variability and more mistakes were associated with higher levels of the BOI. These findings point in a consistent direction—that the BOI over a body that is in an uncomfortable posture can lead to subjective, physiological and cognitive effects consistent with discomfort that do not occur with the BOI over a body in a comfortable posture. PMID:26828365

  11. Experimental study on convective heat transfer with thin porous bodies

    International Nuclear Information System (INIS)

    Nishi, Yoshihisa; Kinoshita, Izumi; Furuya, Masahiro

    2001-01-01

    Experimental studies are made on the convective heat transfer of three types of thin porous bodies. Heat transfer performances, flow patterns and temperature profiles near the porous bodies are compared with each other. The heat transfer performance of porous bodies with the largest pore diameter is large. It became clear that the high heat transfer performance depends on an excellent heat transportation ability inside the pore and near the surface of the porous bodies. (author)

  12. Player/Avatar Body Relations in Multimodal Augmented Reality Games

    NARCIS (Netherlands)

    Rosa, N.E.

    2016-01-01

    Augmented reality research is finally moving towards multimodal experiences: more and more applications do not only include visuals, but also audio and even haptics. The purpose of multimodality in these applications can be to increase realism or to increase the amount or quality of communicated

  13. Does affective touch influence the virtual reality full body illusion?

    OpenAIRE

    de Jong, Jutta R; Keizer, Anouk; Engel, Manja M; Dijkerman, H Chris

    2017-01-01

    The sense of how we experience our physical body as our own represents a fundamental component of human self-awareness. Body ownership can be studied with bodily illusions which are generated by inducing a visuo-tactile conflict where individuals experience illusionary ownership over a fake body or body part, such as a rubber hand. Previous studies showed that different types of touch modulate the strength of experienced ownership over a rubber hand. Specifically, participants experienced mor...

  14. Does affective touch influence the virtual reality full body illusion?

    NARCIS (Netherlands)

    de Jong, Jutta R; Keizer, Anouk; Engel, Manja M; Dijkerman, H Chris

    The sense of how we experience our physical body as our own represents a fundamental component of human self-awareness. Body ownership can be studied with bodily illusions which are generated by inducing a visuo-tactile conflict where individuals experience illusionary ownership over a fake body or

  15. Transfer pricing in Serbia: Facing a sobering reality

    Directory of Open Access Journals (Sweden)

    Kostić Svetislav V.

    2017-01-01

    Full Text Available This paper attempts to systematize the basic pillars of Serbian policy in the area of corporate income taxation of related party transactions (transfer pricing. The author looks at the very first Serbian transfer pricing legislation introduced in 1991 and follows its development through to the present. Principle focus is directed towards the policy drivers behind the 2012 and 2013 comprehensive reform of the Serbian transfer pricing provisions, which the author analyses with the added value of hindsight. Despite a generally positive view on what was achieved by the 2012 amendments to the Serbian transfer pricing legislation, the author offers a divergent view. A critical assessment is provided and the author stipulates the reasons which suggest that the respective amendments failed to meet desired goals in the area of transfer pricing set in 2012 and 2013. The author tries to deduce the lessons that should be taken into consideration in the future legislation reform initiatives and attempts to find alternative paths that should be taken in order to avoid repeating identical mistakes.

  16. Effects of Media on Female Body Image: Myth or Reality?

    Science.gov (United States)

    Bryla, Karen Y.

    2002-01-01

    Examines the media's influence on female body image. differentiating between the effects of print and electronic media. Results suggest that print media have a direct, immediate, and negative effect on female body image, while no such relationship exists for electronic media. Results also indicate that exploring only exposure to media images is…

  17. Vibrationally Assisted Electron Transfer Mechanism of Olfaction: Myth or Reality?

    DEFF Research Database (Denmark)

    Solov'yov, Ilia; Chang, Po-Yao; Schulten, Klaus

    2012-01-01

    to this suggestion an olfactory receptor is activated by electron transfer assisted through odorant vibrational excitation. The hundreds to thousands of different olfactory receptors in an animal recognize odorants over a discriminant landscape with surface properties and vibrational frequencies as the two major...... dimensions. In the present paper we introduce the vibrationally assisted mechanism of olfaction and demonstrate for several odorants that, indeed, a strong enhancement of an electron tunneling rate due to odorant vibrations can arise. We discuss in this regard the influence of odorant deuteration and explain...... olfactory receptors and odorants must obey for the vibrationally assisted electron transfer mechanism to function. We argue that the stated characteristics are feasible for realistic olfactory receptors, noting, though, that the receptor structure presently is still unknown, but can be studied through...

  18. Creation of virtual reality stimulus for a psychophysiological body balance measurement

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    Tero Alatalo

    2008-11-01

    Full Text Available Tero Alatalo1, Martti Juhola1, Veikko Surakka1,2, Timo Tossavainen11Department of Computer Sciences, University of Tampere, Tampere, Finland; 2Department of Clinical Neurophysiology, Tampere University Hospital, Tampere, FinlandAbstract: Virtual reality methods and equipment can be used to create stimulations for several psychophysiological measurements. Such stimulations can be flexibly modified and their versatility is wide; in principle even such could be prepared that are not possible in the real physical world like virtual flying in the space. For the generation of virtual reality stimulations we constructed a three-dimensional (3D graphics engine to measure body balance variations in response to emotional stimulation. The stimulation was implemented as a virtual reality scene, where the subject watched a street view with a human figure approaching the subject at a constant speed. The functioning of the system was tested by measuring body balance variations while the approaching figure’s facial expression was angry, neutral, or happy. The results showed that our young, healthy subjects were slightly, but still statistically significantly affected by the stimulation of the approaching figure. Thus, the whole system offers a tool for controlled experimental studies for analyzing body balance, for example, during stimulating approach-withdrawal behavior. There are several opportunities to further develop new visual psychophysiological stimulations and test forms.Keywords: virtual reality stimulations, signal analysis, body balance measurements, approachwithdrawal behavior, emotions

  19. The Clean Development Mechanism as a Vehicle for Technology Transfer and Sustainable Development - Myth or Reality?

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    Gary Cox

    2010-09-01

    Full Text Available This paper critically examines the clean development mechanism (CDM established under Article 12 of the Kyoto Protocol in terms of its effectiveness as a vehicle for technology transfer to developing countries, a specific commitment under the UNFCCC. Fundamentally, the paper poses the question of whether technology transfer as part of the CDM is a myth or a reality in the broader context of sustainable development. Technology transfer between countries of the North and South is explored in a historical context and the emergence of technology transfer obligations is traced in multilateral environmental agreements. The architecture of the UNFCCC and the Kyoto Protocol are examined in relation to technology transfer obligations. Empirical studies are reviewed to gain an understanding of how CDM operates in practice, with a closer examination of a small number of recent CDM projects. There is an update on the Technology Mechanism being established under the Copenhagen Accord. The paper concludes with a summary of the benefits of CDM to date and its current limitations in achieving the scaling-up of affordable environmentally sound technology transfer envisaged in the Bali Action Plan. The conclusion is that technology transfer must be a much more explicit objective of CDM with better targeting of projects in order to achieve locally sustainable equitable outcomes. Furthermore, the link between CDM and technology transfer needs to be much more explicitly made in order that, in the long run, such interventions will lead to viable low emission development pathways in developing countries.

  20. Reality

    Science.gov (United States)

    Harteveld, Casper

    The first of the three worlds to be discussed is Reality. This whole level is devoted to this world consisting of consultants, subject-matter experts, and disciplines related to the domain and subject of the game. After a short introduction where I show—amongst many other things—a virtual reproduction and game interpretation of Magritte's famous painting of a pipe, I explain by using my experiences from Levee Patroller and drawing upon other examples, four relevant aspects from this world that designers need to consider. The first concerns defining the problem. This is quite hard, especially because at many times, different problem definitions can be conceived. When a problem is finally defined, the second aspect, the factors which are involved with the problem, need to be found and elaborated on. If designers start to relate the factors to each other, they are preoccupied with the third aspect, the relationships. To picture this well, it helps to draw a diagram. Mostly, games are not static and that is why the process needs to be taken into account as well. After considering this fourth aspect, the “model of reality” can be said to be complete. To judge this model and the eventual game, Reality has its own criteria of which I discuss flexibility, fidelity, and validity.

  1. Visual adaptation to thin and fat bodies transfers across identity.

    Directory of Open Access Journals (Sweden)

    Dennis Hummel

    Full Text Available Visual perception is highly variable and can be influenced by the surrounding world. Previous research has revealed that body perception can be biased due to adaptation to thin or fat body shapes. The aim of the present study was to show that adaptation to certain body shapes and the resulting perceptual biases transfer across different identities of adaptation and test stimuli. We designed two similar adaptation experiments in which healthy female participants adapted to pictures of either thin or fat bodies and subsequently compared more or less distorted pictures of their own body to their actual body shape. In the first experiment (n = 16 the same identity was used as adaptation and test stimuli (i.e. pictures of the participant's own body while in the second experiment (n = 16 we used pictures of unfamiliar thin or fat bodies as adaptation stimuli. We found comparable adaptation effects in both experiments: After adaptation to a thin body, participants rated a thinner than actual body picture to be the most realistic and vice versa. We therefore assume that adaptation to certain body shapes transfers across different identities. These results raise the questions of whether some type of natural adaptation occurs in everyday life. Natural and predominant exposure to certain bodily features like body shape--especially the thin ideal in Western societies--could bias perception for these features. In this regard, further research might shed light on aspects of body dissatisfaction and the development of body image disturbances in terms of eating disorders.

  2. Watching reality weight loss TV. The effects on body satisfaction, mood, and snack food consumption.

    Science.gov (United States)

    Bourn, Rebecca; Prichard, Ivanka; Hutchinson, Amanda D; Wilson, Carlene

    2015-08-01

    The present study investigated the influence of a weight loss reality TV show on body satisfaction, mood and food consumption. Young Australian women (N = 99) first completed baseline measures of state body satisfaction and mood. They were then randomly allocated to either a weight loss or a home renovation programme and were provided with snack foods during viewing. Post-measures included state body satisfaction, state mood and trait dietary restraint and snack food consumption. BMI moderated the relationship between condition and body satisfaction and mood. Larger women experienced less body satisfaction and less positive mood in response to the weight loss programme. Dietary restraint moderated the relationship between condition and food consumption. A greater percentage of women with lower dietary restraint ate in the control condition; whilst a greater percentage of women with higher dietary restraint ate food whilst watching the weight loss programme. These findings highlight the potential negative impact of weight-focused reality TV on mood, body satisfaction and snack food consumption among some women. Copyright © 2015 Elsevier Ltd. All rights reserved.

  3. Misfitting and Hater Blocking: A Feminist Disability Analysis of the Extraordinary Body on Reality Television

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    Krystal Cleary

    2016-12-01

    Full Text Available This article analyzes three popular TLC programs that are emblematic of contemporary reality televisual representations of the extraordinary body: Abby & Brittany (2012, The Little Couple (2009-, and My Big Fat Fabulous Life (2015-. Extending Rosemarie Garland-Thomson's concept of "misfitting," I demonstrate how the non-normative body fits seamlessly into the mediated domain of reality television precisely because of its misfit in material and social spheres. The representational mode of these programs appears as a corrective to oppressive depictions of people with non-normative bodies, yet, I argue, the discourse of extraordinary normalcy built into the narrative framework of these programs is in fact supported by a scaffolding of normativizing logics that hinge upon casts members' whiteness, upward class mobility, and fulfillment of conventional gender and sexual norms. As such, I examine how specific bodies–heterosexual, white, gender normative, affluent–are called upon to perform disability on reality television. I assert that these programs dangerously depoliticize disability by narratively isolating it from other facets of identity and power, and furthermore regard ableism as an individual and moralistic matter perpetuated by antagonistic "haters" rather than a concern of the State.

  4. Virtual reality in the treatment of body image disturbances after bariatric surgery: a clinical case.

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    Riva, Giuseppe; Cárdenas-López, Georgina; Duran, Ximena; Torres-Villalobos, Gonzalo M; Gaggioli, Andrea

    2012-01-01

    Bariatric surgery is an operation on the stomach and/or intestines that helps patients with extreme obesity to lose weight. Even if bariatric surgery, compared with traditional obesity treatment, is more effective in reducing BMI, this approach does not achieve equal results in every patient. More, following bariatric surgery common problems are body image dissatisfaction and body disparagement: there is a significant difference between the weight loss clinicians consider successful (50% of excess weight) and the weight loss potential patients expect to achieve (at least 67% of the excess weight). The paper discusses the possible role of virtual reality (VR) in addressing this problem within an integrated treatment approach. More, the clinical case of a female bariatric patient who experienced body dissatisfaction even after a 30% body weight loss and a 62% excess body weight loss, is presented and discussed.

  5. Sensing power transfer between the human body and the environment

    NARCIS (Netherlands)

    Veltink, Petrus H.; Kortier, H.G.; Schepers, H. Martin

    The power transferred between the human body and the environment at any time and the work performed are important quantities to be estimated when evaluating and optimizing the physical interaction between the human body and the environment in sports, physical labor, and rehabilitation. It is the

  6. The development of a haptic virtual reality environment to study body image and affect.

    Science.gov (United States)

    Tremblay, Line; Bouchard, Stephane; Chebbi, Brahim; Wei, Lai; Monthuy-Blanc, Johana; Boulanger, Dominic

    2013-01-01

    We report the results of a preliminary study testing the effect of participants' mood rating on visual motor performance using a haptic device to manipulate a cartoonish human body. Our results suggest that moods involving high arousal (e.g. happiness) produce larger movements whereas mood involving low arousal (e.g. sadness) produce slower speed of performance. Our results are used for the development of a new haptic virtual reality application that we briefly present here. This application is intended to create a more interactive and motivational environment to treat body image issues and for emotional communication.

  7. A Virtual Reality Full Body Illusion Improves Body Image Disturbance in Anorexia Nervosa.

    Directory of Open Access Journals (Sweden)

    Anouk Keizer

    Full Text Available Patients with anorexia nervosa (AN have a persistent distorted experience of the size of their body. Previously we found that the Rubber Hand Illusion improves hand size estimation in this group. Here we investigated whether a Full Body Illusion (FBI affects body size estimation of body parts more emotionally salient than the hand. In the FBI, analogue to the RHI, participants experience ownership over an entire virtual body in VR after synchronous visuo-tactile stimulation of the actual and virtual body.We asked participants to estimate their body size (shoulders, abdomen, hips before the FBI was induced, directly after induction and at ~2 hour 45 minutes follow-up. The results showed that AN patients (N = 30 decrease the overestimation of their shoulders, abdomen and hips directly after the FBI was induced. This effect was strongest for estimates of circumference, and also observed in the asynchronous control condition of the illusion. Moreover, at follow-up, the improvements in body size estimation could still be observed in the AN group. Notably, the HC group (N = 29 also showed changes in body size estimation after the FBI, but the effect showed a different pattern than that of the AN group.The results lead us to conclude that the disturbed experience of body size in AN is flexible and can be changed, even for highly emotional body parts. As such this study offers novel starting points from which new interventions for body image disturbance in AN can be developed.

  8. A Virtual Reality Full Body Illusion Improves Body Image Disturbance in Anorexia Nervosa

    NARCIS (Netherlands)

    Keizer, Anouk; van Elburg, Annemarie; Helms, Rossa; Dijkerman, H Chris

    2016-01-01

    BACKGROUND: Patients with anorexia nervosa (AN) have a persistent distorted experience of the size of their body. Previously we found that the Rubber Hand Illusion improves hand size estimation in this group. Here we investigated whether a Full Body Illusion (FBI) affects body size estimation of

  9. Transfer of Skill from a Virtual Reality Trainer to Real Juggling

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    Gopher Daniel

    2011-12-01

    Full Text Available The purpose of this study was to evaluate transfer of training from a virtual reality environment that captures visual and temporal-spatial aspects of juggling, but not the motor demands of juggling. Transfer of skill to real juggling was examined by comparing juggling performance of novices that either experienced both the virtual training protocol and real juggling practice, or only practiced real juggling. After ten days of training, participants who have alternated between real and virtual training demonstrated comparable performance to those who only practiced real juggling. Moreover, they adapted better to instructed changes in temporal-spatial constraints. These results imply that juggling relevant skill subcomponents can be trained in the virtual environment, and support the notion that cognitive aspects of a skill can be separately trained to enhance the acquisition of a complex perceptual-motor task. This study was performed within the SKILLS integrated project of the EC 6th framework.

  10. Sliding perspectives: dissociating ownership from self-location during full body illusions in virtual reality.

    Science.gov (United States)

    Maselli, Antonella; Slater, Mel

    2014-01-01

    Bodily illusions have been used to study bodily self-consciousness and disentangle its various components, among other the sense of ownership and self-location. Congruent multimodal correlations between the real body and a fake humanoid body can in fact trigger the illusion that the fake body is one's own and/or disrupt the unity between the perceived self-location and the position of the physical body. However, the extent to which changes in self-location entail changes in ownership is still matter of debate. Here we address this problem with the support of immersive virtual reality. Congruent visuotactile stimulation was delivered on healthy participants to trigger full body illusions from different visual perspectives, each resulting in a different degree of overlap between real and virtual body. Changes in ownership and self-location were measured with novel self-posture assessment tasks and with an adapted version of the cross-modal congruency task. We found that, despite their strong coupling, self-location and ownership can be selectively altered: self-location was affected when having a third person perspective over the virtual body, while ownership toward the virtual body was experienced only in the conditions with total or partial overlap. Thus, when the virtual body is seen in the far extra-personal space, changes in self-location were not coupled with changes in ownership. If a partial spatial overlap is present, ownership was instead typically experienced with a boosted change in the perceived self-location. We discussed results in the context of the current knowledge of the multisensory integration mechanisms contributing to self-body perception. We argue that changes in the perceived self-location are associated to the dynamical representation of peripersonal space encoded by visuotactile neurons. On the other hand, our results speak in favor of visuo-proprioceptive neuronal populations being a driving trigger in full body ownership illusions.

  11. Sliding perspectives: dissociating ownership from self-location during full body illusions in virtual reality

    Science.gov (United States)

    Maselli, Antonella; Slater, Mel

    2014-01-01

    Bodily illusions have been used to study bodily self-consciousness and disentangle its various components, among other the sense of ownership and self-location. Congruent multimodal correlations between the real body and a fake humanoid body can in fact trigger the illusion that the fake body is one's own and/or disrupt the unity between the perceived self-location and the position of the physical body. However, the extent to which changes in self-location entail changes in ownership is still matter of debate. Here we address this problem with the support of immersive virtual reality. Congruent visuotactile stimulation was delivered on healthy participants to trigger full body illusions from different visual perspectives, each resulting in a different degree of overlap between real and virtual body. Changes in ownership and self-location were measured with novel self-posture assessment tasks and with an adapted version of the cross-modal congruency task. We found that, despite their strong coupling, self-location and ownership can be selectively altered: self-location was affected when having a third person perspective over the virtual body, while ownership toward the virtual body was experienced only in the conditions with total or partial overlap. Thus, when the virtual body is seen in the far extra-personal space, changes in self-location were not coupled with changes in ownership. If a partial spatial overlap is present, ownership was instead typically experienced with a boosted change in the perceived self-location. We discussed results in the context of the current knowledge of the multisensory integration mechanisms contributing to self-body perception. We argue that changes in the perceived self-location are associated to the dynamical representation of peripersonal space encoded by visuotactile neurons. On the other hand, our results speak in favor of visuo-proprioceptive neuronal populations being a driving trigger in full body ownership illusions. PMID

  12. A prospective randomized study to test the transfer of basic psychomotor skills from virtual reality to physical reality in a comparable training setting.

    Science.gov (United States)

    Lehmann, Kai S; Ritz, Joerg P; Maass, Heiko; Cakmak, Hueseyin K; Kuehnapfel, Uwe G; Germer, Christoph T; Bretthauer, Georg; Buhr, Heinz J

    2005-03-01

    To test whether basic skills acquired on a virtual endoscopic surgery simulator are transferable from virtual reality to physical reality in a comparable training setting. For surgical training in laparoscopic surgery, new training methods have to be developed that allow surgeons to first practice in a simulated setting before operating on real patients. A virtual endoscopic surgery trainer (VEST) has been developed within the framework of a joint project. Because of principal limitations of simulation techniques, it is essential to know whether training with this simulator is comparable to conventional training. Devices used were the VEST system and a conventional video trainer (CVT). Two basic training tasks were constructed identically (a) as virtual tasks and (b) as mechanical models for the CVT. Test persons were divided into 2 groups each consisting of 12 novices and 4 experts. Each group carried out a defined training program over the course of 4 consecutive days on the VEST or the CVT, respectively. To test the transfer of skills, the groups switched devices on the 5th day. The main parameter was task completion time. The novices in both groups showed similar learning curves. The mean task completion times decreased significantly over the 4 training days of the study. The task completion times for the control task on Day 5 were significantly lower than on Days 1 and 2. The experts' task completion times were much lower than those of the novices. This study showed that training with a computer simulator, just as with the CVT, resulted in a reproducible training effect. The control task showed that skills learned in virtual reality are transferable to the physical reality of a CVT. The fact that the experts showed little improvement demonstrates that the simulation trains surgeons in basic laparoscopic skills learned in years of practice.

  13. How to Build an Embodiment Lab: Achieving Body Representation Illusions in Virtual Reality

    Directory of Open Access Journals (Sweden)

    Bernhard eSpanlang

    2014-11-01

    Full Text Available Advances in computer graphics algorithms and virtual reality (VR systems, together with the reduction in cost of associated equipment, have led scientists to consider VR as a useful tool for conducting experimental studies in fields such as neuroscience and experimental psychology. In particular virtual body ownership, where the feeling of ownership over a virtual body is elicited in the participant, has become a useful tool in the study of body representation, in cognitive neuroscience and psychology, concerned with how the brain represents the body. Although VR has been shown to be a useful tool for exploring body ownership illusions, integrating the various technologies necessary for such a system can be daunting. In this paper we discuss the technical infrastructure necessary to achieve virtual embodiment. We describe a basic VR system and how it may be used for this purpose, and then extend this system with the introduction of real-time motion capture, a simple haptics system and the integration of physiological and brain electrical activity recordings.

  14. Does body shadow improve the efficacy of virtual reality-based training with BTS NIRVANA?

    Science.gov (United States)

    Russo, Margherita; De Luca, Rosaria; Naro, Antonino; Sciarrone, Francesca; Aragona, Bianca; Silvestri, Giuseppe; Manuli, Alfredo; Bramanti, Alessia; Casella, Carmela; Bramanti, Placido; Calabrò, Rocco Salvatore

    2017-01-01

    Abstract Background: Aim of the present study was to evaluate whether the presence of body shadows during virtual reality (VR) training with BTS NIRVANA (BTs-N) may lead to a better functional recovery. Methods: We enrolled 20 poststroke rehabilitation inpatients, who underwent a neurocognitive-rehabilitative training consisting of 24 sessions (3 times a week for 8 weeks) of BTs-N. All the patients were randomized into 2 groups: semi-immersive virtual training with (S-IVTS group) or without (S-IVT group) body shadows. Each participant was evaluated before (T0) and immediately (T1) after the end of the training (Trial Registration Number: NCT03095560). Results: The S-IVTS group showed a greater improvement in visuo-constructive skills and sustained attention, as compared with the S-IVT group. The other measures showed nonsignificant within-group and between-group differences. Conclusion: Our results showed that body shadow may represent a high-priority class of stimuli that act by “pushing” attention toward the body itself. Further studies are needed to clarify the role of body shadow in promoting the internal representation construction and thus self-recognition. PMID:28930852

  15. Transfer of fallout tritium from environment to human body

    International Nuclear Information System (INIS)

    Hisamatsu, Shun-ichi; Takizawa, Yukio

    1989-01-01

    A large quntity of tritium will be used as a fuel of nuclear fusion in the future. It is, therefore, considered important to elucidate tritium behavior present in the environment and the process of tritium transfer from the environment to the human body. Fallout tritium is an applicable material in searching for the long term behavior of tritium in the environment. This paper focuses on the American, Italian, Japanese literature concerning fallout tritium in food and in the human body. The specific activity ratio of bound to free tritium poses an important problem. The mechanism of biological concentration must await further studies. (N.K.) 63 refs

  16. Transient Heat Transfer Model for Car Body Primer Curing

    OpenAIRE

    D. Zabala; N. Sánchez; J. Pinto

    2010-01-01

    A transient heat transfer mathematical model for the prediction of temperature distribution in the car body during primer baking has been developed by considering the thermal radiation and convection in the furnace chamber and transient heat conduction governing equations in the car framework. The car cockpit is considered like a structure with six flat plates, four vertical plates representing the car doors and the rear and front panels. The other two flat plates are the...

  17. The transfer from survey (map-like) to route representations into Virtual Reality Mazes: effect of age and cerebral lesion.

    Science.gov (United States)

    Carelli, Laura; Rusconi, Maria Luisa; Scarabelli, Chiara; Stampatori, Chiara; Mattioli, Flavia; Riva, Giuseppe

    2011-01-31

    To go from one place to another, we routinely generate internal representations of surrounding spaces, which can include egocentric (body-centred) and allocentric (world-centred) coordinates, combined into route and survey representations.Recent studies have shown how both egocentric and allocentric representations exist in parallel and are joined to support behaviour according to the task.Our study investigated the transfer from survey (map-like) to route representations in healthy and brain-damaged subjects. The aim was two-fold: first, to understand how this ability could change with age in a sample of healthy participants, aged from 40 to 71 years old; second, to investigate how it is affected after a brain lesion in a 8 patients' sample, with reference to specific neuropsychological frames. Participants were first required to perform the paper and pencil version of eight mazes, then to translate the map-like paths into egocentric routes, in order to find the right way into equivalent Virtual Reality (VR) mazes.Patients also underwent a comprehensive neuropsychological evaluation, including a specific investigation of some topographical orientation components. As regards the healthy sample, we found age-related deterioration in VR task performance. While education level and gender were not found to be related to performance, global cognitive level (Mini Mental State Examination), previous experience with computer and fluidity of navigation into the VR appeared to influence VR task results.Considering the clinical sample, there was a difficulty in performing the VR Maze task; executive functions and visuo-spatial abilities deficits appeared to be more relevant for predicting patients' results. Our study suggests the importance of developing tools aimed at investigating the survey to route transfer ability in both healthy elderly and clinical samples, since this skill seems high cognitive demanding and sensitive to cognitive decline.Human-computer interaction

  18. The transfer from survey (map-like to route representations into Virtual Reality Mazes: effect of age and cerebral lesion

    Directory of Open Access Journals (Sweden)

    Stampatori Chiara

    2011-01-01

    Full Text Available Abstract Background To go from one place to another, we routinely generate internal representations of surrounding spaces, which can include egocentric (body-centred and allocentric (world-centred coordinates, combined into route and survey representations. Recent studies have shown how both egocentric and allocentric representations exist in parallel and are joined to support behaviour according to the task. Our study investigated the transfer from survey (map-like to route representations in healthy and brain-damaged subjects. The aim was two-fold: first, to understand how this ability could change with age in a sample of healthy participants, aged from 40 to 71 years old; second, to investigate how it is affected after a brain lesion in a 8 patients' sample, with reference to specific neuropsychological frames. Methods Participants were first required to perform the paper and pencil version of eight mazes, then to translate the map-like paths into egocentric routes, in order to find the right way into equivalent Virtual Reality (VR mazes. Patients also underwent a comprehensive neuropsychological evaluation, including a specific investigation of some topographical orientation components. Results As regards the healthy sample, we found age-related deterioration in VR task performance. While education level and gender were not found to be related to performance, global cognitive level (Mini Mental State Examination, previous experience with computer and fluidity of navigation into the VR appeared to influence VR task results. Considering the clinical sample, there was a difficulty in performing the VR Maze task; executive functions and visuo-spatial abilities deficits appeared to be more relevant for predicting patients' results. Conclusions Our study suggests the importance of developing tools aimed at investigating the survey to route transfer ability in both healthy elderly and clinical samples, since this skill seems high cognitive

  19. Lack of transfer of skills after virtual reality simulator training with haptic feedback.

    Science.gov (United States)

    Våpenstad, Cecilie; Hofstad, Erlend Fagertun; Bø, Lars Eirik; Kuhry, Esther; Johnsen, Gjermund; Mårvik, Ronald; Langø, Thomas; Hernes, Toril Nagelhus

    2017-12-01

    Virtual reality (VR) simulators enrich surgical training and offer training possibilities outside of the operating room (OR). In this study, we created a criterion-based training program on a VR simulator with haptic feedback and tested it by comparing the performances of a simulator group against a control group. Medical students with no experience in laparoscopy were randomly assigned to a simulator group or a control group. In the simulator group, the candidates trained until they reached predefined criteria on the LapSim ® VR simulator (Surgical Science AB, Göteborg, Sweden) with haptic feedback (Xitact TM IHP, Mentice AB, Göteborg, Sweden). All candidates performed a cholecystectomy on a porcine organ model in a box trainer (the clinical setting). The performances were video rated by two surgeons blinded to subject training status. In total, 30 students performed the cholecystectomy and had their videos rated (N = 16 simulator group, N = 14 control group). The control group achieved better video rating scores than the simulator group (p training program did not transfer skills to the clinical setting. Poor mechanical performance of the simulated haptic feedback is believed to have resulted in a negative training effect.

  20. Virtual reality body motion induced navigational controllers and their effects on simulator sickness and pathfinding.

    Science.gov (United States)

    Aldaba, Cassandra N; White, Paul J; Byagowi, Ahmad; Moussavi, Zahra

    2017-07-01

    Virtual reality (VR) navigation is usually constrained by plausible simulator sickness (SS) and intuitive user interaction. The paper reports on the use of four different degrees of body motion induced navigational VR controllers, a TiltChair, omni-directional treadmill, a manual wheelchair joystick (VRNChair), and a joystick in relation to a participant's SS occurrence and a controller's intuitive utilization. Twenty young adult participants utilized all controllers to navigate through the same VR task environment in separate sessions. Throughout the sessions, SS occurrence was measured from a severity score by a standard SS questionnaire and from body sway by a center of pressure path length with eyes opened and closed. SS occurrence did not significantly differ among the controllers. However, time spent in VR significantly contributed to SS occurrence; hence, a few breaks to minimize SS should be interjected throughout a VR task. For all task trials, we recorded the participant's travel trajectories to investigate each controller's intuitive utilization from a computed traversed distance. Shorter traversed distances indicated that participants intuitively utilized the TiltChair with a slower speed; while longer traversed distances indicated participants struggled to utilize the omni-directional treadmill with a unnaturalistic stimulation of gait. Therefore, VR navigation should use technologies best suited for the intended age group that minimizes SS, and produces intuitive interactions for the participants.

  1. Porcine Transfer Study: Virtual Reality Simulator Training Compared with Porcine Training in Endovascular Novices

    International Nuclear Information System (INIS)

    Berry, Max; Lystig, Ted; Beard, Jonathan; Klingestierna, Hans; Reznick, Richard; Loenn, Lars

    2007-01-01

    Purpose. To compare the learning of endovascular interventional skills by training on pig models versus virtual reality simulators. Methods. Twelve endovascular novices participated in a study consisting of a pig laboratory (P-Lab) and a virtual reality laboratory (VR-Lab). Subjects were stratified by experience and randomized into four training groups. Following 1 hr of didactic instruction, all attempted an iliac artery stenosis (IAS) revascularization in both laboratories. Onsite proctors evaluated performances using task-specific checklists and global rating scales, yielding a Total Score. Participants completed two training sessions of 3 hr each, using their group's assigned method (P-Lab x 2, P-Lab + VR-Lab, VR-Lab + P-Lab, or VR-Lab x 2) and were re-evaluated in both laboratories. A panel of two highly experienced interventional radiologists performed assessments from video recordings. ANCOVA analysis of Total Score against years of surgical, interventional radiology (IR) experience and cumulative number of P-Lab or VR-Lab sessions was conducted. Inter-rater reliability (IRR) was determined by comparing proctored scores with the video assessors in only the VR-Lab. Results. VR-Lab sessions improved the VR-Lab Total Score (β 3.029, p = 0.0015) and P-Lab Total Score (β = 1.814, p = 0.0452). P-Lab sessions increased the P-Lab Total Score (β = 4.074, p < 0.0001) but had no effect on the VR-Lab Total Score. In the general statistical model, both P-Lab sessions (β = 2.552, p = 0.0010) and VR-Lab sessions (β 2.435, p = 0.0032) significantly improved Total Score. Neither previous surgical experience nor IR experience predicted Total Score. VR-Lab scores were consistently higher than the P-Lab scores (Δ = 6.659, p < 0.0001). VR-Lab IRR was substantial (r = 0.649, p < 0.0008). Conclusions. Endovascular skills learned in the virtual environment may be transferable to the real catheterization laboratory as modeled in the P-Lab

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

    Science.gov (United States)

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

    2017-08-01

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

  3. Transcending the Self – the Illusion of Body Ownership in Immersive Virtual Reality and its Impact on Behaviour

    Directory of Open Access Journals (Sweden)

    Mel Slater

    2011-10-01

    Full Text Available Virtual reality in various forms has been around for about 40 years. It has been considered mainly as a technology that can be used to generate the illusion of a transformation of place. However, it has recently been shown that it can successfully be used to transcend the self, through illusions of body ownership and transformation. Several papers have shown that it is possible to generate in people the illusory sense of ownership of a fake body using virtual reality techniques [1-5]. This can be achieved through synchronous multisensory stimulation with respect to the real and virtual body. For example, the participant sees his or her virtual body touched, while feeling the touch synchronously and in the same place on the real body. This can also lead to illusions of body transformation, such as a thin person having the illusion of being fat [6]. Our research suggests the prime importance of a first person perspective for the illusion of ownership, however, in [7] we also found that a representation of a person in a virtual mirror with synchronous visual-motor effects also results in a body ownership illusion. Although virtual body ownership has been established, what is also of interest are the consequences of this in terms of the attitudes and behaviour of the participant who experiences the transformed body. Our very recent work suggests that the illusion of ownership of a virtual body may also result in at least short-term transformations of behaviour and attitudes of the participant towards those that are appropriate to the virtual body. This talk will describe several experiments illustrating both the illusion of body ownership and its transformative effect on attitudes and behaviour.

  4. Solving the Mind-Body Problem through Two Distinct Concepts: Internal-Mental Existence and Internal Mental Reality

    OpenAIRE

    Ion G. Motofei; David L. Rowland

    2015-01-01

    In a previous published paper, we initiated in this journal discussion about new perspectives regarding the organization and functioning of the mind, as a premise for addressing the mind-body problem. In this article, we continue focussing discussion on two distinct but interrelated concepts, internal-mental existence/ entity and internal-mental reality. These two psycho-physiological subunits of the mind interact each other in the form of an internal-mental interaction, having no sense if...

  5. The construction of tridimensional representation of body and external reality in man. The greatest achievement of evolution to date implications for virtual reality.

    Science.gov (United States)

    Woodbury, M A; Woodbury, M F

    1998-01-01

    Our 3-D Body Representation constructed during development by our Central Nervous System under the direction of our DNA, consists of a holographic representation arising from sensory input in the cerebellum and projected extraneurally in the brain ventricular fluid which has the chemical structure of liquid crystal. The structure of 3-D holographic Body Representation is then extrapolated by such cognitive instruments as boundarization, geometrization and gestalt organization upon the external environment which is perceived consequently as three dimensional. When the Body Representation collapses as in psychotic panic states. patients become terrified as they suddenly lose the perception of themselves and the world around them as three dimensional, solid in a reliably solid environment but feel suddenly that they are no longer a person but a disorganized blob. In our clinical practice we found serendipitously that the structure of three dimensionality can be restored even without medication by techniques involving stimulation of the body sensory system in the presence of a benevolent psychotherapist. Implications for Virtual Reality will be discussed.

  6. Assessing body image in anorexia nervosa using biometric self-avatars in virtual reality: Attitudinal components rather than visual body size estimation are distorted.

    Science.gov (United States)

    Mölbert, S C; Thaler, A; Mohler, B J; Streuber, S; Romero, J; Black, M J; Zipfel, S; Karnath, H-O; Giel, K E

    2018-03-01

    Body image disturbance (BID) is a core symptom of anorexia nervosa (AN), but as yet distinctive features of BID are unknown. The present study aimed at disentangling perceptual and attitudinal components of BID in AN. We investigated n = 24 women with AN and n = 24 controls. Based on a three-dimensional (3D) body scan, we created realistic virtual 3D bodies (avatars) for each participant that were varied through a range of ±20% of the participants' weights. Avatars were presented in a virtual reality mirror scenario. Using different psychophysical tasks, participants identified and adjusted their actual and their desired body weight. To test for general perceptual biases in estimating body weight, a second experiment investigated perception of weight and shape matched avatars with another identity. Women with AN and controls underestimated their weight, with a trend that women with AN underestimated more. The average desired body of controls had normal weight while the average desired weight of women with AN corresponded to extreme AN (DSM-5). Correlation analyses revealed that desired body weight, but not accuracy of weight estimation, was associated with eating disorder symptoms. In the second experiment, both groups estimated accurately while the most attractive body was similar to Experiment 1. Our results contradict the widespread assumption that patients with AN overestimate their body weight due to visual distortions. Rather, they illustrate that BID might be driven by distorted attitudes with regard to the desired body. Clinical interventions should aim at helping patients with AN to change their desired weight.

  7. Near transferable phenomenological n-body potentials for noble metals.

    Science.gov (United States)

    Pontikis, Vassilis; Baldinozzi, Gianguido; Luneville, Laurence; Simeone, David

    2017-09-06

    We present a semi-empirical model of cohesion in noble metals with suitable parameters reproducing a selected set of experimental properties of perfect and defective lattices in noble metals. It consists of two short-range, n-body terms accounting respectively for attractive and repulsive interactions, the former deriving from the second moment approximation of the tight-binding scheme and the latter from the gas approximation of the kinetic energy of electrons. The stability of the face centred cubic versus the hexagonal compact stacking is obtained via a long-range, pairwise function of customary use with ionic pseudo-potentials. Lattice dynamics, molecular statics, molecular dynamics and nudged elastic band calculations show that, unlike previous potentials, this cohesion model reproduces and predicts quite accurately thermodynamic properties in noble metals. In particular, computed surface energies, largely underestimated by existing empirical cohesion models, compare favourably with measured values, whereas predicted unstable stacking-fault energy profiles fit almost perfectly ab initio evaluations from the literature. All together the results suggest that this semi-empirical model is nearly transferable.

  8. Development of microgravity, full body functional reach envelope using 3-D computer graphic models and virtual reality technology

    Science.gov (United States)

    Lindsey, Patricia F.

    1994-01-01

    In microgravity conditions mobility is greatly enhanced and body stability is difficult to achieve. Because of these difficulties, optimum placement and accessibility of objects and controls can be critical to required tasks on board shuttle flights or on the proposed space station. Anthropometric measurement of the maximum reach of occupants of a microgravity environment provide knowledge about maximum functional placement for tasking situations. Calculations for a full body, functional reach envelope for microgravity environments are imperative. To this end, three dimensional computer modeled human figures, providing a method of anthropometric measurement, were used to locate the data points that define the full body, functional reach envelope. Virtual reality technology was utilized to enable an occupant of the microgravity environment to experience movement within the reach envelope while immersed in a simulated microgravity environment.

  9. Interfacility transfers in a non-trauma system setting: an assessment of the Greek reality

    Directory of Open Access Journals (Sweden)

    Larentzakis Andreas

    2010-03-01

    Full Text Available Abstract Background Quality assessment of any trauma system involves the evaluation of the transferring patterns. This study aims to assess interfacility transfers in the absence of a formal trauma system setting and to estimate the benefits from implementing a more organized structure. Methods The 'Report of the Epidemiology and Management of Trauma in Greece' is a one year project of trauma patient reporting throughout the country. It provided data concerning the patterns of interfacility transfers. We compared the transferred patient group to the non transferred patient group. Information reviewed included patient and injury characteristics, need for an operation, Intensive Care Unit (ICU admittance and mortality. Analysis employed descriptive statistics and Chi-square test. Interfacility transfers were then assessed according to each health care facility's availability of five requirements; Computed Tomography scanner, ICU, neurosurgeon, orthopedic and vascular surgeon. Results Data on 8,524 patients were analyzed; 86.3% were treated at the same facility, whereas 13.7% were transferred. Transferred patients tended to be younger, male, and more severely injured than non transferred patients. Moreover, they were admitted to ICU more often, had a higher mortality rate but were less operated on compared to non transferred patients. The 34.3% of transfers was from facilities with none of the five requirements, whereas the 12.4% was from those with one requirement. Low level facilities, with up to three requirements transferred 43.2% of their transfer volume to units of equal resources. Conclusion Trauma management in Greece results in a high number of transfers. Patients are frequently transferred between low level facilities. Better coordination could lead to improved outcomes and less cost.

  10. The Impact of Virtual Reality Environments on Body Movement and Concentration Skills. A Successful Attempt at Teaching Novice Computer Users

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2014-04-01

    Full Text Available This research is aimed at investigating the impact of virtual reality technology on body movement and concentration skills by physical education MA students and pupils through action research. The design and manipulation of virtual reality is based on applying the virtual reality environment to the real world as much as possible by controlling space. The researcher taught the method to 55 MA students majoring in physical education. Such procedures were held among various populations. The findings showed that the connection between virtual and human movements and the application of this connection in physical education lessons became clear to the students as they practiced the simulation design and manipulation through specific simulative software. The students used their unique disciplinary programs in their teaching work and reported their pupils' improvement in physical activities and concentration skills. The students were able to integrate theory and practice in their teaching and improved their level of academic writing. The motivation of the students and their pupils to control, design and manipulate virtual environments was also enhanced.

  11. Theory of many-body radiative heat transfer without the constraint of reciprocity

    Science.gov (United States)

    Zhu, Linxiao; Guo, Yu; Fan, Shanhui

    2018-03-01

    Using a self-consistent scattered field approach based on fluctuational electrodynamics, we develop compact formulas for radiative heat transfer in many-body systems without the constraint of reciprocity. The formulas allow for efficient numerical calculation for a system consisting of a large number of bodies, and are in principle exact. As a demonstration, for a nonreciprocal many-body system, we investigate persistent heat current at thermal equilibrium and directional heat transfer when the system is away from thermal equilibrium.

  12. Convective Heat Transfer Coefficients of the Human Body under Forced Convection from Ceiling

    DEFF Research Database (Denmark)

    Kurazumi, Yoshihito; Rezgals, Lauris; Melikov, Arsen Krikor

    2014-01-01

    The average convective heat transfer coefficient for a seated human body exposed to downward flow from above was determined. Thermal manikin with complex body shape and size of an average Scandinavian female was used. The surface temperature distribution of the manikin’s body was as the skin...... of the convective heat transfer coefficient of the whole body (hc [W/(m2•K)]) was proposed: hc=4.088+6.592V1.715 for a seated naked body at 20ºC and hc=2.874+7.427V1.345 for a seated naked body at 26ºC. Differences in the convective heat transfer coefficient of the whole body in low air velocity range, V

  13. Learning Empathy Through Virtual Reality: Multiple Strategies for Training Empathy-Related Abilities Using Body Ownership Illusions in Embodied Virtual Reality

    Directory of Open Access Journals (Sweden)

    Philippe Bertrand

    2018-03-01

    Full Text Available Several disciplines have investigated the interconnected empathic abilities behind the proverb “to walk a mile in someone else’s shoes” to determine how the presence, and absence, of empathy-related phenomena affect prosocial behavior and intergroup relations. Empathy enables us to learn from others’ pain and to know when to offer support. Similarly, virtual reality (VR appears to allow individuals to step into someone else’s shoes, through a perceptual illusion called embodiment, or the body ownership illusion. Considering these perspectives, we propose a theoretical analysis of different mechanisms of empathic practices in order to define a possible framework for the design of empathic training in VR. This is not intended to be an extensive review of all types of practices, but an exploration of empathy and empathy-related phenomena. Empathy-related training practices are analyzed and categorized. We also identify different variables used by pioneer studies in VR to promote empathy-related responses. Finally, we propose strategies for using embodied VR technology to train specific empathy-related abilities.

  14. Immersive participation: Smartphone-Apps and Virtual Reality - tools for knowledge transfer, citizen science and interactive collaboration

    Science.gov (United States)

    Dotterweich, Markus

    2017-04-01

    In the last few years, the use of smartphone-apps has become a daily routine in our life. However, only a few approaches have been undertaken to use apps for transferring scientific knowledge to the public audience. The development of learning apps or serious games requires large efforts and several levels of simplification which is different to traditional text books or learning webpages. Current approaches often lack a connection to the real life and/or innovative gamification concepts. Another almost untapped potential is the use of Virtual Reality, a fast growing technology which replicates a virtual environment in order to simulate physical experiences in artificial or real worlds. Hence, smartphone-apps and VR provides new opportunities for capacity building, knowledge transfer, citizen science or interactive engagement in the realm of environmental sciences. This presentation will show some examples and discuss the advantages of these immersive approaches to improve the knowledge transfer between scientists and citizens and to stimulate actions in the real world.

  15. The key to unlocking the virtual body: virtual reality in the treatment of obesity and eating disorders.

    Science.gov (United States)

    Riva, Giuseppe

    2011-03-01

    Obesity and eating disorders are usually considered unrelated problems with different causes. However, various studies identify unhealthful weight-control behaviors (fasting, vomiting, or laxative abuse), induced by a negative experience of the body, as the common antecedents of both obesity and eating disorders. But how might negative body image--common to most adolescents, not only to medical patients--be behind the development of obesity and eating disorders? In this paper, I review the "allocentric lock theory" of negative body image as the possible antecedent of both obesity and eating disorders. Evidence from psychology and neuroscience indicates that our bodily experience involves the integration of different sensory inputs within two different reference frames: egocentric (first-person experience) and allocentric (third-person experience). Even though functional relations between these two frames are usually limited, they influence each other during the interaction between long- and short-term memory processes in spatial cognition. If this process is impaired either through exogenous (e.g., stress) or endogenous causes, the egocentric sensory inputs are unable to update the contents of the stored allocentric representation of the body. In other words, these patients are locked in an allocentric (observer view) negative image of their body, which their sensory inputs are no longer able to update even after a demanding diet and a significant weight loss. This article discusses the possible role of virtual reality in addressing this problem within an integrated treatment approach based on the allocentric lock theory. © 2011 Diabetes Technology Society.

  16. Does body shadow improve the efficacy of virtual reality-based training with BTS NIRVANA?: A pilot study.

    Science.gov (United States)

    Russo, Margherita; De Luca, Rosaria; Naro, Antonino; Sciarrone, Francesca; Aragona, Bianca; Silvestri, Giuseppe; Manuli, Alfredo; Bramanti, Alessia; Casella, Carmela; Bramanti, Placido; Calabrò, Rocco Salvatore

    2017-09-01

    Aim of the present study was to evaluate whether the presence of body shadows during virtual reality (VR) training with BTS NIRVANA (BTs-N) may lead to a better functional recovery. We enrolled 20 poststroke rehabilitation inpatients, who underwent a neurocognitive-rehabilitative training consisting of 24 sessions (3 times a week for 8 weeks) of BTs-N. All the patients were randomized into 2 groups: semi-immersive virtual training with (S-IVTS group) or without (S-IVT group) body shadows. Each participant was evaluated before (T0) and immediately (T1) after the end of the training (Trial Registration Number: NCT03095560). The S-IVTS group showed a greater improvement in visuo-constructive skills and sustained attention, as compared with the S-IVT group. The other measures showed nonsignificant within-group and between-group differences. Our results showed that body shadow may represent a high-priority class of stimuli that act by "pushing" attention toward the body itself. Further studies are needed to clarify the role of body shadow in promoting the internal representation construction and thus self-recognition.

  17. A finite volume procedure for fluid flow, heat transfer and solid-body stress analysis

    KAUST Repository

    Jagad, P. I.; Puranik, B. P.; Date, A. W.

    2018-01-01

    A unified cell-centered unstructured mesh finite volume procedure is presented for fluid flow, heat transfer and solid-body stress analysis. An in-house procedure (A. W. Date, Solution of Transport Equations on Unstructured Meshes with Cell

  18. The effectiveness of signaling principle in virtual reality courseware towards achievement of transfer learning among students with different spatial ability

    Science.gov (United States)

    Yahaya, Wan Ahmad Jaafar Wan; Ahmad, Awaatif

    2017-10-01

    Past research revealed that students and society, in general, are relatively under-skilled in performing the practice of Islamic funeral management which is one of the "ibadah fardu kifayah" (a legal obligation that must be discharged by the Muslim community as a whole) in Islam. Participation among youth in managing funerals is relatively low, partly due to the ineffectiveness of the instructional approach. This paper aims to examine the effectiveness of the signaling principle in virtual reality courseware pertaining to the topic of Islamic Funeral Management in the Islamic Education subject to ensure the accomplishment of transfer learning among students with different spatial abilities. The study comprises of two phases namely the courseware development phase and treatment phase. The courseware development employs the Instructional Design Model by Alessi and Trollip. Besides that, the courseware is integrated with components of CLE, principles in Theory of CATLM and signaling principle in multimedia learning. The sample consisted of 130 Form Two students who were selected randomly from four Malaysian secondary schools. They were divided into two experimental groups with 63 students in group one and 67 students in group two. The experimental group one used VR courseware without the signaling principle (VRTI) while experimental group two used the VR courseware with the signaling principle (VRDI). The experiment lasted for three weeks. ANOVA was utilised to analyse the data from this research. The findings showed significant differences between students who used VRDI in the transfer of learning compared to students who used VRTI.

  19. Enhancing a Multi-body Mechanism with Learning-Aided Cues in an Augmented Reality Environment

    International Nuclear Information System (INIS)

    Sidhu, Manjit Singh

    2013-01-01

    Augmented Reality (AR) is a potential area of research for education, covering issues such as tracking and calibration, and realistic rendering of virtual objects. The ability to augment real world with virtual information has opened the possibility of using AR technology in areas such as education and training as well. In the domain of Computer Aided Learning (CAL), researchers have long been looking into enhancing the effectiveness of the teaching and learning process by providing cues that could assist learners to better comprehend the materials presented. Although a number of works were done looking into the effectiveness of learning-aided cues, but none has really addressed this issue for AR-based learning solutions. This paper discusses the design and model of an AR based software that uses visual cues to enhance the learning process and the outcome perception results of the cues.

  20. Enhancing a Multi-body Mechanism with Learning-Aided Cues in an Augmented Reality Environment

    Science.gov (United States)

    Singh Sidhu, Manjit

    2013-06-01

    Augmented Reality (AR) is a potential area of research for education, covering issues such as tracking and calibration, and realistic rendering of virtual objects. The ability to augment real world with virtual information has opened the possibility of using AR technology in areas such as education and training as well. In the domain of Computer Aided Learning (CAL), researchers have long been looking into enhancing the effectiveness of the teaching and learning process by providing cues that could assist learners to better comprehend the materials presented. Although a number of works were done looking into the effectiveness of learning-aided cues, but none has really addressed this issue for AR-based learning solutions. This paper discusses the design and model of an AR based software that uses visual cues to enhance the learning process and the outcome perception results of the cues.

  1. MEDIASSIST: medical assistance for intraoperative skill transfer in minimally invasive surgery using augmented reality

    Science.gov (United States)

    Sudra, Gunther; Speidel, Stefanie; Fritz, Dominik; Müller-Stich, Beat Peter; Gutt, Carsten; Dillmann, Rüdiger

    2007-03-01

    Minimally invasive surgery is a highly complex medical discipline with various risks for surgeon and patient, but has also numerous advantages on patient-side. The surgeon has to adapt special operation-techniques and deal with difficulties like the complex hand-eye coordination, limited field of view and restricted mobility. To alleviate with these new problems, we propose to support the surgeon's spatial cognition by using augmented reality (AR) techniques to directly visualize virtual objects in the surgical site. In order to generate an intelligent support, it is necessary to have an intraoperative assistance system that recognizes the surgical skills during the intervention and provides context-aware assistance surgeon using AR techniques. With MEDIASSIST we bundle our research activities in the field of intraoperative intelligent support and visualization. Our experimental setup consists of a stereo endoscope, an optical tracking system and a head-mounted-display for 3D visualization. The framework will be used as platform for the development and evaluation of our research in the field of skill recognition and context-aware assistance generation. This includes methods for surgical skill analysis, skill classification, context interpretation as well as assistive visualization and interaction techniques. In this paper we present the objectives of MEDIASSIST and first results in the fields of skill analysis, visualization and multi-modal interaction. In detail we present a markerless instrument tracking for surgical skill analysis as well as visualization techniques and recognition of interaction gestures in an AR environment.

  2. Saving robots improves laparoscopic performance: transfer of skills from a serious game to a virtual reality simulator.

    Science.gov (United States)

    IJgosse, Wouter M; van Goor, Harry; Luursema, Jan-Maarten

    2018-01-18

    Residents find it hard to commit to structural laparoscopic skills training. Serious gaming has been proposed as a solution on the premise that it is effective and more motivating than traditional simulation. We establish construct validity for the laparoscopic serious game Underground by comparing laparoscopic simulator performance for a control group and an Underground training group. A four-session laparoscopic basic skills course is part of the medical master students surgical internship at the Radboud University Medical Centre. Four cohorts, representing 107 participants, were assigned to either the Underground group or the control group. The control group trained on the FLS video trainer and the LapSim virtual reality simulator for four sessions. The Underground group played Underground for three sessions followed by a transfer session on the FLS video trainer and the LapSim. To assess the effect of engaging in serious gameplay on performance on two validated laparoscopic simulators, initial performance on the FLS video trainer and the LapSim was compared between the control group (first session) and the Underground group (fourth session). We chose task duration as a proxy for laparoscopic performance. The Underground group outperformed the control group on all three LapSim tasks: Camera navigation F(1) = 12.71, p game and validated laparoscopic simulator technology. Serious gaming may become a valuable, cost-effective addition to the skillslab, if transfer to the operating room can be established. Additionally, we discuss sources of transferable skills to help explain our and previous findings.

  3. The influence of parent's body mass index on peer selection: an experimental approach using virtual reality.

    Science.gov (United States)

    Martarelli, Corinna S; Borter, Natalie; Bryjova, Jana; Mast, Fred W; Munsch, Simone

    2015-11-30

    Relatively little is known about the influence of psychosocial factors, such as familial role modeling and social network on the development and maintenance of childhood obesity. We investigated peer selection using an immersive virtual reality environment. In a virtual schoolyard, children were confronted with normal weight and overweight avatars either eating or playing. Fifty-seven children aged 7-13 participated. Interpersonal distance to the avatars, child's BMI, self-perception, eating behavior and parental BMI were assessed. Parental BMI was the strongest predictor for the children's minimal distance to the avatars. Specifically, a higher mothers' BMI was associated with greater interpersonal distance and children approached closer to overweight eating avatars. A higher father's BMI was associated with a lower interpersonal distance to the avatars. These children approached normal weight playing and overweight eating avatar peers closest. The importance of parental BMI for the child's social approach/avoidance behavior can be explained through social modeling mechanisms. Differential effects of paternal and maternal BMI might be due to gender specific beauty ideals. Interventions to promote social interaction with peer groups could foster weight stabilization or weight loss in children. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  4. Intersection of reality and fiction in art perception: pictorial space, body sway and mental imagery.

    Science.gov (United States)

    Ganczarek, Joanna; Ruggieri, V; Nardi, D; Olivetti Belardinelli, M

    2015-09-01

    The thesis of embodied cognition claims that perception of the environment entails a complex set of multisensory processes which forms a basis for the agent's potential and immediate actions. However, in the case of artworks, an agent becomes an observer and action turns into a reaction. This raises questions about the presence of embodied or situated cognition involved in art reception. The study aimed to assess the bodily correlates of perceiving fictional pictorial spaces in the absence of a possibility of an actual physical immersion or manipulation of represented forms. The subjects were presented with paintings by Vermeer and De Hooch, whilst their body sway and eye movements were recorded. Moreover, test and questionnaires on mental imagery (MRT, VVIQ and OSIQ) were administered. Three major results were obtained: (1) the degree of pictorial depth did not influence body sway; (2) fixations to distant elements in paintings (i.e. backgrounds) were accompanied by an increase in body sway; and (3) mental rotation test scores correlated positively with body sway. Our results suggest that in certain cases--despite the fictional character of art--observers' reactions resemble reactions to real stimuli. It is proposed that these reactions are mediated by mental imagery (e.g. mental rotation) that contributes to the act of representing alternative to real artistic spaces.

  5. Is the ultimobranchial body a reality or myth: a study using serial sections of human embryos.

    Science.gov (United States)

    Honkura, Yohei; Yamamoto, Masahito; Yoshimoto, Toshihito; Rodriguez-Vazquez, Jose Francisco; Murakami, Gen; Katori, Yukio; Abe, Shin-Ichi

    2016-01-01

    Reported morphologies of the ultimobranchial body had varied between researchers: a cluster of mitotic cells, a duct-like structure and a rosette-like cell mass. To clarify the true morphology, we studied tilted horizontal sections of 20 human embryos (crown-rump length 5-18 mm; 4-6 weeks). The sections displayed a ladder-like arrangement of the second to fourth endodermal pouches and, in 5 early embryos we found the fifth pouch attached to the fifth ectodermal groove near the fourth pharyngeal arch artery. The bilateral fifth pharyngeal pouches protruded anterolaterally to form a U-shaped lumen surrounding the arytenoid swelling. The third to fifth pouches were each characterized by a pedal-shaped inferior end. We identified several types of cell clusters as candidates for the ultimobranchial body, but morphologically most of them were, to various degrees, likely to correspond to the blind end of the lower pouch when cut tangentially. Because of the topographical relation to the common carotid artery, a cyst-like structure with a cell cluster seemed to be the most likely candidate of the ultimobranchial body (a common anlage of the thymus and parathyroid). However, we were not able to deny a possibility that a certain plane cutting the pouch end incidentally provided such a cyst-like structure in sections. At any stage, the ultimobranchial body might not appear as a definite structure that is discriminated from others with routine staining. A concept of the ultimobranchial body might be biased by comparative anatomy that shows the ultimobranchial gland in adult birds and reptiles.

  6. Body Image and Anti-Fat Attitudes: An Experimental Study Using a Haptic Virtual Reality Environment to Replicate Human Touch.

    Science.gov (United States)

    Tremblay, Line; Roy-Vaillancourt, Mélina; Chebbi, Brahim; Bouchard, Stéphane; Daoust, Michael; Dénommée, Jessica; Thorpe, Moriah

    2016-02-01

    It is well documented that anti-fat attitudes influence the interactions individuals have with overweight people. However, testing attitudes through self-report measures is challenging. In the present study, we explore the use of a haptic virtual reality environment to physically interact with overweight virtual human (VH). We verify the hypothesis that duration and strength of virtual touch vary according to the characteristics of VH in ways similar to those encountered from interaction with real people in anti-fat attitude studies. A group of 61 participants were randomly assigned to one of the experimental conditions involving giving a virtual hug to a female or a male VH of either normal or overweight. We found significant associations between body image satisfaction and anti-fat attitudes and sex differences on these measures. We also found a significant interaction effect of the sex of the participants, sex of the VH, and the body size of the VH. Female participants hugged longer the overweight female VH than overweight male VH. Male participants hugged longer the normal-weight VH than the overweight VH. We conclude that virtual touch is a promising method of measuring attitudes, emotion and social interactions.

  7. [Modeling of processes of heat transfer in whole-body hyperthermia].

    Science.gov (United States)

    Kinsht, D N

    2006-01-01

    The method of whole-body hyperthermia in which the body temperature for a short time reaches values up to 43-44 degrees C holds currently much promise. However, at body temperatures above 42 degrees C, the risks associated with the hemodynamic instability and the appearance of arrhythmia in the patient increase. A model of heat transfer has been created to increase the efficiency and safety of the immersion-convectional method of whole-body hyperthermia. This model takes into account changes in the skin blood flow and the dynamics of pulse rate depending on body temperature. The model of heat transfer adequately reflects processes of heating of the organism and can form a basis for the calculation of distribution of heat inside the organism.

  8. Bodies in motion: spaces, emotions and representations that (de)construct realities

    OpenAIRE

    Caravaca-Morera, Jaime Alonso; Padilha, Maria Itayra

    2017-01-01

    Abstract OBJECTIVE To analyze the social representations of the body among Brazilian and Costa Rican transsexual people through their life stories. METHOD Qualitative and descriptive multicenter research. The study population consisted of 70 participants. Two organizations cooperated to collect the information, one in Florianópolis, SC-Brazil and one in San José, the capital of Costa Rica. Content Analysis was used to analyze the data. RESULTS Based on the results, a single social represen...

  9. Elemental transfer from Chinese soil via diet to whole human body

    International Nuclear Information System (INIS)

    Zhu Hongda; Fan Tiqiang; Wu Quan; Liu Qingfen; Zhang Wei

    2007-01-01

    Objective: To calculate elemental transfer coefficients from soil via diet to whole human body and DFs of alkaline earth and alkaline metal elements in these transfers. Methods: Based on the results in this research series, including updated values of elemental dietary intakes and whole body burdens for Chinese adult man as well quoted national elemental background values in Chinese soil, their transfer coefficients and DFs of alkaline earth and alkaline metal elements in these transfers were calculated by using UNSCEAR model and Observed Ratio Method. Results: Both the transfer coefficients of 50 elements and the DF values of alkaline earth elements with Pb and alkaline metal elements in these transfers have been obtained. Conclusion: The obtained P 23 or P 234 were all much less than P 34 for these elements. For the observed elements, the highest P 23 , P 34 and P 234 were for Hg, Ca and Se respectively, while the lowest for Ce, In and Y. The P 23 and P 234 of rare earth elements were all less than those of alkaline metal or alkaline earth elements. All of these DFs for alkaline earth elements were all smaller than 1, with increasing or decreasing atomic order, the DF values of alkaline earth elements for these transfers were successfully decreasing. The DFs of Pb seem to be between Sr and Ba. For alkaline metal element, DF of Rb or Cs from soil to diet was smaller than 1, but that from diet to whole human body more than 1. (authors)

  10. Three-body radiative heat transfer and Casimir-Lifshitz force out of thermal equilibrium for arbitrary bodies

    Science.gov (United States)

    Messina, Riccardo; Antezza, Mauro

    2014-05-01

    We study the Casimir-Lifshitz force and the radiative heat transfer in a system consisting of three bodies held at three independent temperatures and immersed in a thermal environment, the whole system being in a stationary configuration out of thermal equilibrium. The theory we develop is valid for arbitrary bodies, i.e., for any set of temperatures, dielectric, and geometrical properties, and describes each body by means of its scattering operators. For the three-body system we provide a closed-form unified expression of the radiative heat transfer and of the Casimir-Lifshitz force (both in and out of thermal equilibrium). This expression is thus first applied to the case of three planar parallel slabs. In this context we discuss the nonadditivity of the force at thermal equilibrium, as well as the equilibrium temperature of the intermediate slab as a function of its position between two external slabs having different temperatures. Finally, we consider the force acting on an atom inside a planar cavity. We show that, differently from the equilibrium configuration, the absence of thermal equilibrium admits one or more positions of minima for the atomic potential. While the corresponding atomic potential depths are very small for typical ground-state atoms, they may become particularly relevant for Rydberg atoms, becoming a promising tool to produce an atomic trap.

  11. Thermoplasticity of coupled bodies in the case of stress-dependent heat transfer

    Science.gov (United States)

    Kilikovskaya, O. A.

    1987-01-01

    The problem of the thermal stresses in coupled deformable bodies is formulated for the case where the heat-transfer coefficient at the common boundary depends on the stress-strain state of the bodies (e.g., is a function of the normal pressure at the common boundary). Several one-dimensional problems are solved in this formulation. Among these problems is the determination of the thermal stresses in an n-layer plate and in a two-layer cylinder.

  12. Body Space in Social Interactions: A Comparison of Reaching and Comfort Distance in Immersive Virtual Reality

    Science.gov (United States)

    Iachini, Tina; Coello, Yann; Frassinetti, Francesca; Ruggiero, Gennaro

    2014-01-01

    Background Do peripersonal space for acting on objects and interpersonal space for interacting with con-specifics share common mechanisms and reflect the social valence of stimuli? To answer this question, we investigated whether these spaces refer to a similar or different physical distance. Methodology Participants provided reachability-distance (for potential action) and comfort-distance (for social processing) judgments towards human and non-human virtual stimuli while standing still (passive) or walking toward stimuli (active). Principal Findings Comfort-distance was larger than other conditions when participants were passive, but reachability and comfort distances were similar when participants were active. Both spaces were modulated by the social valence of stimuli (reduction with virtual females vs males, expansion with cylinder vs robot) and the gender of participants. Conclusions These findings reveal that peripersonal reaching and interpersonal comfort spaces share a common motor nature and are sensitive, at different degrees, to social modulation. Therefore, social processing seems embodied and grounded in the body acting in space. PMID:25405344

  13. Towards a General Equation for the Survival of Microbes Transferred between Solar System Bodies

    Science.gov (United States)

    Fries, M.; Steele, A.

    2014-01-01

    It should be possible to construct a general equation describing the survival of microbes transferred between Solar System bodies. Such an equation will be useful for constraining the likelihood of transfer of viable organisms between bodies throughout the lifetime of the Solar System, and for refining Planetary Protection constraints placed on future missions. We will discuss the construction of such an equation, present a plan for definition of pertinent factors, and will describe what research will be necessary to quantify those factors. Description: We will examine the case of microbes transferred between Solar System bodies as residents in meteorite material ejected from one body (the "intial body") and deposited on another (the "target body"). Any microbes transferred in this fashion will experience four distinct phases between their initial state on the initial body, up to the point where they colonize the target body. Each of these phases features phenomena capable of reducing or exterminating the initial microbial population. They are: 1) Ejection: Material is ejected from the initial body, imparting shock followed by rapid desiccation and cooling. 2) Transport: Material travels through interplanetary space to the target body, exposing a hypothetical microbial population to extended desiccation, irradiation, and temperature extremes. 3) Infall: Material is deposited on the target body, diminishing the microbial population through shock, mass loss, and heating. 4) Adaptation: Any microbes which survive the previous three phases must then adapt to new chemophysical conditions of the target body. Differences in habitability between the initial and target bodies dominate this phase. A suitable general-form equation can be assembled from the above factors by defining the initial number of microbes in an ejected mass and applying multiplicitive factors based on the physical phenomena inherent to each phase. It should be possible to present the resulting equation

  14. Live births after polar body biopsy and frozen-thawed cleavage stage embryo transfer: case report.

    Science.gov (United States)

    Guimarães, Fernando; Roque, Matheus; Valle, Marcello; Kostolias, Alessandra; Azevedo, Rodrigo A de; Martinhago, Ciro D; Sampaio, Marcos; Geber, Selmo

    2016-12-01

    Pre-implantation genetic diagnosis (PGD) or screening (PGS) technology, has emerged and developed in the past few years, benefiting couples as it allows the selection and transfer of healthy embryos during IVF treatments. These techniques can be performed in oocytes (polar-body biopsy) or embryos (blastomere or trophectoderm biopsy). In this case report, we describe the first two live births to be published in Brazil after a polar-body (PB) biopsy. In case 1, a 42-year-old was submitted to PB biopsy with PGS due to advanced maternal age and poor ovarian reserve. Five MII oocytes underwent first and second polar body biopsy and four cleavage embryos were cryopreserved. The PGS analysis resulted in two euploid embryos (next generation sequence). A frozen-thawed embryo transfer (FET) was performed after endometrial priming and a healthy baby was delivered after a cesarean section (37 weeks, female, 3390g, 47.5 cm). In case 2, a 40-year old patient with balanced translocation and poor ovarian response was submitted to PB biopsy. Two MII oocytes underwent first and second polar body biopsy and two embryos were cryopreserved in cleavage stage. The analysis resulted in one euploid embryo that was transferred after endometrial priming. A preterm healthy baby (34 weeks, female, 2100g, 40 cm) was delivered via cesarean section. In conclusion, although the blastocyst biopsy is the norm when performing PGS/PGD during IVF treatments, other alternatives (as PB biopsy) should be considered in some specific situations.

  15. Virtual reality exposure therapy

    OpenAIRE

    Rothbaum, BO; Hodges, L; Kooper, R

    1997-01-01

    It has been proposed that virtual reality (VR) exposure may be an alternative to standard in vivo exposure. Virtual reality integrates real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer- generated virtual environment. Virtual reality exposure is potentially an efficient and cost-effective treatment of anxiety disorders. VR exposure therapy reduced the fear of heights in the first control...

  16. A finite volume procedure for fluid flow, heat transfer and solid-body stress analysis

    KAUST Repository

    Jagad, P. I.

    2018-04-12

    A unified cell-centered unstructured mesh finite volume procedure is presented for fluid flow, heat transfer and solid-body stress analysis. An in-house procedure (A. W. Date, Solution of Transport Equations on Unstructured Meshes with Cell-Centered Colocated Variables. Part I: Discretization, International Journal of Heat and Mass Transfer, vol. 48 (6), 1117-1127, 2005) is extended to include the solid-body stress analysis. The transport terms for a cell-face are evaluated in a structured grid-like manner. The Cartesian gradients at the center of each cell-face are evaluated using the coordinate transformation relations. The accuracy of the procedure is demonstrated by solving several benchmark problems involving different boundary conditions, source terms, and types of loading.

  17. Modelling flow and heat transfer around a seated human body by computational fluid dynamics

    DEFF Research Database (Denmark)

    Sørensen, Dan Nørtoft; Voigt, Lars Peter Kølgaard

    2003-01-01

    A database (http://www.ie.dtu.dk/manikin) containing a detailed representation of the surface geometry of a seated female human body was created from a surface scan of a thermal manikin (minus clothing and hair). The radiative heat transfer coefficient and the natural convection flow around...... of the computational manikin has all surface features of a human being; (2) the geometry is an exact copy of an experimental thermal manikin, enabling detailed comparisons between calculations and experiments....

  18. Transfer of cysto-urethroscopy skills from a virtual-reality simulator to the operating room : a randomized controlled trial

    NARCIS (Netherlands)

    Schout, Barbara M. A.; Ananias, Hildo J. K.; Bemelmans, Bart L. H.; d'Ancona, Frank C. H.; Muijtjens, Arno M. M.; Dolmans, Valerie E. M. G.; Scherpbier, Albert J. J. A.; Hendrikx, Ad J. M.

    OBJECTIVE To assess whether real-time cysto-urethroscopy (CUS) performance improves by simulator-based training (criterion or predictive validity), addressing the research question 'Does practical skills training on the URO Mentor (UM, Simbionix USA Corp., Cleveland, OH, USA) virtual-reality

  19. Heat and Mass Transfer in the Drying of a Cylindrical Body in an Oscillating Magnetic Field

    Science.gov (United States)

    Rudobashta, S. P.; Zueva, G. A.; Kartashov, É. M.

    2018-01-01

    A problem on the heating of a cylindrical body of infinite length in an oscillating electromagnetic field in the process of its drying has been formulated and solved analytically with account of the intermittence of irradiation of the body defined by the Heaviside unit function, the exponential-law absorption of electromagnetic energy by it, and the convective heat and mass exchange between the surface of the body and the environment having constant parameters. The intensity of evaporation of moisture from the surface of the body was determined on the basis of analytical solution of the problem on the mass transfer (moisture diffusion) in it on the assumption that the phase transformations of the body proceed near its surface. Solutions of the problem on the heating of the cylindrical body have been obtained for the cases of nonuniform and uniform distributions of its local temperature, the temperature of the body averaged over its volume, and the temperature gradient near the surface of the body. The "serviceability" of these solutions was verified on the basis of numerical simulation, with them, of the drying of a seed shaped as a cylinder under the action of an oscillating infrared radiation. As a result of the numerical simulation performed, a technological regime of drying of seeds at minimum and maximum temperatures of their heating by on oscillating infrared radiation for a definite period of time in a cycle, providing not only the drying of the seeds but also substantial improvement of their sowing properties (the sprouting energy and the germination power), has been found. It is shown that the oscillating infrared heating of seeds can be used for their drying in pseudofluidized and vibrofluidized beds.

  20. Entire litters developed from transferred eggs in whole body x-irradiated female mice

    International Nuclear Information System (INIS)

    Lin, T.P.

    1980-01-01

    The sensitivity of mouse eggs to sublethal x-irradiation was determined in vitro and in vivo with regard to the development of donor litters in foster mothers. One thousand seven hundred fifty-eight unfertilized eggs of agouti dark-eyed donor mice were transferred into 293 unirradiated or x-irradiated, mated female pink-eyed mice. Two hundred thirty-nine recipients became pregnant; of these 35 produced litters containing solely dark-eyed fetuses. Sublethal doses of x-radiation administered to donor eggs in vitro before transferring into unirradiated recipients did not influence significantly the number of litters of exclusively dark-eyed fetuses produced. However, recipients irradiated by 250 roentgens (r) produced more solely dark-eyed litters than did those irradiated with 100 r. In 21 pregnant females irradiated by 100 r, only 3 (14%) developed solely dark-eyed fetuses as compared to 22 pregnant females irradiated by 250 r, of which 13 (59%) developed solely dark-eyed fetuses, all from unirradiated, transferred eggs. Of another group of 22 pregnant females which received 250 r body irradiation and subsequently received eggs also irradiated by 250 r, only 7 (32%) produced litters of dark-eyed fetuses. No one female of these three groups carried native fetuses. Such radiation-induced infertility resulting from damage of native eggs rather than loss of mother's ability to carry a pregnancy, is frequently remedied by egg transfer

  1. Low-Thrust Orbital Transfers in the Two-Body Problem

    Directory of Open Access Journals (Sweden)

    A. A. Sukhanov

    2012-01-01

    Full Text Available Low-thrust transfers between given orbits within the two-body problem are considered; the thrust is assumed power limited. A simple method for obtaining the transfer trajectories based on the linearization of the motion near reference orbits is suggested. Required calculation accuracy can be reached by means of use of a proper number of the reference orbits. The method may be used in the case of a large number of the orbits around the attracting center; no averaging is necessary in this case. The suggested method also is applicable to the cases of partly given final orbit and if there are constraints on the thrust direction. The method gives an optimal solution to the linearized problem which is not optimal for the original nonlinear problem; the difference between the optimal solutions to the original and linearized problems is estimated using a numerical example. Also examples illustrating the method capacities are given.

  2. The Effects of Whole-Body Vibration on the Cross-Transfer of Strength

    Directory of Open Access Journals (Sweden)

    Alicia M. Goodwill

    2012-01-01

    Full Text Available This study investigated whether the use of superimposed whole-body vibration (WBV during cross-education strength training would optimise strength transfer compared to conventional cross-education strength training. Twenty-one healthy, dominant right leg volunteers (21±3 years were allocated to a strength training (ST, m=3, f=4, a strength training with WBV (ST + V, m=3, f=4, or a control group (no training, m=3, f=4. Training groups performed 9 sessions over 3 weeks, involving unilateral squats for the right leg, with or without WBV (35 Hz; 2.5 mm amplitude. All groups underwent dynamic single leg maximum strength testing (1RM and single and paired pulse transcranial magnetic stimulation (TMS prior to and following training. Strength increased in the trained limb for the ST (41%; ES=1.14 and ST + V (55%; ES=1.03 groups, which resulted in a 35% (ES=0.99 strength transfer to the untrained left leg for the ST group and a 52% (ES=0.97 strength transfer to the untrained leg for the ST + V group, when compared to the control group. No differences in strength transfer between training groups were observed (P=0.15. For the untrained leg, no differences in the peak height of recruitment curves or SICI were observed between ST and ST + V groups (P=1.00. Strength training with WBV does not appear to modulate the cross-transfer of strength to a greater magnitude when compared to conventional cross-education strength training.

  3. Maximizing kinetic energy transfer in one-dimensional many-body collisions

    International Nuclear Information System (INIS)

    Ricardo, Bernard; Lee, Paul

    2015-01-01

    The main problem discussed in this paper involves a simple one-dimensional two-body collision, in which the problem can be extended into a chain of one-dimensional many-body collisions. The result is quite interesting, as it provides us with a thorough mathematical understanding that will help in designing a chain system for maximum energy transfer for a range of collision types. In this paper, we will show that there is a way to improve the kinetic energy transfer between two masses, and the idea can be applied recursively. However, this method only works for a certain range of collision types, which is indicated by a range of coefficients of restitution. Although the concept of momentum, elastic and inelastic collision, as well as Newton’s laws, are taught in junior college physics, especially in Singapore schools, students in this level are not expected to be able to do this problem quantitatively, as it requires rigorous mathematics, including calculus. Nevertheless, this paper provides nice analytical steps that address some common misconceptions in students’ way of thinking about one-dimensional collisions. (paper)

  4. The mechanism of three-body process of energy transfer from excited xenon atoms to molecules

    International Nuclear Information System (INIS)

    Wojciechowski, K.; Forys, M.

    1999-01-01

    The mechanism of energy transfer from Xe(6 s[3/2] 1 ) resonance state (E=8.44 eV) and higher excited Xe(6p, 6p', 6 d) atoms produced in pulse radiolysis to molecules have been discussed. The analysis of the kinetic data for these processes shows that in the sensitized photolysis and radiolysis of Xe-M mixtures the excited atoms decay in 'ordinary' two-body reaction: Xe(6s[3/2] 1 0 )+M→products (r.1) and in fast 'accelerated' third order process: Xe(6s[3/2] 1 0 )+M+Xe→products (r.2) The discussion shows that three-body process occurs via reactions: Xe(6s[3/2] 1 0 )+Xe k w ↔ k d Xe 2 ** (r.2a) Xe 2 **+M k q →[Xe 2 M]*→products (r.2b) It was shown that this mechanism concerns also higher excited Xe atoms and can explain a similar process in He-M mixtures and suggests that it is a general mechanism of energy transfer in all irradiated rare gas-molecule systems

  5. Maximizing kinetic energy transfer in one-dimensional many-body collisions

    Science.gov (United States)

    Ricardo, Bernard; Lee, Paul

    2015-03-01

    The main problem discussed in this paper involves a simple one-dimensional two-body collision, in which the problem can be extended into a chain of one-dimensional many-body collisions. The result is quite interesting, as it provides us with a thorough mathematical understanding that will help in designing a chain system for maximum energy transfer for a range of collision types. In this paper, we will show that there is a way to improve the kinetic energy transfer between two masses, and the idea can be applied recursively. However, this method only works for a certain range of collision types, which is indicated by a range of coefficients of restitution. Although the concept of momentum, elastic and inelastic collision, as well as Newton’s laws, are taught in junior college physics, especially in Singapore schools, students in this level are not expected to be able to do this problem quantitatively, as it requires rigorous mathematics, including calculus. Nevertheless, this paper provides nice analytical steps that address some common misconceptions in students’ way of thinking about one-dimensional collisions.

  6. Heat transfer and loss by whole-body hyperthermia during severe lower-body heating are impaired in healthy older men.

    Science.gov (United States)

    Brazaitis, Marius; Paulauskas, Henrikas; Eimantas, Nerijus; Obelieniene, Diana; Baranauskiene, Neringa; Skurvydas, Albertas

    2017-10-01

    Most studies demonstrate that aging is associated with a weakened thermoregulation. However, it remains unclear whether heat transfer (for heat loss) from the lower (uncompensable) to the upper (compensable) body during passively-induced severe lower-body heating is delayed or attenuated with aging. Therefore, the main purpose of this study was to investigate heat transfer from uncompensable to compensable body areas in young men and healthy older men during passively-induced whole-body hyperthermia with a demonstrated post-heating change in core body (rectal; T re ) temperature. Nine healthy older men and eleven healthy young men (69±6 vs. 21±1 years old, mean±SD, Pheating in water at approximately 43°C. Despite a similar increment in T re (approximately 2.5°C) in both groups, the heating rate was significantly lower in older men than in young men (1.69±0.12 vs. 2.47±0.29°C/h, respectively; Pheat in the skin and deep muscles than young men, and this was associated with a greater heat-transfer delay and subsequent inertia in the increased core body (T re ) temperature. Copyright © 2017 Elsevier Inc. All rights reserved.

  7. Visual capture and the experience of having two bodies – Evidence from two different virtual reality techniques

    Directory of Open Access Journals (Sweden)

    Lukas eHeydrich

    2013-12-01

    Full Text Available In neurology and psychiatry the detailed study of illusory own body perceptions has suggested close links between bodily processing and self-consciousness. One such illusory own body perception is heautoscopy where patients have the sensation of being reduplicated and to exist at two or even more locations. In previous experiments, using a video head-mounted display, self-location and self-identification were manipulated by applying conflicting visuo-tactile information. Yet the experienced singularity of the self was not affected, i.e. participants did not experience having multiple bodies or selves. In two experiments presented in this paper, we investigated self-location and self-identification while participants saw two virtual bodies (video-generated in study 1 and 3D computer generated in study 2 that were stroked either synchronously or asynchronously with their own body. In both experiments, we report that self-identification with two virtual bodies was stronger during synchronous stroking. Furthermore, in the video generated setup with synchronous stroking participants reported a greater feeling of having multiple bodies than in the control conditions. In study 1, but not in study 2, we report that self-location – measured by anterior posterior drift – was significantly shifted towards the two bodies in the synchronous condition only. Self-identification with two bodies, the sensation of having multiple bodies, and the changes in self-location show that the experienced singularity of the self can be studied experimentally. We discuss our data with respect to ownership for supernumerary hands and heautoscopy. We finally compare the effects of the video and 3D computer generated head-mounted display technology and discuss the possible benefits of using either technology to induce changes in illusory self-identification with a virtual body.

  8. Virtual Reality

    Science.gov (United States)

    1993-04-01

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

  9. An advanced computational bioheat transfer model for a human body with an embedded systemic circulation.

    Science.gov (United States)

    Coccarelli, Alberto; Boileau, Etienne; Parthimos, Dimitris; Nithiarasu, Perumal

    2016-10-01

    In the present work, an elaborate one-dimensional thermofluid model for a human body is presented. By contrast to the existing pure conduction-/perfusion-based models, the proposed methodology couples the arterial fluid dynamics of a human body with a multi-segmental bioheat model of surrounding solid tissues. In the present configuration, arterial flow is included through a network of elastic vessels. More than a dozen solid segments are employed to represent the heat conduction in the surrounding tissues, and each segment is constituted by a multilayered circular cylinder. Such multi-layers allow flexible delineation of the geometry and incorporation of properties of different tissue types. The coupling of solid tissue and fluid models requires subdivision of the arterial circulation into large and small arteries. The heat exchange between tissues and arterial wall occurs by convection in large vessels and by perfusion in small arteries. The core region, including the heart, provides the inlet conditions for the fluid equations. In the proposed model, shivering, sweating, and perfusion changes constitute the basis of the thermoregulatory system. The equations governing flow and heat transfer in the circulatory system are solved using a locally conservative Galerkin approach, and the heat conduction in the surrounding tissues is solved using a standard implicit backward Euler method. To investigate the effectiveness of the proposed model, temperature field evolutions are monitored at different points of the arterial tree and in the surrounding tissue layers. To study the differences due to flow-induced convection effects on thermal balance, the results of the current model are compared against those of the widely used modelling methodologies. The results show that the convection significantly influences the temperature distribution of the solid tissues in the vicinity of the arteries. Thus, the inner convection has a more predominant role in the human body heat

  10. Box- or Virtual-Reality Trainer: Which Tool Results in Better Transfer of Laparoscopic Basic Skills?-A Prospective Randomized Trial.

    Science.gov (United States)

    Brinkmann, Christian; Fritz, Mathias; Pankratius, Ulrich; Bahde, Ralf; Neumann, Philipp; Schlueter, Steffen; Senninger, Norbert; Rijcken, Emile

    Simulation training improves laparoscopic performance. Laparoscopic basic skills can be learned in simulators as box- or virtual-reality (VR) trainers. However, there is no clear recommendation for either box or VR trainers as the most appropriate tool for the transfer of acquired laparoscopic basic skills into a surgical procedure. Both training tools were compared, using validated and well-established curricula in the acquirement of basic skills, in a prospective randomized trial in a 5-day structured laparoscopic training course. Participants completed either a box- or VR-trainer curriculum and then applied the learned skills performing an ex situ laparoscopic cholecystectomy on a pig liver. The performance was recorded on video and evaluated offline by 4 blinded observers using the Global Operative Assessment of Laparoscopic Skills (GOALS) score. Learning curves of the various exercises included in the training course were compared and the improvement in each exercise was analyzed. Surgical Skills Lab of the Department of General and Visceral Surgery, University Hospital Muenster. Surgical novices without prior surgical experience (medical students, n = 36). Posttraining evaluation showed significant improvement compared with baseline in both groups, indicating acquisition of laparoscopic basic skills. Learning curves showed almost the same progression with no significant differences. In simulated laparoscopic cholecystectomy, total GOALS score was significantly higher for the box-trained group than the VR-trained group (box: 15.31 ± 3.61 vs. VR: 12.92 ± 3.06; p = 0.039; Hedge׳s g* = 0.699), indicating higher technical skill levels. Despite both systems having advantages and disadvantages, they can both be used for simulation training for laparoscopic skills. In the setting with 2 structured, validated and almost identical curricula, the box-trained group appears to be superior in the better transfer of basic skills into an experimental but structured

  11. Spectrum of quantum transfer matrices via classical many-body systems

    Energy Technology Data Exchange (ETDEWEB)

    Gorsky, A. [ITEP,Bolshaya Cheremushkinskaya str. 25, 117218, Moscow (Russian Federation); MIPT,Inststitutskii per. 9, 141700, Dolgoprudny, Moscow region (Russian Federation); Zabrodin, A. [ITEP,Bolshaya Cheremushkinskaya str. 25, 117218, Moscow (Russian Federation); MIPT,Inststitutskii per. 9, 141700, Dolgoprudny, Moscow region (Russian Federation); Institute of Biochemical Physics,Kosygina str. 4, 119991, Moscow (Russian Federation); National Research University Higher School of Economics,Myasnitskaya str. 20, 101000, Moscow (Russian Federation); Zotov, A. [ITEP,Bolshaya Cheremushkinskaya str. 25, 117218, Moscow (Russian Federation); MIPT,Inststitutskii per. 9, 141700, Dolgoprudny, Moscow region (Russian Federation); Steklov Mathematical Institute, RAS,Gubkina str. 8, 119991, Moscow (Russian Federation)

    2014-01-15

    In this paper we clarify the relationship between inhomogeneous quantum spin chains and classical integrable many-body systems. It provides an alternative (to the nested Bethe ansatz) method for computation of spectra of the spin chains. Namely, the spectrum of the quantum transfer matrix for the inhomogeneous gl{sub n}-invariant XXX spin chain on N sites with twisted boundary conditions can be found in terms of velocities of particles in the rational N-body Ruijsenaars-Schneider model. The possible values of the velocities are to be found from intersection points of two Lagrangian submanifolds in the phase space of the classical model. One of them is the Lagrangian hyperplane corresponding to fixed coordinates of all N particles and the other one is an N-dimensional Lagrangian submanifold obtained by fixing levels of N classical Hamiltonians in involution. The latter are determined by eigenvalues of the twist matrix. To support this picture, we give a direct proof that the eigenvalues of the Lax matrix for the classical Ruijsenaars-Schneider model, where velocities of particles are substituted by eigenvalues of the spin chain Hamiltonians, calculated through the Bethe equations, coincide with eigenvalues of the twist matrix, with certain multiplicities. We also prove a similar statement for the gl{sub n} Gaudin model with N marked points (on the quantum side) and the Calogero-Moser system with N particles (on the classical side). The realization of the results obtained in terms of branes and supersymmetric gauge theories is also discussed.

  12. Few-body semiclassical approach to nucleon transfer and emission reactions

    Directory of Open Access Journals (Sweden)

    Sultanov Renat A.

    2014-04-01

    Full Text Available A three-body semiclassical model is proposed to describe the nucleon transfer and emission reactions in a heavy-ion collision. In this model the two heavy particles, i.e. nuclear cores A1(ZA1, MA1 and A2(ZA2, MA2, move along classical trajectories R→1(t${{\\vec R}_1}\\left( t \\right$ and R→2(t${{\\vec R}_2}\\left( t \\right$ respectively, while the dynamics of the lighter neutron (n is considered from a quantum mechanical point of view. Here, Mi are the nucleon masses and Zi are the Coulomb charges of the heavy nuclei (i = 1, 2. A Faddeev-type semiclassical formulation using realistic paired nuclear-nuclear potentials is applied so that all three channels (elastic, rearrangement and break-up are described in a unified manner. In order to solve the time-dependent equations the Faddeev components of the total three-body wave-function are expanded in terms of the input and output channel target eigenfunctions. In the special case, when the nuclear cores are identical (A1 ≡ A2 and also the two-level approximation in the expansion over the target (subsystem functions is used, the time-dependent semiclassical Faddeev equations are resolved in an explicit way. To determine the realistic R→1(t${{\\vec R}_1}\\left( t \\right$ and R→2(t${{\\vec R}_2}\\left( t \\right$ trajectories of the nuclear cores, a self-consistent approach based on the Feynman path integral theory is applied.

  13. The human alimentary tract transfer and body retention of environmental polonium-210

    International Nuclear Information System (INIS)

    Hunt, G J; Rumney, H S

    2007-01-01

    This paper presents the results of a 4 year study to investigate the human alimentary tract transfer factor (f A value) and body retention of 210 Po in shellfish. In the first 3 years, mussels (Mytilus edulis L.), cockles (Cerastoderma edule L.) and brown meat from crab (Cancer pagurus L.) were successively studied. In each year five volunteers (from a pool of seven) ate a suitable portion of the shellfish and provided 24 h samples of excreta usually for 3 days before and for at least 7 days during and after eating. Subsamples of shellfish were analysed to determine the intakes of 210 Po. Faeces were analysed and the data used to assess apparent f A values. Urine samples were analysed in the mussel and crab studies to provide urinary excretion parameters. Pb-210 was also analysed during the mussel study; the levels were low, leading to large uncertainties, but confirming the negligible effect of radioactive decay to its granddaughter 210 Po in the main study. In the fourth year, larger samples of brown crab meat were eaten by five volunteers and faecal samples were taken at suitable times over periods of up to 43 days to study body retention of 210 Po. The first ∼7 days provided additional data on f A values. Pooled results for the apparent f A for the whole study lay in the range 0.15-0.65 with a mean of 0.46; corrections for endogenous excretion suggest a true f A value of ∼0.51, supporting the value of 0.5 currently used by the International Commission on Radiological Protection (ICRP). The retention data suggest a biological half-time of about 40 days, in broad consistency with the 50 days currently used by the ICRP. Thus there is no strong evidence from this study suggesting a change in dose coefficient for 210 Po. Full experimental data are provided to allow independent further interpretation

  14. Pulsed magnetization transfer imaging with body coil transmission at 3 Tesla: feasibility and application.

    Science.gov (United States)

    Smith, Seth A; Farrell, Jonathan A D; Jones, Craig K; Reich, Daniel S; Calabresi, Peter A; van Zijl, Peter C M

    2006-10-01

    Pulsed magnetization transfer (MT) imaging has been applied to quantitatively assess brain pathology in several diseases, especially multiple sclerosis (MS). To date, however, because of the high power deposition associated with the use of short, rapidly repeating MT prepulses, clinical application has been limited to lower field strengths. The contrast-to-noise ratio (CNR) of MT is limited, and this method would greatly benefit from the use of higher magnetic fields and phased-array coil reception. However, power deposition is proportional to the square of the magnetic field and scales with coil size, and MT experiments are already close to the SAR limit at 1.5T even when smaller transmit coils are used instead of the body coil. Here we show that these seemingly great obstacles can be ameliorated by the increased T(1) of tissue water at higher field, which allows for longer maintenance of sufficiently high saturation levels while using a reduced duty cycle. This enables a fast (5-6 min) high-resolution (1.5 mm isotropic) whole-brain MT acquisition with excellent anatomical visualization of gray matter (GM) and white matter (WM) structures, and even substructures. The method is demonstrated in nine normal volunteers and five patients with relapsing remitting MS (RRMS), and the results show a clear delineation of heterogeneous lesions.

  15. Augmented reality som wearable technology

    DEFF Research Database (Denmark)

    Rahn, Annette

    “How Augmented reality can facilitate learning in visualizing human anatomy “ At this station I demonstrate how Augmented reality can be used to visualize the human lungs in situ and as a wearable technology which establish connection between body, image and technology in education. I will show...

  16. LEARNING ANATOMY WITH AUGMENTED REALITY

    DEFF Research Database (Denmark)

    Nørgaard, Cita; Dyhrberg O'Neill, Lotte; Nielsen, Kurt Gammelgaard

    An Augmented Reality (AR) app for Hololens glasses was developed to help students learn the anatomy of the human body mediastinum. In this research project, we wanted to evaluate whether AR: strengthened the students’ self-efficacy and motivation, helped students to improve learning, and provided...... a questionnaire regarding their self-efficacy and motivation, presence in the virtual room, experiences with Hololens teaching, and how they used the quizzes. In addition, students answered a test with the same 20 questions used in the app and three additional transfer questions new to students. Finally, students......’ scores on the mediastinum questions in the exam 2 month later were collected to examine the long-term memory of content. Internal consistency was estimated for all measures. Correlations between measures were examined with a correlation matrix, and group differences were examined with one-way analysis...

  17. Augmented reality

    Directory of Open Access Journals (Sweden)

    Patrik Pucer

    2011-08-01

    Full Text Available Today we can obtain in a simple and rapid way most of the information that we need. Devices, such as personal computers and mobile phones, enable access to information in different formats (written, pictorial, audio or video whenever and wherever. Daily we use and encounter information that can be seen as virtual objects or objects that are part of the virtual world of computers. Everyone, at least once, wanted to bring these virtual objects from the virtual world of computers into real environments and thus mix virtual and real worlds. In such a mixed reality, real and virtual objects coexist in the same environment. The reality, where users watch and use the real environment upgraded with virtual objects is called augmented reality. In this article we describe the main properties of augmented reality. In addition to the basic properties that define a reality as augmented reality, we present the various building elements (possible hardware and software that provide an insight into such a reality and practical applications of augmented reality. The applications are divided into three groups depending on the information and functions that augmented reality offers, such as help, guide and simulator.

  18. Do out-of-body and near-death experiences point towards the reality of nonlocal consciousness? A critical evaluation

    Directory of Open Access Journals (Sweden)

    Pieter Craffert

    2015-07-01

    Full Text Available In recent years there was a steady flow of academic studies claiming that the mind or consciousness can function independently from a working brain. Such research is presented with great confidence as a scientific breakthrough and one that will alter received views on both humanity and the meaning of life as well as medical science in general and neuroscience in particular. In this article the three major streams of evidence for the existence of nonlocal consciousness are critically evaluated. Neither the testimonies of thousands of experients nor research on cardiac arrest patients or experimental research on veridical perception during out-of-body experiences at this stage provide sufficient evidence for such claims about nonlocal consciousness. Extraordinary claims about paradigm chances in the scientific world should be supported by uncontroversial and high quality evidence, which is currently not available.

  19. Quasi-four-body treatment of charge transfer in the collision of protons with atomic helium: I. Thomas related mechanisms

    Science.gov (United States)

    Safarzade, Zohre; Fathi, Reza; Shojaei Akbarabadi, Farideh; Bolorizadeh, Mohammad A.

    2018-04-01

    The scattering of a completely bare ion by atoms larger than hydrogen is at least a four-body interaction, and the charge transfer channel involves a two-step process. Amongst the two-step interactions of the high-velocity single charge transfer in an anion-atom collision, there is one whose amplitude demonstrates a peak in the angular distribution of the cross sections. This peak, the so-called Thomas peak, was predicted by Thomas in a two-step interaction, classically, which could also be described through three-body quantum mechanical models. This work discusses a four-body quantum treatment of the charge transfer in ion-atom collisions, where two-step interactions illustrating a Thomas peak are emphasized. In addition, the Pauli exclusion principle is taken into account for the initial and final states as well as the operators. It will be demonstrated that there is a momentum condition for each two-step interaction to occur in a single charge transfer channel, where new classical interactions lead to the Thomas mechanism.

  20. Transfer

    DEFF Research Database (Denmark)

    Wahlgren, Bjarne; Aarkrog, Vibe

    Bogen er den første samlede indføring i transfer på dansk. Transfer kan anvendes som praksis-filosofikum. Den giver en systematisk indsigt til den studerende, der spørger: Hvordan kan teoretisk viden bruges til at reflektere over handlinger i situationer, der passer til min fremtidige arbejdsplads?...

  1. Total body surface area overestimation at referring institutions in children transferred to a burn center.

    Science.gov (United States)

    Swords, Douglas S; Hadley, Edmund D; Swett, Katrina R; Pranikoff, Thomas

    2015-01-01

    Total body surface area (TBSA) burned is a powerful descriptor of burn severity and influences the volume of resuscitation required in burn patients. The incidence and severity of TBSA overestimation by referring institutions (RIs) in children transferred to a burn center (BC) are unclear. The association between TBSA overestimation and overresuscitation is unknown as is that between TBSA overestimation and outcome. The trauma registry at a BC was queried over 7.25 years for children presenting with burns. TBSA estimate at RIs and BC, total fluid volume given before arrival at a BC, demographic variables, and clinical variables were reviewed. Nearly 20 per cent of children arrived from RIs without TBSA estimation. Nearly 50 per cent were overestimated by 5 per cent or greater TBSA and burn sizes were overestimated by up to 44 per cent TBSA. Average TBSA measured at BC was 9.5 ± 8.3 per cent compared with 15.5 ± 11.8 per cent as measured at RIs (P < 0.0001). Burns between 10 and 19.9 per cent TBSA were overestimated most often and by the greatest amounts. There was a statistically significant relationship between overestimation of TBSA by 5 per cent or greater and overresuscitation by 10 mL/kg or greater (P = 0.02). No patient demographic or clinical factors were associated with TBSA overestimation. Education efforts aimed at emergency department physicians regarding the importance of always calculating TBSA as well as the mechanics of TBSA estimation and calculating resuscitation volume are needed. Further studies should evaluate the association of TBSA overestimation by RIs with adverse outcomes and complications in the burned child.

  2. Changes of pelvis control with subacute stroke: A comparison of body-weight- support treadmill training coupled virtual reality system and over-ground training.

    Science.gov (United States)

    Mao, Yurong; Chen, Peiming; Li, Lifang; Li, Le; Huang, Dongfeng

    2015-01-01

    Gait recovery is very important to stroke survivors to regain their independence in activity of daily life. This study aimed to investigate the effects of virtual reality (VR) coupled body weight support treadmill training (BWSTT) on pelvic control at the early stage of stroke. Kinematic and kinetic changes of pelvic motion were evaluated by a 3D gait analysis system and were compared to the results from over-ground walking training. Twenty-four patients having unilateral hemiplegia with subacute stroke were recruited to a VR coupled BWSTT group (n= 12) and a conventional therapy (CT) group (n= 12). Both of the groups received training of 20-40 min/day, 5 days/week, for 3 weeks. The results showed the tilt of pelvis in sagittal plane improved significantly (P= 0.038) after treatment in the BWSTT+VR group, in terms of decreased amplitude of anterior peak (mean, from 10.99° to 6.25°), while there were no significant differences in the control group. The findings suggested that VR coupled BWSTT gait training could decrease anterior tilt of pelvis in early hemiparetic persons following a modest intervention dose, and the training may have advantages over conventional over-ground gait training and can assist the therapists in correcting abnormal gait pattern of stroke survivors.

  3. AUGMENTED REALITY

    DEFF Research Database (Denmark)

    Skov, Kirsten; Bahn, Anne Louise

    2017-01-01

    Projektets grundlæggende idé er udvikling af visuel, æstetisk læring med Augmented Reality, hvor intentionen er at bidrage med konkrete undersøgelser og udforskning af begrebet Augmented Reality – herunder koblingen mellem det analoge og digitale i forhold til læring, multimodalitet og it...

  4. Bond-order potential for magnetic body-centered-cubic iron and its transferability

    Science.gov (United States)

    Lin, Yi-Shen; Mrovec, M.; Vitek, V.

    2016-06-01

    We derived and thoroughly tested a bond-order potential (BOP) for body-centered-cubic (bcc) magnetic iron that can be employed in atomistic calculations of a broad variety of crystal defects that control structural, mechanical, and thermodynamic properties of this technologically important metal. The constructed BOP reflects correctly the mixed nearly free electron and covalent bonding arising from the partially filled d band as well as the ferromagnetism that is actually responsible for the stability of the bcc structure of iron at low temperatures. The covalent part of the cohesive energy is determined within the tight-binding bond model with the Green's function of the Schrödinger equation determined using the method of continued fractions terminated at a sufficient level of the moments of the density of states. This makes the BOP an O (N ) method usable for very large numbers of particles. Only d d bonds are included explicitly, but the effect of s electrons on the covalent energy is included via their screening of the corresponding d d bonds. The magnetic part of the cohesive energy is included using the Stoner model of itinerant magnetism. The repulsive part of the cohesive energy is represented, as in any tight-binding scheme, by an empirical formula. Its functional form is physically justified by studies of the repulsion in face-centered-cubic (fcc) solid argon under very high pressure where the repulsion originates from overlapping s and p closed-shell electrons just as it does from closed-shell s electrons in transition metals squeezed into the ion core under the influence of the large covalent d bonding. Testing of the transferability of the developed BOP to environments significantly different from those of the ideal bcc lattice was carried out by studying crystal structures and magnetic states alternative to the ferromagnetic bcc lattice, vacancies, divacancies, self-interstitial atoms (SIAs), paths continuously transforming the bcc structure to

  5. Virtual reality in surgical training.

    Science.gov (United States)

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

    2000-01-01

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

  6. How to design compelling Virtual Reality or Augmented Reality experience?

    OpenAIRE

    Richir , Simon; Fuchs , Philippe; Lourdeaux , Domitile; Millet , Dominique; BUCHE , Cédric; Querrec , Ronan

    2015-01-01

    International audience; The convergence of technologies currently observed in the field of Virtual Reality, Augmented Reality, robotics and consumer electronic reinforces the trend of new applications appearing every day. But when transferring knowledge acquired from research to businesses, research laboratories are often at a loss because of a lack of knowledge of the design and integration processes in creating an industrial scale product. In fact, the innovation approaches that take a good...

  7. Craving for Food in Virtual Reality Scenarios in Non-Clinical Sample: Analysis of its Relationship with Body Mass Index and Eating Disorder Symptoms.

    Science.gov (United States)

    Ferrer-Garcia, Marta; Gutierrez-Maldonado, Jose; Treasure, Janet; Vilalta-Abella, Ferran

    2015-09-01

    Virtual reality (VR) technology has been successfully used to study the influence of specific and contextual food-related cues on emotional, cognitive and behavioural responses in patients with eating disorders (ED) and healthy controls. Following this research line, the present study assesses the effect on reported food craving of the type of food (low calorie versus high calorie) and the presence or absence of other people (private versus social context) in VR environments. Relationships between craving and body mass index (BMI) and ED symptoms are also explored. Eighty-seven female students were exposed to four VR scenarios presented in random order: a low-calorie kitchen, a high-calorie kitchen, a low-calorie restaurant and a high-calorie restaurant. After 2 minutes of exposure to each virtual scenario, food craving was assessed. Repeated measures analyses of covariance were conducted to assess changes in food craving following exposure to the different VR environments. Time elapsed since the last meal was introduced as a covariate to control for responses produced by food deprivation. Correlation and hierarchical multiple regression analyses were also conducted to assess the relationship between reported food craving and BMI and ED symptoms. Participants experienced higher levels of food craving after exposure to high-calorie foods (in both the kitchen and restaurant environments) than after exposure to low-calorie foods. Being alone in the kitchen or with friends in the restaurant had no effect on reported craving. Overall, neither BMI nor ED symptoms were related with reported food craving; only in the restaurant with low-calorie food was a significant negative correlation found between BMI and food craving. The results suggest that cue exposure in virtual environments is an effective procedure for inducing food craving in healthy controls and may be useful as a research and therapeutic tool in clinical populations. Copyright © 2015 John Wiley & Sons, Ltd

  8. Increases in lower-body strength transfer positively to sprint performance: a systematic review with meta-analysis.

    Science.gov (United States)

    Seitz, Laurent B; Reyes, Alvaro; Tran, Tai T; Saez de Villarreal, Eduardo; Haff, G Gregory

    2014-12-01

    Although lower-body strength is correlated with sprint performance, whether increases in lower-body strength transfer positively to sprint performance remain unclear. This meta-analysis determined whether increases in lower-body strength (measured with the free-weight back squat exercise) transfer positively to sprint performance, and identified the effects of various subject characteristics and resistance-training variables on the magnitude of sprint improvement. A computerized search was conducted in ADONIS, ERIC, SPORTDiscus, EBSCOhost, Google Scholar, MEDLINE and PubMed databases, and references of original studies and reviews were searched for further relevant studies. The analysis comprised 510 subjects and 85 effect sizes (ESs), nested with 26 experimental and 11 control groups and 15 studies. There is a transfer between increases in lower-body strength and sprint performance as indicated by a very large significant correlation (r = -0.77; p = 0.0001) between squat strength ES and sprint ES. Additionally, the magnitude of sprint improvement is affected by the level of practice (p = 0.03) and body mass (r = 0.35; p = 0.011) of the subject, the frequency of resistance-training sessions per week (r = 0.50; p = 0.001) and the rest interval between sets of resistance-training exercises (r = -0.47; p ≤ 0.001). Conversely, the magnitude of sprint improvement is not affected by the athlete's age (p = 0.86) and height (p = 0.08), the resistance-training methods used through the training intervention, (p = 0.06), average load intensity [% of 1 repetition maximum (RM)] used during the resistance-training sessions (p = 0.34), training program duration (p = 0.16), number of exercises per session (p = 0.16), number of sets per exercise (p = 0.06) and number of repetitions per set (p = 0.48). Increases in lower-body strength transfer positively to sprint performance. The magnitude of sprint improvement is affected by numerous subject characteristics and resistance

  9. TRANSFER

    African Journals Online (AJOL)

    This paper reports on further studies on long range energy transfer between curcumine as donor and another thiazine dye, thionine, which is closely related to methylene blue as energy harvester (Figure 1). Since thionine is known to have a higher quantum yield of singlet oxygen sensitization than methylene blue [8], it is ...

  10. Numerical investigation of incompressible fluid flow and heat transfer across a bluff body in a channel flow

    Directory of Open Access Journals (Sweden)

    Taymaz Imdat

    2015-01-01

    Full Text Available The Lattice Boltzmann Method is applied to computationally investigate the laminar flow and heat transfer of an incompressible fluid with constant material properties in a two-dimensional channel with a built-in bluff body. In this study, a triangular prism is taken as the bluff body. Not only the momentum transport, but also the energy transport is modeled by the Lattice Boltzmann Method. A uniform lattice structure with a single time relaxation rule is used. For obtaining a higher flexibility on the computational grid, interpolation methods are applied, where the information is transferred from the lattice structure to the computational grid by Lagrange interpolation. The flow is investigated for different Reynolds numbers, while keeping the Prandtl number at the constant value of 0.7. The results show how the presence of a triangular prism effects the flow and heat transfer patterns for the steady-state and unsteady-periodic flow regimes. As an assessment of the accuracy of the developed Lattice Boltzmann code, the results are compared with those obtained by a commercial Computational Fluid Dynamics code. It is observed that the present Lattice Boltzmann code delivers results that are of similar accuracy to the well-established Computational Fluid Dynamics code, with much smaller computational time for the prediction of the unsteady phenomena.

  11. Cadmium transfer from contaminated soils to the human body through rice consumption in southern Jiangsu Province, China.

    Science.gov (United States)

    Li, Tianyuan; Chang, Qing; Yuan, Xuyin; Li, Jizhou; Ayoko, Godwin A; Frost, Ray L; Chen, Hongyan; Zhang, Xinjian; Song, Yinxian; Song, Wenzhi

    2017-06-21

    Consumption of crops grown in cadmium-contaminated soils is an important Cd exposure route to humans. The present study utilizes statistical analysis and in vitro digestion experiments to uncover the transfer processes of Cd from soils to the human body through rice consumption. Here, a model was created to predict the levels of bioaccessible Cd in rice grains using phytoavailable Cd quantities in the soil. During the in vitro digestion, a relatively constant ratio between the total and bioaccessible Cd in rice was observed. About 14.89% of Cd in soils was found to be transferred into rice grains and up to 3.19% could be transferred from rice grains to the human body. This model was able to sufficiently predict rice grain cadmium concentrations based on CaCl 2 extracted zinc and cadmium concentrations in soils (R 2 = 0.862). The bioaccessible Cd concentration in rice grains was also able to be predicted using CaCl 2 extracted cadmium from soil (R 2 = 0.892). The models established in this study demonstrated that CaCl 2 is a suitable indicator of total rice Cd concentrations and bioaccessible rice grain Cd concentrations. The chain model approach proposed in this study can be used for the fast and accurate evaluation of human Cd exposure through rice consumption based on the soil conditions in contaminated regions.

  12. The body of the analyst and the analytic setting: reflections on the embodied setting and the symbiotic transference.

    Science.gov (United States)

    Lemma, Alessandra

    2014-04-01

    In this paper the author questions whether the body of the analyst may be helpfully conceptualized as an embodied feature of the setting and suggests that this may be especially helpful for understanding patients who develop a symbiotic transference and for whom any variance in the analyst's body is felt to be profoundly destabilizing. In such cases the patient needs to relate to the body of the analyst concretely and exclusively as a setting 'constant' and its meaning for the patient may thus remain inaccessible to analysis for a long time. When the separateness of the body of the analyst reaches the patient's awareness because of changes in the analyst's appearance or bodily state, it then mobilizes primitive anxieties in the patient. It is only when the body of the analyst can become a dynamic variable between them (i.e., part of the process) that it can be used by the patient to further the exploration of their own mind. Copyright © 2014 Institute of Psychoanalysis.

  13. Transfer of /sup 109/Cd in the mother's body to the suckling infant mice through the milk and its distribution in their whole bodies

    Energy Technology Data Exchange (ETDEWEB)

    Shimizu, K [National Defence Medical Coll., Tokorozawa, Saitama (Japan). Dept. of Public Health

    1978-10-01

    To point out the transfer of injected /sup 109/Cd in mothers, body to suckled infant mice through the milk and its distribution in their whole bodies, the following experiments were performed. Pregnant mice received 8..mu.. Ci of /sup 109/Cd by intravenous injection 7 days before parturition. After the delivery, the suckled infant mice were killed and fixed by momentary freezing in the refrigerated room of -15 deg C every day from 1 to 5 days and 10 days after the births. /sup 109/Cd was found in the intestines of the suckled infant mice from 1 to 5 days after the births, but no trace of /sup 109/Cd was confirmed there 10 days after the births. Mother mice had been given the same dose of /sup 109/Cd shortly after the parturition, and gave suck to her infants. The suckled infants were killed and fixed 7 and 10 days after the births by the same method. All specimens were investigated by whole body autoradiography. /sup 109/Cd was observed in the gastrointestinal tract of the suckled infant mice 7 and 10 days after the births. No clear evidence was obtained in the experiments to support that /sup 109/Cd had been absorbed from the gastrointestinal tracts. However, final conclusion cannot be drawn from these small number of samples, and further work is needed.

  14. 7 CFR 3560.659 - Sale or transfer to nonprofit organizations and public bodies.

    Science.gov (United States)

    2010-01-01

    ... low- and low-income families or persons for the remaining useful life of the housing and related... useful life of the housing project unless the Agency determines that the transfer will further the... (Continued) RURAL HOUSING SERVICE, DEPARTMENT OF AGRICULTURE DIRECT MULTI-FAMILY HOUSING LOANS AND GRANTS...

  15. Force sensor for measuring power transfer between the human body and the environment

    NARCIS (Netherlands)

    Brookhuis, Robert Anton; Lammerink, Theodorus S.J.; Wiegerink, Remco J.; de Boer, Meint J.; Elwenspoek, Michael Curt

    2011-01-01

    A force sensor with capacitive readout is designed and realized for the measurement of mechanical power transfer. The ultimate aim is to integrate this in a glove that determines the complete mechanical interaction between the human hand and the environment. The sensor measures the normal force and

  16. Simulation of the steady-state energy transfer in rigid bodies, with convective-radiative boundary conditions, employing a minimum principle

    International Nuclear Information System (INIS)

    Gama, R.M.S. da.

    1992-08-01

    The energy transfer phenomenon in a rigid and opaque body that exchanges energy, with the environment, by convection and by diffuse thermal radiation is studied. The considered phenomenon is described by a partial differential equation, subjected to (nonlinear) boundary conditions. A minimum principle, suitable for a large class of energy transfer problems is presented. Some particular cases are simulated. (author)

  17. Augmented Reality

    DEFF Research Database (Denmark)

    Kjærgaard, Hanne Wacher; Kjeldsen, Lars Peter Bech; Rahn, Annette

    2015-01-01

    This chapter describes the use of iPad-facilitated application of augmented reality in the teaching of highly complex anatomical and physiological subjects in the training of nurses at undergraduate level. The general aim of the project is to investigate the potentials of this application in terms...... of making the complex content and context of these subjects more approachable to the students through the visualization made possible through the use of this technology. A case study is described in this chapter. Issues and factors required for the sustainable use of the mobile-facilitated application...... of augmented reality are discussed....

  18. Centre of Gravity Plethysmography--A Means of Detecting Mass Transfer of Fluid within the Body.

    Science.gov (United States)

    Buck, Michael

    1988-01-01

    Describes the monitoring of the redistribution of blood by using a technique which detects changes in the center of gravity of the body. Provides information about the principles and application, construction of apparatus, operating routines, and use of the computer as a recorder. Includes suggested investigations, demonstrations, and diagrams.…

  19. Frenkel and Charge-Transfer Excitations in Donor-acceptor Complexes from Many-Body Green's Functions Theory.

    Science.gov (United States)

    Baumeier, Björn; Andrienko, Denis; Rohlfing, Michael

    2012-08-14

    Excited states of donor-acceptor dimers are studied using many-body Green's functions theory within the GW approximation and the Bethe-Salpeter equation. For a series of prototypical small-molecule based pairs, this method predicts energies of local Frenkel and intermolecular charge-transfer excitations with the accuracy of tens of meV. Application to larger systems is possible and allowed us to analyze energy levels and binding energies of excitons in representative dimers of dicyanovinyl-substituted quarterthiophene and fullerene, a donor-acceptor pair used in state of the art organic solar cells. In these dimers, the transition from Frenkel to charge transfer excitons is endothermic and the binding energy of charge transfer excitons is still of the order of 1.5-2 eV. Hence, even such an accurate dimer-based description does not yield internal energetics favorable for the generation of free charges either by thermal energy or an external electric field. These results confirm that, for qualitative predictions of solar cell functionality, accounting for the explicit molecular environment is as important as the accurate knowledge of internal dimer energies.

  20. Virtual Reality.

    Science.gov (United States)

    Newby, Gregory B.

    1993-01-01

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

  1. Contesting realities

    Directory of Open Access Journals (Sweden)

    Jessica Whyte

    2009-08-01

    Full Text Available In 2004, an unnamed Bush adviser accused a senior Wall Street Journal reporter of belonging to the “reality based community”—a community that believed solutions stem from the judicious study of reality. “We're history's actors, “ he told the journalist, “and you, all of you, will be left to just study what we do.” Overwhelmingly, the response of those on the left, and of US progressives to this comment was to smugly deride the irrationalism and the arrogance of the Bush Administration. This paper, in contrast, will examine what is missed in the rush to accept membership of the reality based community. It will suggest that that the advisor's comments express something that was once a central tenet of the left: the belief that political action is capable of transforming reality. Today, on the left, this belief has been all but abandoned in the face of a seemingly unstoppable onslaught of free market capitalism and increasingly repressive state power. This paper will ask what it would mean today, to begin to re-imagine political action as capable of remaking the world.

  2. Augmented Reality

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Brandt, Harald; Radmer, Ole

    2017-01-01

    Artiklen præsenterer resultater fra pilotafprøvning i 7.-klasses fysik/kemi og biologi af to Augmented Reality (AR)-apps til naturfagsundervisning. Muligheder og udfordringer ved lærerens stilladsering af elevernes undersøgende samtale og modelleringskompetence er undersøgt med interview...

  3. Many-body theory of charge transfer in hyperthermal atomic scattering

    International Nuclear Information System (INIS)

    Marston, J.B.; Andersson, D.R.; Behringer, E.R.; Cooper, B.H.; DiRubio, C.A.; Kimmel, G.A.; Richardson, C.

    1993-01-01

    We use the Newns-Anderson Hamiltonian to describe many-body electronic processes that occur when hyperthermal alkali atoms scatter off metallic surfaces. Following Brako and Newns, we expand the electronic many-body wave function in the number of particle-hole pairs (we keep terms up to and including a single particle-hole pair). We extend their earlier work by including level crossings, excited neutrals, and negative ions. The full set of equations of motion is integrated numerically, without further approximations, to obtain the many-body amplitudes as a function of time. The velocity and work-function dependence of final-state quantities such as the distribution of ion charges and excited atomic occupancies are compared with experiment. In particular, experiments that scatter alkali ions off clean Cu(001) surfaces in the energy range 5--1600 eV constrain the theory quantitatively. The neutralization probability of Na + ions shows a minimum at intermediate velocity in agreement with the theory. This behavior contrasts with that of K + , which shows virtually no neutralization, and with Li + , which exhibits a monotonically increasing neutral fraction with decreasing velocity. Particle-hole excitations are left behind in the metal during a fraction of the collision events; this dissipated energy is predicted to be quite small (on the order of tenths of an electron volt). Indeed, classical trajectory simulations of the surface dynamics account well for the observed energy loss, and thus provide some justification for our truncation of the equations of motion at the single particle-hole pair level. Li + scattering experiments off low work-function surfaces provide qualitative information on the importance of many-body effects. At sufficiently low work function, the negative ions predicted to occur are in fact observed

  4. Alternative realities : from augmented reality to mobile mixed reality

    OpenAIRE

    Claydon, Mark

    2015-01-01

    This thesis provides an overview of (mobile) augmented and mixed reality by clarifying the different concepts of reality, briefly covering the technology behind mobile augmented and mixed reality systems, conducting a concise survey of existing and emerging mobile augmented and mixed reality applications and devices. Based on the previous analysis and the survey, this work will next attempt to assess what mobile augmented and mixed reality could make possible, and what related applications an...

  5. Review on modeling heat transfer and thermoregulatory responses in human body.

    Science.gov (United States)

    Fu, Ming; Weng, Wenguo; Chen, Weiwang; Luo, Na

    2016-12-01

    Several mathematical models of human thermoregulation have been developed, contributing to a deep understanding of thermal responses in different thermal conditions and applications. In these models, the human body is represented by two interacting systems of thermoregulation: the controlling active system and the controlled passive system. This paper reviews the recent research of human thermoregulation models. The accuracy and scope of the thermal models are improved, for the consideration of individual differences, integration to clothing models, exposure to cold and hot conditions, and the changes of physiological responses for the elders. The experimental validated methods for human subjects and manikin are compared. The coupled method is provided for the manikin, controlled by the thermal model as an active system. Computational Fluid Dynamics (CFD) is also used along with the manikin or/and the thermal model, to evaluate the thermal responses of human body in various applications, such as evaluation of thermal comfort to increase the energy efficiency, prediction of tolerance limits and thermal acceptability exposed to hostile environments, indoor air quality assessment in the car and aerospace industry, and design protective equipment to improve function of the human activities. Copyright © 2016 Elsevier Ltd. All rights reserved.

  6. Magnetosensitive e-skins with directional perception for augmented reality

    Science.gov (United States)

    Cañón Bermúdez, Gilbert Santiago; Karnaushenko, Dmitriy D.; Karnaushenko, Daniil; Lebanov, Ana; Bischoff, Lothar; Kaltenbrunner, Martin; Fassbender, Jürgen; Schmidt, Oliver G.; Makarov, Denys

    2018-01-01

    Electronic skins equipped with artificial receptors are able to extend our perception beyond the modalities that have naturally evolved. These synthetic receptors offer complimentary information on our surroundings and endow us with novel means of manipulating physical or even virtual objects. We realize highly compliant magnetosensitive skins with directional perception that enable magnetic cognition, body position tracking, and touchless object manipulation. Transfer printing of eight high-performance spin valve sensors arranged into two Wheatstone bridges onto 1.7-μm-thick polyimide foils ensures mechanical imperceptibility. This resembles a new class of interactive devices extracting information from the surroundings through magnetic tags. We demonstrate this concept in augmented reality systems with virtual knob-turning functions and the operation of virtual dialing pads, based on the interaction with magnetic fields. This technology will enable a cornucopia of applications from navigation, motion tracking in robotics, regenerative medicine, and sports and gaming to interaction in supplemented reality. PMID:29376121

  7. Augmented reality

    OpenAIRE

    Jecha, Jakub

    2011-01-01

    This thesis is focused on a technology called Augmented reality, especially on its use in marketing. The main objective of the thesis is to define why this technology is a suitable tool for marketing and to assess its use in real conditions. This is achieved by defining specific devices and use cases of this technology in practice, whereas evaluation of its use in real enviroment is based on statistics. The contribution of the thesis is objective evaluation of this technology and provision of...

  8. Radiation heat transfer of arbitrary axisymmetric bodies with specular and diffuse surfaces; Kyomen ranhanshamen wo motsu nin`i keijo jikutaishobuttai no hosha dennetsu

    Energy Technology Data Exchange (ETDEWEB)

    Maruyama, S.; Aihara, T. [Tohoku University, Sendai (Japan). Institute of Fluid Sceince

    1993-10-25

    A radiation light tracking method was used to derive shape factors of arbitrary axisymmetric bodies consisted of specular and diffuse surfaces or an annular face element as a composite surface of the former surfaces. This paper illustrates the summary of an analytical method to calculate radiation heat transfer amount of these bodies using the shape factors, and describes the following matters: The difference between the shape factor obtained by applying this method to the inner face of a cylindrical body and conventional analytical solution can be reduced by increasing the number of splits in outgoing light. The numerical solution from this method on radiation heat transfer amount in the particular body agrees well with the conventional analytical solution. Radiation heat transfer amount when the specular reflectivity was increased either increases or decreases depending on the face shape, not necessarily changing monotonously. The paper further describes briefly a composite heat transfer analysis applied to a silicon crystal growing equipment using the Czochralski method, the analysis combining a radiation heat transfer analysis that splits the equipment interior into 88 annular elements with a general purpose heat transfer analysis. 13 refs., 11 figs., 1 tab.

  9. Augmented reality in surgery.

    Science.gov (United States)

    Shuhaiber, Jeffrey H

    2004-02-01

    To evaluate the history and current knowledge of computer-augmented reality in the field of surgery and its potential goals in education, surgeon training, and patient treatment. National Library of Medicine's database and additional library searches. Only articles suited to surgical sciences with a well-defined aim of study, methodology, and precise description of outcome were included. Augmented reality is an effective tool in executing surgical procedures requiring low-performance surgical dexterity; it remains a science determined mainly by stereotactic registration and ergonomics. Strong evidence was found that it is an effective teaching tool for training residents. Weaker evidence was found to suggest a significant influence on surgical outcome, both morbidity and mortality. No evidence of cost-effectiveness was found. Augmented reality is a new approach in executing detailed surgical operations. Although its application is in a preliminary stage, further research is needed to evaluate its long-term clinical impact on patients, surgeons, and hospital administrators. Its widespread use and the universal transfer of such technology remains limited until there is a better understanding of registration and ergonomics.

  10. International technology transfer

    International Nuclear Information System (INIS)

    Kwon, Won Gi

    1991-11-01

    This book introduces technology progress and economic growth, theoretical consideration of technology transfer, policy and mechanism on technology transfer of a developed country and a developing country, reality of international technology transfer technology transfer and industrial structure in Asia and the pacific region, technology transfer in Russia, China and Eastern Europe, cooperation of science and technology for development of Northeast Asia and strategy of technology transfer of Korea.

  11. Realities of site investigation

    International Nuclear Information System (INIS)

    Beauheim, R.; Ben Benfahel, M.; Byrum, Ch.; Fedor, F.; Geier, J.; Nys, V.; Schelkes, K.; Selroos, J.O.; Szucs, I.; Whittaker, St.

    2007-01-01

    During the working session, Working Group C discussed the following questions proposed by the Scientific Programme Committee of AMIGO 2: - Provide a list of concrete examples of limitations and their reasons. In addressing these issues, consider the relation between what you can measure and what you would like to describe. - Can these limitations be handled by defensible uncertainty descriptions? - What has been your experience in predicting properties/responses and then making comparisons with subsequent measurements? How much 'after-fitting' was necessary? Did the exercise contribute to validation? What did it teach you about your abilities to characterise? - What are the realities of transferability of data between sites? What can actually be transferred (data, conceptual models, evaluation procedures) and what could not? - How have the experiences on possibilities and limitations influenced your investigation programme? - How are the limits in what can be achieved factored into safety assessment and engineering? (authors)

  12. Erroneous Realities

    DEFF Research Database (Denmark)

    Lippert, Ingmar

    2016-01-01

    Drawing on ethnographic fieldwork in a transnational Fortune 50 company headquarters' environmental management team, this paper opens up a range of situations that took part in enacting the company's carbon footprint. Common to all these situations is that the environmental realities enacted have......, order, infra-critique) as well as with these two authors intends to contribute to the identification and problematisation of the theoretical and political “mechanics” in the ontological turn.......-order critique may be generated with these scholars' work. By focussing on the capacities and modes of critique, the paper questions the character of the political in these authors' versions of ontological and ontic politics. This comparison of the possibilities and modes of criticising within the field (first...

  13. Quasi-four-body treatment of charge transfer in the collision of protons with atomic helium: II. Second-order non-Thomas mechanisms and the cross sections

    Science.gov (United States)

    Safarzade, Zohre; Akbarabadi, Farideh Shojaei; Fathi, Reza; Brunger, Michael J.; Bolorizadeh, Mohammad A.

    2018-05-01

    A fully quantum mechanical four-body treatment of charge transfer collisions between energetic protons and atomic helium is developed here. The Pauli exclusion principle is applied to both the wave function of the initial and final states as well as the operators involved in the interaction. Prior to the collision, the helium atom is assumed as a two-body system composed of the nucleus, He2+, and an electron cloud composed of two electrons. Nonetheless, four particles are assumed in the final state. As the double interactions contribute extensively in single charge transfer collisions, the Faddeev-Lovelace-Watson scattering formalism describes it best physically. The treatment of the charge transfer cross section, under this quasi-four-body treatment within the FWL formalism, showed that other mechanisms leading to an effect similar to the Thomas one occur at the same scattering angle. Here, we study the two-body interactions which are not classically described but which lead to an effect similar to the Thomas mechanism and finally we calculate the total singlet and triplet amplitudes as well as the angular distributions of the charge transfer cross sections. As the incoming projectiles are assumed to be plane waves, the present results are calculated for high energies; specifically a projectile energy of 7.42 MeV was assumed as this is where experimental results are available in the literature for comparison. Finally, when possible we compare the present results with the other available theoretical data.

  14. Taking into account the Coulomb effects in the four-body model in reactions of simultaneous two-neutron transfer induced by heavy ions

    International Nuclear Information System (INIS)

    Kayumov, S.S.; Mukhamedzhanov, A.M.; Yarmukhamedov, R.

    1988-01-01

    In the four-body model for partial amplitudes of two-neutron transfer induced by heavy ions we derive in the approximation of the mechanism of simultaneous transfer the expression for the senior term for l→∞ taking into account the Coulomb effects. The senior singular term of the amplitude at z = zeta is singled out explicitly (z = cos θ, θ is the scattering angle in the c.m.s. and zeta is the singularity closest to the physical region which corresponds to the mechanism of simultaneous transfer). We calculate differential cross sections for the transfer of two neutrons between heavy ions and estimate the accuracy of taking into account the Coulomb effects in the traditional method of distorted waves

  15. Reality Branding

    Directory of Open Access Journals (Sweden)

    Adam Arvidsson

    2004-09-01

    Full Text Available Artiklen tager ’reality branding’ som udgangspunkt for at diskutere markedsføringens kultur- og livsstilsproducerende potentialer på en mediearena, hvor den kommercielle og hverdagslige virkelighed smelter sammen i virksomheders og konsumenters ’joint effort’ i at skabe meningsfyldte historier. Tankegangen er, at forbrugere har gennemskuet reklamernes mere eller mindre fantasifulde tegnkon- struktioner og forholder sig blasert til budskaberne. Som modsvar til denne ligegyldighed forsøger den moderne og avancerede markeds- føring at skabe nye involverende mediemiljøer og nye brugssituatio- ner for produktet – for eksempel er Polle fra Snave debuteret i film- mediet, og Starbucks skabte et nyt fysisk og symbolsk rum for kaffe og kaffedrikning så godt som uden hjælp af traditionel reklame. Artik- lens ærinde er at diskutere denne udvikling i markedsføringen – ikke ud fra traditionelle sociologiske og psykologiske antagelser om foran- dringer i mentalitetsformer, men ud fra en historisk belysning af mar- kedsføringens diskurser set i relation til udviklingen i mediesystemerne.

  16. The Reality of Virtual Reality Product Development

    Science.gov (United States)

    Dever, Clark

    Virtual Reality and Augmented Reality are emerging areas of research and product development in enterprise companies. This talk will discuss industry standard tools and current areas of application in the commercial market. Attendees will gain insights into how to research, design, and (most importantly) ship, world class products. The presentation will recount the lessons learned to date developing a Virtual Reality tool to solve physics problems resulting from trying to perform aircraft maintenance on ships at sea.

  17. Surveillance-based Mechanisms in MUVEs (MultiUser Virtual Environments used for Monitoring, Data Gathering and Evaluation of Knowledge Transfer in VirtuReality

    Directory of Open Access Journals (Sweden)

    Jakub Štogr

    2011-04-01

    Full Text Available Multiuser virtual environments (MUVEs generate a large amount of data but most of them are not accessible even to users who triggered them. What’s more, most datasets are not even stored for further use; they have only temporary character and very short "halftime of decay" limited f.e. to onesecondlong screen display. Such a huge loss of data makes evaluation of knowledge transfer in MUVEs almost impossible. There is a need to both improve monitoring capabilities of MUVEs to be able to make completion assessment and use MUVEs that enable simulation (reexperience using complete datasets gathered from environment itself. Future research in the field of simulation methodology is suggested.

  18. Live-action Virtual Reality Games

    OpenAIRE

    Valente, Luis; Clua, Esteban; Silva, Alexandre Ribeiro; Feijó, Bruno

    2016-01-01

    This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are "live-action games" because a player physically acts out (using his/her real body and senses) his/her "avatar" (his/her virtual representation) in t...

  19. Virtual reality and stereoscopic telepresence

    International Nuclear Information System (INIS)

    Mertens, E.P.

    1994-12-01

    Virtual reality technology is commonly thought to have few, if any, applications beyond the national research laboratories, the aerospace industry, and the entertainment world. A team at Westinghouse Hanford Company (WHC) is developing applications for virtual reality technology that make it a practical, viable, portable, and cost-effective business and training tool. The technology transfer is particularly applicable to the waste management industry and has become a tool that can serve the entire work force spectrum, from industrial sites to business offices. For three and a half years, a small team of WHC personnel has been developing an effective and practical method of bringing virtual reality technology to the job site. The applications are practical, the results are repeatable, and the equipment costs are within the range of present-day office machines. That combination can evolve into a competitive advantage for commercial business interests. The WHC team has contained system costs by using commercially available equipment and personal computers to create effective virtual reality work stations for less than $20,000

  20. Review of virtual reality treatment for mental health.

    Science.gov (United States)

    Gourlay, D; Lun, K C; Liya, G

    2001-01-01

    This paper describes recent research that proposes virtual reality techniques as a therapy for patients with cognitive and psychological problems. Specifically this applies to victims of conditions such as traumatic brain injury, Alzheimers and Parkinsons. Additionally virtual reality therapy offers an alternative to current desensitization techniques for the treatment of phobias Some important issues are examined including means of user interaction, skills transfer to the real world, and side-effects of virtual reality exposure.

  1. Applying the HVRC VRdose Planner in the design of a Pneumatic Transfer System. Virtual, immersive and augmented reality - Feasibility study on the applications of the HVRC VRdose Planner

    International Nuclear Information System (INIS)

    Kapasi, Q.; Rhodes, C.

    2017-01-01

    The UK National Nuclear Laboratory (NNL) has developed simulations using the HVRC VRdose Planner, to assist in the design of a Pneumatic Transfer System (PTS) within an active facility. The PTS is at the concept stage, and rationale behind the installation is to facilitate the transfer of small radioactive packages more quickly and safely than is possible using current methods, which require significant input from operators and/or large and heavy equipment. VRdose Planner simulations have been used to determine the optimum pipe material and thickness in order to simulate the radiological effects of mal-operation. Simulations were undertaken to represent 3 point sources with a Spent Nuclear Fuel (SNF) inventory moving through the PTS from one end of the plant to another. Dose graphs have been used to understand the radiological implications of the sources and results found the risk to operators to be minimal. The visual animation of the simulation has provided the NNL with a quick and effective way of describing the scenario and identifying areas of risk which would otherwise have been time consuming. Applications: Design - The programme enables assessors from any discipline or background to interface with the virtual design, undertake operations and fully understand the environment proposed. Furthermore, where layouts are found wanting, they can be rectified in real time and fed back into the official design drawings and requirements. Safety Case - The development of a safety case are undertaken against a suite of 2D technical drawings which can be hard to follow, particularly for disciplines that do not have regular interface with design. Supplementing the safety case with the availability of advanced simulation and walk-through could prove a step change in efficiency and speed up understanding in this process. Decommissioning - The ability to map out radiation and simulate dose uptake is particularly beneficial during the decommissioning of existing facilities

  2. In-situ electric field in human body model in different postures for wireless power transfer system in an electrical vehicle

    International Nuclear Information System (INIS)

    Shimamoto, Takuya; Laakso, Ilkka; Hirata, Akimasa

    2015-01-01

    The in-situ electric field of an adult male model in different postures is evaluated for exposure to the magnetic field leaked from a wireless power transfer system in an electrical vehicle. The transfer system is located below the centre of the vehicle body and the transferred power and frequency are 7 kW and 85 kHz, respectively. The in-situ electric field is evaluated for a human model (i) crouching near the vehicle, (ii) lying on the ground with or without his arm stretched, (iii) sitting in the driver’s seat, and (iv) standing on a transmitting coil without a receiving coil. In each scenario, the maximum in-situ electric fields are lower than the allowable limit prescribed by international guidelines, although the local magnetic field strength in regions of the human body is higher than the allowable external magnetic field strength. The highest in-situ electric field is observed when the human body model is placed on the ground with his arm extended toward the coils, because of a higher magnetic field around the arm. (paper)

  3. Study of Channel Characteristics for Galvanic-Type Intra-Body Communication Based on a Transfer Function from a Quasi-Static Field Model

    Directory of Open Access Journals (Sweden)

    Min Du

    2012-11-01

    Full Text Available Intra-Body Communication (IBC, which modulates ionic currents over the human body as the communication medium, offers a low power and reliable signal transmission method for information exchange across the body. This paper first briefly reviews the quasi-static electromagnetic (EM field modeling for a galvanic-type IBC human limb operating below 1 MHz and obtains the corresponding transfer function with correction factor using minimum mean square error (MMSE technique. Then, the IBC channel characteristics are studied through the comparison between theoretical calculations via this transfer function and experimental measurements in both frequency domain and time domain. High pass characteristics are obtained in the channel gain analysis versus different transmission distances. In addition, harmonic distortions are analyzed in both baseband and passband transmissions for square input waves. The experimental results are consistent with the calculation results from the transfer function with correction factor. Furthermore, we also explore both theoretical and simulation results for the bit-error-rate (BER performance of several common modulation schemes in the IBC system with a carrier frequency of 500 kHz. It is found that the theoretical results are in good agreement with the simulation results.

  4. In-situ electric field in human body model in different postures for wireless power transfer system in an electrical vehicle.

    Science.gov (United States)

    Shimamoto, Takuya; Laakso, Ilkka; Hirata, Akimasa

    2015-01-07

    The in-situ electric field of an adult male model in different postures is evaluated for exposure to the magnetic field leaked from a wireless power transfer system in an electrical vehicle. The transfer system is located below the centre of the vehicle body and the transferred power and frequency are 7 kW and 85 kHz, respectively. The in-situ electric field is evaluated for a human model (i) crouching near the vehicle, (ii) lying on the ground with or without his arm stretched, (iii) sitting in the driver's seat, and (iv) standing on a transmitting coil without a receiving coil. In each scenario, the maximum in-situ electric fields are lower than the allowable limit prescribed by international guidelines, although the local magnetic field strength in regions of the human body is higher than the allowable external magnetic field strength. The highest in-situ electric field is observed when the human body model is placed on the ground with his arm extended toward the coils, because of a higher magnetic field around the arm.

  5. Confronting an Augmented Reality

    Science.gov (United States)

    Munnerley, Danny; Bacon, Matt; Wilson, Anna; Steele, James; Hedberg, John; Fitzgerald, Robert

    2012-01-01

    How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself ? In this article, we seek to initiate a discussion that focuses on these questions, and…

  6. [What do virtual reality tools bring to child and adolescent psychiatry?

    Science.gov (United States)

    Bioulac, S; de Sevin, E; Sagaspe, P; Claret, A; Philip, P; Micoulaud-Franchi, J A; Bouvard, M P

    2018-06-01

    the opportunity to administer controlled tasks such as the typical neuropsychological tools, but in an environment much more like a standard classroom. The virtual reality classroom offers several advantages compared to classical tools such as more realistic and lifelike environment but also records various measures in standardized conditions. Most of the studies using a virtual classroom have found that children with Attention Deficit/Hyperactivity Disorder make significantly fewer correct hits and more commission errors compared with controls. The virtual classroom has proven to be a good clinical tool for evaluation of attention in ADHD. For eating disorders, cognitive behavioural therapy (CBT) program enhanced by a body image specific component using virtual reality techniques was shown to be more efficient than cognitive behavioural therapy alone. The body image-specific component using virtual reality techniques boots efficiency and accelerates the CBT change process for eating disorders. Virtual reality is a relatively new technology and its application in child and adolescent psychiatry is recent. However, this technique is still in its infancy and much work is needed including controlled trials before it can be introduced in routine clinical use. Virtual reality interventions should also investigate how newly acquired skills are transferred to the real world. At present virtual reality can be considered a useful tool in evaluation and treatment for child and adolescent disorders. Copyright © 2017 L'Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.

  7. Virtual Reality Compared with Bench-Top Simulation in the Acquisition of Arthroscopic Skill: A Randomized Controlled Trial.

    Science.gov (United States)

    Banaszek, Daniel; You, Daniel; Chang, Justues; Pickell, Michael; Hesse, Daniel; Hopman, Wilma M; Borschneck, Daniel; Bardana, Davide

    2017-04-05

    Work-hour restrictions as set forth by the Accreditation Council for Graduate Medical Education (ACGME) and other governing bodies have forced training programs to seek out new learning tools to accelerate acquisition of both medical skills and knowledge. As a result, competency-based training has become an important part of residency training. The purpose of this study was to directly compare arthroscopic skill acquisition in both high-fidelity and low-fidelity simulator models and to assess skill transfer from either modality to a cadaveric specimen, simulating intraoperative conditions. Forty surgical novices (pre-clerkship-level medical students) voluntarily participated in this trial. Baseline demographic data, as well as data on arthroscopic knowledge and skill, were collected prior to training. Subjects were randomized to 5-week independent training sessions on a high-fidelity virtual reality arthroscopic simulator or on a bench-top arthroscopic setup, or to an untrained control group. Post-training, subjects were asked to perform a diagnostic arthroscopy on both simulators and in a simulated intraoperative environment on a cadaveric knee. A more difficult surprise task was also incorporated to evaluate skill transfer. Subjects were evaluated using the Global Rating Scale (GRS), the 14-point arthroscopic checklist, and a timer to determine procedural efficiency (time per task). Secondary outcomes focused on objective measures of virtual reality simulator motion analysis. Trainees on both simulators demonstrated a significant improvement (p virtual reality simulation group consistently outperformed the bench-top model group in the diagnostic arthroscopy crossover tests and in the simulated cadaveric setup. Furthermore, the virtual reality group demonstrated superior skill transfer in the surprise skill transfer task. Both high-fidelity and low-fidelity simulation trainings were effective in arthroscopic skill acquisition. High-fidelity virtual reality

  8. Augmented reality: a review.

    Science.gov (United States)

    Berryman, Donna R

    2012-01-01

    Augmented reality is a technology that overlays digital information on objects or places in the real world for the purpose of enhancing the user experience. It is not virtual reality, that is, the technology that creates a totally digital or computer created environment. Augmented reality, with its ability to combine reality and digital information, is being studied and implemented in medicine, marketing, museums, fashion, and numerous other areas. This article presents an overview of augmented reality, discussing what it is, how it works, its current implementations, and its potential impact on libraries.

  9. The role of presence in virtual reality exposure therapy

    OpenAIRE

    Price, Matthew; Anderson, Page

    2006-01-01

    A growing body of literature suggests that virtual reality is a successful tool for exposure therapy in the treatment of anxiety disorders. Virtual reality (VR) researchers posit the construct of presence, defined as the interpretation of an artificial stimulus as if it were real, to be a presumed factor that enables anxiety to be felt during virtual reality exposure therapy (VRE). However, a handful of empirical studies on the relation between presence and anxiety in VRE have yielded mixed f...

  10. Quantum reality filters

    International Nuclear Information System (INIS)

    Gudder, Stan

    2010-01-01

    An anhomomorphic logic A* is the set of all possible realities for a quantum system. Our main goal is to find the 'actual reality' Φ a element of A* for the system. Reality filters are employed to eliminate unwanted potential realities until only φ a remains. In this paper, we consider three reality filters that are constructed by means of quantum integrals. A quantum measure μ can generate or actualize a Φ element of A* if μ(A) is a quantum integral with respect to φ for a density function f over events A. In this sense, μ is an 'average' of the truth values of φ with weights given by f. We mainly discuss relations between these filters and their existence and uniqueness properties. For example, we show that a quadratic reality generated by a quantum measure is unique. In this case we obtain the unique actual quadratic reality.

  11. Supervisor/Peer Involvement in Evaluation Transfer of Training Process and Results Reliability: A Research in an Italian Public Body

    Science.gov (United States)

    Capaldo, Guido; Depolo, Marco; Rippa, Pierluigi; Schiattone, Domenico

    2017-01-01

    Purpose: The aim of this paper is to present a study performed in conjunction with a branch of the Italian Public Italian Administration, the ISSP (Istituto Superiore di Studi Penitenziari--the Higher Institute of Penitentiary Studies). The study aimed to develop a Transfer of Training (ToT) evaluation methodology that would be both scientifically…

  12. Analysis of linear energy transfers and quality factors of charged particles produced by spontaneous fission neutrons from 252Cf and 244Pu in the human body

    International Nuclear Information System (INIS)

    Endo, A.; Sato, T.

    2013-01-01

    Absorbed doses, linear energy transfers (LETs) and quality factors of secondary charged particles in organs and tissues, generated via the interactions of the spontaneous fission neutrons from. 252 Cf and. 244 Pu within the human body, were studied using the Particle and Heavy Ion Transport Code System (PHITS) coupled with the ICRP Reference Phantom. Both the absorbed doses and the quality factors in target organs generally decrease with increasing distance from the source organ. The analysis of LET distributions of secondary charged particles led to the identification of the relationship between LET spectra and target-source organ locations. A comparison between human body-averaged mean quality factors and fluence-averaged radiation weighting factors showed that the current numerical conventions for the radiation weighting factors of neutrons, updated in ICRP103, and the quality factors for internal exposure are valid. (authors)

  13. Spectral transfer functions of body waves propagating through a stratified medium. Part 1: Basic theory by means of matrix propagators

    International Nuclear Information System (INIS)

    Macia, R.; Correig, A.M.

    1987-01-01

    Seismic wave propagation is described by a second order differential equation for medium displacement. By Fourier transforming with respect to time and space, wave equation transforms into a system of first order linear differential equations for the Fourier transform of displacement and stress. This system of differential equations is solved by means of Matrix Propagator and applied to the propagation of body waves in stratified media. The matrix propagators corresponding to P-SV and SH waves in homogeneous medium are found as an intermediate step to obtain the spectral response of body waves propagating through a stratified medium with homogeneous layers. (author) 14 refs

  14. Virtual reality simulators and training in laparoscopic surgery.

    Science.gov (United States)

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

    2015-01-01

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

  15. Measurement of the momentum transferred between contacting bodies during the LISA test-mass release phase—uncertainty estimation

    International Nuclear Information System (INIS)

    De Cecco, M; Bortoluzzi, D; Da Lio, M; Baglivo, L; Benedetti, M

    2009-01-01

    The requirements for the Laser Interferometer Space Antenna (LISA) test-mass (TM) release phase are analysed in view of the building up of a testing facility aimed at on-Earth qualification of the release mechanism. Accordingly, the release of the TM to free-fall must provide a linear momentum transferred to the TM not exceeding 10 −5 kg m s −1 . In order to test this requirement, a double pendulum system has been developed. The mock-ups of the TM and the release-dedicated plunger are brought into contact and then the latter is quickly retracted. During and after release, the TM motion is measured by a laser interferometer. The transferred momentum is estimated from the free oscillations following the plunger retraction by means of a Wiener–Kolmogorov optimal filter. This work is aimed at modelling the measurement chain, taking into account procedure, instruments, mechanisms and data elaboration in order to estimate the uncertainty associated with the transferred momentum measurement by means of Monte Carlo simulation

  16. Chronic Disease Cost not Transferable: Colombian Reality

    Directory of Open Access Journals (Sweden)

    Karina Gallardo Solarte

    2016-01-01

    Full Text Available Objective: The aim is to reflect on the social and economic costs of chronic non-communicable disease (NCD in Colombia to display a charging indicator of these pathologies. Material and methods: In a review of 50 studies, 27 were selected since these met the inclusion criteria, like chronical disease, studies conducted between 2002 and 2011 related to costs, chronic disease, and being Colombian. Results: This is a review study of chronic diseases vs. their costs, being here cardiovascular diseases part of the group of high cost and higher incidence diseases, thus repre­senting a great risk to the financial stability of healthcare companies. There are few studies that address the costs generated by the treatment of ncds patients that show the economic impact experienced by public and private institutions providing and promoting health services. Most of them forget the economic, family and social costs the affected population must suffer. Conclu­sions: ncds represent a burden to the health service system for their very high costs, untimely intervention and reduced significant benefit for this population and their families.

  17. Mobile Augmented Reality Applications

    OpenAIRE

    Prochazka, David; Stencl, Michael; Popelka, Ondrej; Stastny, Jiri

    2011-01-01

    Augmented reality have undergone considerable improvement in past years. Many special techniques and hardware devices were developed, but the crucial breakthrough came with the spread of intelligent mobile phones. This enabled mass spread of augmented reality applications. However mobile devices have limited hardware capabilities, which narrows down the methods usable for scene analysis. In this article we propose an augmented reality application which is using cloud computing to enable using...

  18. Mixed Reality Systems

    OpenAIRE

    Dieter Müller

    2009-01-01

    Currently one of the most challenging aspects of human computer interaction design is the integration of physical and digital worlds in a single environment. This fusion involves the development of "Mixed Reality Systems”, including various technologies from the domains of augmented and virtual reality. In this paper I will present related concepts and discuss lessons learned from our own research and prototype development. Our recent work involves the use of mixed reality (as opposed to ‘pur...

  19. Virtual reality - aesthetic consequences

    OpenAIRE

    Benda, Lubor

    2014-01-01

    In the present work we study aesthetic consequences of virtual reality. Exploring the fringe between fictional and virtual is one of the key goals, that will be achieved through etymologic and technologic definition of both fiction and virtual reality, fictional and virtual worlds. Both fiction and virtual reality will be then studied from aesthetic distance and aesthetic pleasure point of view. At the end, we will see the main difference as well as an common grounds between fiction and virtu...

  20. Mixed Reality Systems

    Directory of Open Access Journals (Sweden)

    Dieter Müller

    2009-11-01

    Full Text Available Currently one of the most challenging aspects of human computer interaction design is the integration of physical and digital worlds in a single environment. This fusion involves the development of "Mixed Reality Systems”, including various technologies from the domains of augmented and virtual reality. In this paper I will present related concepts and discuss lessons learned from our own research and prototype development. Our recent work involves the use of mixed reality (as opposed to ‘pure’ virtual reality techniques to support seamless collaborative work between remote and hands-on laboratories.

  1. Virtual Reality Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — FUNCTION: Performs basic and applied research in interactive 3D computer graphics, including visual analytics, virtual environments, and augmented reality (AR). The...

  2. Mixed Reality Meets Pharmaceutical Development.

    Science.gov (United States)

    Forrest, William P; Mackey, Megan A; Shah, Vivek M; Hassell, Kerry M; Shah, Prashant; Wylie, Jennifer L; Gopinath, Janakiraman; Balderhaar, Henning; Li, Li; Wuelfing, W Peter; Helmy, Roy

    2017-12-01

    As science evolves, the need for more efficient and innovative knowledge transfer capabilities becomes evident. Advances in drug discovery and delivery sciences have directly impacted the pharmaceutical industry, though the added complexities have not shortened the development process. These added complexities also make it difficult for scientists to rapidly and effectively transfer knowledge to offset the lengthened drug development timelines. While webcams, camera phones, and iPads have been explored as potential new methods of real-time information sharing, the non-"hands-free" nature and lack of viewer and observer point-of-view render them unsuitable for the R&D laboratory or manufacturing setting. As an alternative solution, the Microsoft HoloLens mixed-reality headset was evaluated as a more efficient, hands-free method of knowledge transfer and information sharing. After completing a traditional method transfer between 3 R&D sites (Rahway, NJ; West Point, PA and Schnachen, Switzerland), a retrospective analysis of efficiency gain was performed through the comparison of a mock method transfer between NJ and PA sites using the HoloLens. The results demonstrated a minimum 10-fold gain in efficiency, weighing in from a savings in time, cost, and the ability to have real-time data analysis and discussion. In addition, other use cases were evaluated involving vendor and contract research/manufacturing organizations. Copyright © 2017 American Pharmacists Association®. Published by Elsevier Inc. All rights reserved.

  3. Evaluation of antibiotic resistant bacteria in underground drinking water and transfer of their resistant character to normal flora of the body.

    Science.gov (United States)

    Alam, Mehboob; Khan, Naqab; Rehman, Khurram; Khan, Samiullah; Niazi, Zahid Rasul; Shah, Kifayatullah; Baloch, Natasha; Khan, Barkat Ali

    2018-03-01

    The untreated surface water for drinking and domestic use is an alarming situation to public health especially in prevalence of antibiotics resistant bacteria. This investigation aimed to isolate and identify the antibiotic resistance bacteria in underground water samples in district Dera Ismail Khan, Pakistan. The underground water samples were collected from four different places using hand pumps (Khyber town, riverside, Gomal University and united town). Cultured on nutrient agar media, identified by Gam staining and biochemical tests. There after antibiotic resistance assay were performed by measuring zone of inhibition of different antibiotics by disc diffusion method. Six different bacterial colonies were isolated and identified as Enterobacteriaceae, Serriata specie, Proteues, Pseudomonas, all these bacterial colonies were 33% resistant to chloramphenicol with and 100% resistant to amoxicillin. Some colonies were also considered as resistant, according to the criteria of National Committee for Clinical Records (NCCL) that less than 10mm zone of inhibition are considered as resistant. Subsequently, the chloramphenicol resistance bacteria were analyzed for their ability to transfer resistant gene to sensitive bacteria. In in-vitro method, an isolate M1b (resistant) was found capable to transfer resistance gene to M1a isolate (sensitive) in nutrient rich environment. It was concluded that antibiotics resistance bacteria found in underground water, moreover capable of transferring the antibiotic resistant character to suitable recipient i.e. normal flora of the body or to other pathogens by conjugation.

  4. Augmented reality for breast imaging.

    Science.gov (United States)

    Rancati, Alberto; Angrigiani, Claudio; Nava, Maurizio B; Catanuto, Giuseppe; Rocco, Nicola; Ventrice, Fernando; Dorr, Julio

    2018-02-21

    Augmented reality (AR) enables the superimposition of virtual reality reconstructions onto clinical images of a real patient, in real time. This allows visualization of internal structures through overlying tissues, thereby providing a virtual transparency vision of surgical anatomy. AR has been applied to neurosurgery, which utilizes a relatively fixed space, frames, and bony references; the application of AR facilitates the relationship between virtual and real data. Augmented Breast imaging (ABI) is described. Breast MRI studies for breast implant patients with seroma were performed using a Siemens 3T system with a body coil and a four-channel bilateral phased-array breast coil as the transmitter and receiver, respectively. The contrast agent used was (CA) gadolinium (Gd) injection (0.1 mmol/kg at 2 ml/s) by a programmable power injector. Dicom formated images data from 10 MRI cases of breast implant seroma and 10 MRI cases with T1-2 N0 M0 breast cancer, were imported and transformed into Augmented reality images. Augmented breast imaging (ABI) demonstrated stereoscopic depth perception, focal point convergence, 3D cursor use, and joystick fly-through. Augmented breast imaging (ABI) to the breast can improve clinical outcomes, giving an enhanced view of the structures to work on. It should be further studied to determine its utility in clinical practice.

  5. Toward transferable interatomic van der Waals interactions without electrons: The role of multipole electrostatics and many-body dispersion

    International Nuclear Information System (INIS)

    Bereau, Tristan; Lilienfeld, O. Anatole von

    2014-01-01

    We estimate polarizabilities of atoms in molecules without electron density, using a Voronoi tesselation approach instead of conventional density partitioning schemes. The resulting atomic dispersion coefficients are calculated, as well as many-body dispersion effects on intermolecular potential energies. We also estimate contributions from multipole electrostatics and compare them to dispersion. We assess the performance of the resulting intermolecular interaction model from dispersion and electrostatics for more than 1300 neutral and charged, small organic molecular dimers. Applications to water clusters, the benzene crystal, the anti-cancer drug ellipticine—intercalated between two Watson-Crick DNA base pairs, as well as six macro-molecular host-guest complexes highlight the potential of this method and help to identify points of future improvement. The mean absolute error made by the combination of static electrostatics with many-body dispersion reduces at larger distances, while it plateaus for two-body dispersion, in conflict with the common assumption that the simple 1/R 6 correction will yield proper dissociative tails. Overall, the method achieves an accuracy well within conventional molecular force fields while exhibiting a simple parametrization protocol

  6. Toward transferable interatomic van der Waals interactions without electrons: The role of multipole electrostatics and many-body dispersion

    Energy Technology Data Exchange (ETDEWEB)

    Bereau, Tristan, E-mail: bereau@mpip-mainz.mpg.de [Max-Planck-Institut für Polymerforschung, Ackermannweg 10, 55128 Mainz, Germany and Department of Chemistry, University of Basel, 4056 Basel (Switzerland); Lilienfeld, O. Anatole von [Department of Chemistry, Institute of Physical Chemistry, University of Basel, 4056 Basel, Switzerland and Argonne Leadership Computing Facility, Argonne National Laboratory, Argonne, Illinois 60439 (United States)

    2014-07-21

    We estimate polarizabilities of atoms in molecules without electron density, using a Voronoi tesselation approach instead of conventional density partitioning schemes. The resulting atomic dispersion coefficients are calculated, as well as many-body dispersion effects on intermolecular potential energies. We also estimate contributions from multipole electrostatics and compare them to dispersion. We assess the performance of the resulting intermolecular interaction model from dispersion and electrostatics for more than 1300 neutral and charged, small organic molecular dimers. Applications to water clusters, the benzene crystal, the anti-cancer drug ellipticine—intercalated between two Watson-Crick DNA base pairs, as well as six macro-molecular host-guest complexes highlight the potential of this method and help to identify points of future improvement. The mean absolute error made by the combination of static electrostatics with many-body dispersion reduces at larger distances, while it plateaus for two-body dispersion, in conflict with the common assumption that the simple 1/R{sup 6} correction will yield proper dissociative tails. Overall, the method achieves an accuracy well within conventional molecular force fields while exhibiting a simple parametrization protocol.

  7. Shared reality in interpersonal relationships.

    Science.gov (United States)

    Andersen, Susan M; Przybylinski, Elizabeth

    2017-11-24

    Close relationships afford us opportunities to create and maintain meaning systems as shared perceptions of ourselves and the world. Establishing a sense of mutual understanding allows for creating and maintaining lasting social bonds, and as such, is important in human relations. In a related vein, it has long been known that knowledge of significant others in one's life is stored in memory and evoked with new persons-in the social-cognitive process of 'transference'-imbuing new encounters with significance and leading to predictable cognitive, evaluative, motivational, and behavioral consequences, as well as shifts in the self and self-regulation, depending on the particular significant other evoked. In these pages, we briefly review the literature on meaning as interpersonally defined and then selectively review research on transference in interpersonal perception. Based on this, we then highlight a recent series of studies focused on shared meaning systems in transference. The highlighted studies show that values and beliefs that develop in close relationships (as shared reality) are linked in memory to significant-other knowledge, and thus, are indirectly activated (made accessible) when cues in a new person implicitly activate that significant-other knowledge (in transference), with these shared beliefs then actively pursued with the new person and even protected against threat. This also confers a sense of mutual understanding, and all told, serves both relational and epistemic functions. In concluding, we consider as well the relevance of co-construction of shared reality n such processes. Copyright © 2017 Elsevier Ltd. All rights reserved.

  8. Merged reality for everyone

    OpenAIRE

    Carvalho, Fausto de; Morgado, Leonel

    2017-01-01

    This article addresses some interesting challenges and business opportunities within the promising merged reality ecosystem, which offers the vision of bringing together virtual, augmented and physical realities, seamlessly. The article also links the current status of this field with exploratory research and development work carried out by Altice Labs. Altice Labs info:eu-repo/semantics/publishedVersion

  9. Virtual Reality: An Overview.

    Science.gov (United States)

    Franchi, Jorge

    1994-01-01

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

  10. Data, model, and reality

    DEFF Research Database (Denmark)

    Galle, Per

    2000-01-01

    What does it mean for a database (or any other computer representation) to ‘model’ reality as it is, was, or might be? If the database ‘models’ reality in some way, is the same true of its schema or the underlying data model; and if not, what do they express? These questions, though more philosop...

  11. Augmented Reality on Android

    OpenAIRE

    Chunghan Li; Chang-Shyh Peng; Daisy F. Sang

    2013-01-01

    Augmented Reality is an application which combines a live view of real-world environment and computer-generated images. This paper studies and demonstrates an efficient Augmented Reality development in the mobile Android environment with the native Java language and Android SDK. Major components include Barcode Reader, File Loader, Marker Detector, Transform Matrix Generator, and a cloud database.

  12. Virtual reality musical instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low cost technologies has created a wide interest in virtual reality (VR), but how to design and evaluate multisensory interactions in VR remains as a challenge. In this paper, we focus on virtual reality musical instruments, present an overview of our...

  13. Virtual Reality and Education.

    Science.gov (United States)

    Helsel, Sandra

    1992-01-01

    Intended to provide a basic understanding of virtual reality (VR) from an educational perspective, this article describes the debate between conceptual and technological orientations to VR; the conceptual orientation to VR; technological definitions of VR, artificial reality, and cyberspace; dimensions of VR; and VR's impact on education. (11…

  14. Virtual reality training for health-care professionals.

    Science.gov (United States)

    Mantovani, Fabrizia; Castelnuovo, Gianluca; Gaggioli, Andrea; Riva, Giuseppe

    2003-08-01

    Emerging changes in health-care delivery are having a significant impact on the structure of health-care professionals' education. Today it is recognized that medical knowledge doubles every 6-8 years, with new medical procedures emerging everyday. While the half-life of medical information is so short, the average physician practices 30 years and the average nurse 40 years. Continuing education thus represents an important challenge to face. Recent advances in educational technology are offering an increasing number of innovative learning tools. Among these, Virtual Reality represents a promising area with high potential of enhancing the training of health-care professionals. Virtual Reality Training can provide a rich, interactive, engaging educational context, thus supporting experiential learning-by-doing; it can, in fact, contribute to raise interest and motivation in trainees and to effectively support skills acquisition and transfer, since the learning process can be settled within an experiential framework. Current virtual training applications for health-care differ a lot as to both their technological/multimedia sophistication and to the types of skills trained, varying for example from telesurgical applications to interactive simulations of human body and brain, to virtual worlds for emergency training. Other interesting applications include the development of immersive 3D environments for training psychiatrists and psychologists in the treatment of mental disorders. This paper has the main aim of discussing the rationale and main benefits for the use of virtual reality in health-care education and training. Significant research and projects carried out in this field will also be presented, followed by discussion on key issues concerning current limitations and future development directions.

  15. Soil- to-Whole Body Transfer Factors of Radionuclides for Terrestrial Wild Animals Living around the Gyeongju Nuclear Site

    Energy Technology Data Exchange (ETDEWEB)

    Lim, Kwang-Muk; Choi, Yong-Ho; Jun, In; Kim, Byung-Ho; Keum, Dong-Kwon [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of)

    2015-05-15

    In the Gyeongju nuclear site, a low and medium level radioactive waste repository and five nuclear reactors are currently operating. The IAEA and ICRP consider it necessary to demonstrate that not only men but also wild organisms are protected from ionizing radiations. Therefore, it may not be long before the dose assessment for wildlife should be carried out in Korea. The transfer factor (TF) defined as the concentration ratio between an organism and an environmental medium is a key parameter in assessing the radiation dose to wildlife. For eight animal species inhabiting mountainous areas around the Gyeongju nuclear site, the TF values of 22 stable elements were measured. The acquired values varied considerably with the elements and animal species. Further TF data need to be produced for various Korean wild animal and plant species in preparation for future governmental regulations of wildlife exposure to ionizing radiations.

  16. Personalized augmented reality for anatomy education.

    Science.gov (United States)

    Ma, Meng; Fallavollita, Pascal; Seelbach, Ina; Von Der Heide, Anna Maria; Euler, Ekkehard; Waschke, Jens; Navab, Nassir

    2016-05-01

    Anatomy education is a challenging but vital element in forming future medical professionals. In this work, a personalized and interactive augmented reality system is developed to facilitate education. This system behaves as a "magic mirror" which allows personalized in-situ visualization of anatomy on the user's body. Real-time volume visualization of a CT dataset creates the illusion that the user can look inside their body. The system comprises a RGB-D sensor as a real-time tracking device to detect the user moving in front of a display. In addition, the magic mirror system shows text information, medical images, and 3D models of organs that the user can interact with. Through the participation of 7 clinicians and 72 students, two user studies were designed to respectively assess the precision and acceptability of the magic mirror system for education. The results of the first study demonstrated that the average precision of the augmented reality overlay on the user body was 0.96 cm, while the results of the second study indicate 86.1% approval for the educational value of the magic mirror, and 91.7% approval for the augmented reality capability of displaying organs in three dimensions. The usefulness of this unique type of personalized augmented reality technology has been demonstrated in this paper. © 2015 Wiley Periodicals, Inc.

  17. Confronting an augmented reality

    Directory of Open Access Journals (Sweden)

    John Hedberg

    2012-08-01

    Full Text Available How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself? In this article, we seek to initiate a discussion that focuses on these questions, and suggest that they be used as drivers for research into effective educational applications of augmented reality. We discuss how multi-modal, sensorial augmentation of reality links to existing theories of education and learning, focusing on ideas of cognitive dissonance and the confrontation of new realities implied by exposure to new and varied perspectives. We also discuss connections with broader debates brought on by the social and cultural changes wrought by the increased digitalisation of our lives, especially the concept of the extended mind. Rather than offer a prescription for augmentation, our intention is to throw open debate and to provoke deep thinking about what interacting with and creating an augmented reality might mean for both teacher and learner.

  18. Virtual realities and education

    Directory of Open Access Journals (Sweden)

    Curcio Igor D.D.

    2016-12-01

    Full Text Available The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.

  19. Thermodynamics in 'Manifest Reality'

    International Nuclear Information System (INIS)

    Hankey, Alex

    2010-01-01

    D'Espagnat's proof that the universe is not a 'strongly objective reality' demands that all physical processes are reconsidered in that light. D'Espagnat suggests a 'Veiled Reality' as a suitable alternative. The most economical way to achieve that is to demand that 'information production' at a quantum level creates the basis for self-consistent perception of a world of macroscopic, 'manifest' entities, as opposed to self-existent objects. Such a 'manifest reality' fulfils both Wheeler's attempt at an 'IT-from-BIT' programme, and Zeilinger's suggestion that 'information is primary'.

  20. Numerical Simulation of Heat Transfer and Chemistry in the Wake behind a Hypersonic Slender Body at Angle of Attack

    Directory of Open Access Journals (Sweden)

    Matthew J. Satchell

    2018-03-01

    Full Text Available The effect of thermal and chemical boundary conditions on the structure and chemical composition of the wake behind a 3D Mach 7 sphere-cone at an angle of attack of 5 degrees and an altitude of roughly 30,000 m is explored. A special emphasis is placed on determining the number density of chemical species which might lead to detection via the electromagnetic spectrum. The use of non-ablating cold-wall, adiabatic, and radiative equilibrium wall boundary conditions are used to simulate extremes in potential thermal protection system designs. Non-ablating, as well as an ablating boundary condition using the “steady-state ablation” assumption to compute a surface energy balance on the wall are used in order to determine the impacts of ablation on wake composition. On-body thermal boundary conditions downstream of an ablating nose are found to significantly affect wake temperature and composition, while the role of catalysis is found to change the composition only marginally except at very high temperatures on the cone’s surface for the flow regime considered. Ablation is found to drive the extensive production of detectable species otherwise unrelated to ablation, whereas if ablation is not present at all, air-species which would otherwise produce detectable spectra are minimal. Studies of afterbody cooling techniques, as well as shape, are recommended for further analysis.

  1. Theoretical assessment of the maximum obtainable power in wireless power transfer constrained by human body exposure limits in a typical room scenario

    International Nuclear Information System (INIS)

    Chen, Xi Lin; De Santis, Valerio; Umenei, Aghuinyue Esai

    2014-01-01

    In this study, the maximum received power obtainable through wireless power transfer (WPT) by a small receiver (Rx) coil from a relatively large transmitter (Tx) coil is numerically estimated in the frequency range from 100 kHz to 10 MHz based on human body exposure limits. Analytical calculations were first conducted to determine the worst-case coupling between a homogeneous cylindrical phantom with a radius of 0.65 m and a Tx coil positioned 0.1 m away with the radius ranging from 0.25 to 2.5 m. Subsequently, three high-resolution anatomical models were employed to compute the peak induced field intensities with respect to various Tx coil locations and dimensions. Based on the computational results, scaling factors which correlate the cylindrical phantom and anatomical model results were derived. Next, the optimal operating frequency, at which the highest transmitter source power can be utilized without exceeding the exposure limits, is found to be around 2 MHz. Finally, a formulation is proposed to estimate the maximum obtainable power of WPT in a typical room scenario while adhering to the human body exposure compliance mandates. (paper)

  2. Theoretical assessment of the maximum obtainable power in wireless power transfer constrained by human body exposure limits in a typical room scenario.

    Science.gov (United States)

    Chen, Xi Lin; De Santis, Valerio; Umenei, Aghuinyue Esai

    2014-07-07

    In this study, the maximum received power obtainable through wireless power transfer (WPT) by a small receiver (Rx) coil from a relatively large transmitter (Tx) coil is numerically estimated in the frequency range from 100 kHz to 10 MHz based on human body exposure limits. Analytical calculations were first conducted to determine the worst-case coupling between a homogeneous cylindrical phantom with a radius of 0.65 m and a Tx coil positioned 0.1 m away with the radius ranging from 0.25 to 2.5 m. Subsequently, three high-resolution anatomical models were employed to compute the peak induced field intensities with respect to various Tx coil locations and dimensions. Based on the computational results, scaling factors which correlate the cylindrical phantom and anatomical model results were derived. Next, the optimal operating frequency, at which the highest transmitter source power can be utilized without exceeding the exposure limits, is found to be around 2 MHz. Finally, a formulation is proposed to estimate the maximum obtainable power of WPT in a typical room scenario while adhering to the human body exposure compliance mandates.

  3. [Virtual reality in neurosurgery].

    Science.gov (United States)

    Tronnier, V M; Staubert, A; Bonsanto, M M; Wirtz, C R; Kunze, S

    2000-03-01

    Virtual reality enables users to immerse themselves in a virtual three-dimensional world and to interact in this world. The simulation is different from the kind in computer games, in which the viewer is active but acts in a nonrealistic world, or on the TV screen, where we are passively driven in an active world. In virtual reality elements look realistic, they change their characteristics and have almost real-world unpredictability. Virtual reality is not only implemented in gambling dens and the entertainment industry but also in manufacturing processes (cars, furniture etc.), military applications and medicine. Especially the last two areas are strongly correlated, because telemedicine or telesurgery was originated for military reasons to operate on war victims from a secure distance or to perform surgery on astronauts in an orbiting space station. In medicine and especially neurosurgery virtual-reality methods are used for education, surgical planning and simulation on a virtual patient.

  4. Augmented Reality, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — Augmented Reality systems come with many benefits derived by co-locating information with a user's environment through the use of one or more output modalities such...

  5. Augmented reality in neurosurgery.

    Science.gov (United States)

    Tagaytayan, Raniel; Kelemen, Arpad; Sik-Lanyi, Cecilia

    2018-04-01

    Neurosurgery is a medical specialty that relies heavily on imaging. The use of computed tomography and magnetic resonance images during preoperative planning and intraoperative surgical navigation is vital to the success of the surgery and positive patient outcome. Augmented reality application in neurosurgery has the potential to revolutionize and change the way neurosurgeons plan and perform surgical procedures in the future. Augmented reality technology is currently commercially available for neurosurgery for simulation and training. However, the use of augmented reality in the clinical setting is still in its infancy. Researchers are now testing augmented reality system prototypes to determine and address the barriers and limitations of the technology before it can be widely accepted and used in the clinical setting.

  6. Environmental Reality Check.

    Science.gov (United States)

    Manicone, Santo

    2001-01-01

    Discusses the importance of educational facilities conducting "reality check" self-audits to uncover the real truth behind underlying environmental problems. An environmental compliance multimedia checklist is included. (GR)

  7. Towards Integrating Realities

    DEFF Research Database (Denmark)

    Henriksen, Lars Bo

    2017-01-01

    The pragmatic constructivist approach provides us with a social science theory, the theory of reality, and its associated method, the conceptualising method. A key aspect in both the theory of reality and its associated conceptualising method is on the necessity of integratingfour dimensionsof...... conceptualisation of the process of integration is itself not analysed or conceptualised to the same substantive extent as are the other elements ofthe theory of reality.The key questionaddressed here thereforebecomes: how might we betteranalyse and describe this process of integration? To address this question......, Iidentify, albeit in skeletal outline,usefulsocial theoreticalcorrespondences between Arendt’s conceptualisation of action in The Human Condition(1958) and key attributes ofthe theory of reality, which, Iclaim, couldpossibly guide an entry into the ‘how’ of this elusive integration process....

  8. Building Daily 30-meter Spatial Resolution Maps of Surface Water Bodies from MODIS Data Using a Novel Technique for Transferring Information Across Space and Time

    Science.gov (United States)

    Khandelwal, A.; Karpatne, A.; Kumar, V.

    2017-12-01

    In this paper, we present novel methods for producing surface water maps at 30 meter spatial resolution at a daily temporal resolution. These new methods will make use of the MODIS spectral data from Terra (available daily since 2000) to produce daily maps at 250 meter and 500 meter resolution, and then refine them using the relative elevation ordering of pixels at 30 meter resolution. The key component of these methods is the use of elevation structure (relative elevation ordering) of a water body. Elevation structure is not explicitly available at desired resolution for most water bodies in the world and hence it will be estimated using our previous work that uses the history of imperfect labels. In this paper, we will present a new technique that uses elevation structure (unlike existing pixel based methods) to enforce temporal consistency in surface water extents (lake area on nearby dates is likely to be very similar). This will greatly improve the quality of the MODIS scale land/water labels since daily MODIS data can have a large amount of missing (or poor quality) data due to clouds and other factors. The quality of these maps will be further improved using elevation based resolution refinement approach that will make use of elevation structure estimated at Landsat scale. With the assumption that elevation structure does not change over time, it provides a very effective way to transfer information between datasets even when they are not observed concurrently. In this work, we will derive elevation structure at Landsat scale from monthly water extent maps spanning 1984-2015, publicly available through a joint effort of Google Earth Engine and the European Commission's Joint Research Centre (JRC). This elevation structure will then be used to refine spatial resolution of Modis scale maps from 2000 onwards. We will present the analysis of these methods on a large and diverse set of water bodies across the world.

  9. Virtual Reality Lab Assistant

    Science.gov (United States)

    Saha, Hrishikesh; Palmer, Timothy A.

    1996-01-01

    Virtual Reality Lab Assistant (VRLA) demonstration model is aligned for engineering and material science experiments to be performed by undergraduate and graduate students in the course as a pre-lab simulation experience. This will help students to get a preview of how to use the lab equipment and run experiments without using the lab hardware/software equipment. The quality of the time available for laboratory experiments can be significantly improved through the use of virtual reality technology.

  10. Virtual reality in education

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

    In this workshop-presentation, we described the evolution of virtual reality technologies and our research from 3D virtual worlds, 3D virtual environments built in gaming environments such as Unity 3D, 360-degree videos, and mobile virtual reality via Google Expeditions. For each of these four technologies, we discussed the affordances of the technologies and how they contribute towards learning and teaching. We outlined the significance of students being aware of the different virtual realit...

  11. Marketing and Augmented Reality

    OpenAIRE

    Zelený, Martin

    2010-01-01

    The main goal of this diploma thesis is to identify the usage of augmented reality in contemporary marketing practice and the expectations of marketers for the future use. This will be achieved by conducting a quantitative and qualitative research among existing creative and advertising companies. Secondary goal is introducing the concept of augmented reality from the theoretical point of view and also description of potential utilization based on known examples. The tools for the practical p...

  12. Virtual reality applications to work.

    Science.gov (United States)

    Weiss, P L; Jessel, A S

    1998-01-01

    Virtual reality (VR) entails the use of advanced technologies, including computers and various multimedia peripherals, to produce a simulated (i.e. virtual) environment that users perceive as comparable to real world objects and events. With the aid of specially designed transducers and sensors, users interact with displayed images, moving and manipulating virtual objects, and performing other actions in a way that engenders a feeling of actual presence (immersion) in the simulated environment. The unique features and flexibility of VR give it extraordinary potential for use in work-related applications. It permits users to experience and interact with a life-like model or environment, in safety and at convenient times, while providing a degree of control over the simulation that is usually not possible in the real-life situation. The work-related applications that appear to be most promising are those that employ virtual reality for visualization and representation, distance communication and education, hands-on training, and orientation and navigation. This article presents an overview to the concepts of VR focusing on its applications in a variety of work settings. Issues related to potential difficulties in using VR including side effects and the transfer of skills learned in the virtual environment to the real world are also reviewed.

  13. Interpretations of virtual reality.

    Science.gov (United States)

    Voiskounsky, Alexander

    2011-01-01

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

  14. Towards Pervasive Augmented Reality: Context-Awareness in Augmented Reality.

    Science.gov (United States)

    Grubert, Jens; Langlotz, Tobias; Zollmann, Stefanie; Regenbrecht, Holger

    2017-06-01

    Augmented Reality is a technique that enables users to interact with their physical environment through the overlay of digital information. While being researched for decades, more recently, Augmented Reality moved out of the research labs and into the field. While most of the applications are used sporadically and for one particular task only, current and future scenarios will provide a continuous and multi-purpose user experience. Therefore, in this paper, we present the concept of Pervasive Augmented Reality, aiming to provide such an experience by sensing the user's current context and adapting the AR system based on the changing requirements and constraints. We present a taxonomy for Pervasive Augmented Reality and context-aware Augmented Reality, which classifies context sources and context targets relevant for implementing such a context-aware, continuous Augmented Reality experience. We further summarize existing approaches that contribute towards Pervasive Augmented Reality. Based our taxonomy and survey, we identify challenges for future research directions in Pervasive Augmented Reality.

  15. Geological myths and reality

    Science.gov (United States)

    Ostrihansky, Lubor

    2014-05-01

    Myths are the result of man's attempts to explain noteworthy features of his environment stemming from unfounded imagination. It is unbelievable that in 21st century the explanation of evident lithospheric plates movements and origin of forces causing this movement is still bound to myths, They are the myth about mantle convection, myth about Earth's expansion, myth about mantle heterogeneities causing the movement of plates and myth about mantle plumes. From 1971 to 1978 I performed extensive study (Ostřihanský 1980) about the terrestrial heat flow and radioactive heat production of batholiths in the Bohemian Massive (Czech Republic). The result, gained by extrapolation of the heat flow and heat production relationship, revealed the very low heat flow from the mantle 17.7mW m-2 close to the site of the Quarterly volcano active only 115,000 - 15,000 years ago and its last outbreak happened during Holocene that is less than 10,000 years ago. This volcano Komorní Hůrka (Kammerbühls) was known by J. W. Goethe investigation and the digging of 300 m long gallery in the first half of XIX century to reach the basaltic plug and to confirm the Stromboli type volcano. In this way the 19th century myth of neptunists that basalt was a sedimentary deposit was disproved in spite that famous poet and scientist J.W.Goethe inclined to neptunists. For me the result of very low heat flow and the vicinity of almost recent volcanoes in the Bohemian Massive meant that I refused the hypothesis of mantle convection and I focused my investigation to external forces of tides and solar heat, which evoke volcanic effects, earthquakes and the plate movement. To disclose reality it is necessary to present calculation of acting forces using correct mechanism of their action taking into account tectonic characteristics of geologic unites as the wrench tectonics and the tectonic of planets and satellites of the solar system, realizing an exceptional behavior of the Earth as quickly rotating

  16. Engaging With Reality

    DEFF Research Database (Denmark)

    Bondebjerg, Ib

    to engage us with reality. Engaging with Reality investigates some of the major global themes as they are reflected in documentaries from the USA, UK and Denmark. Engaging with Reality is a contribution to comparative, transnational studies of documentary in contemporary media culture. By comparing......Documentaries play an important role in the increasingly global media culture that has been developing over the last few decades. Despite its many different forms and genres, all documentaries claim a special relation to the way things are in the world, and they each attempt in their own way...... documentaries in three different countries dealing with the same global themes, the book contributes to a broader and deeper understanding of our global media culture. The book deals with documentaries as part of a new form of cosmopolitan narratives, as part of new, global forms of social imagination...

  17. Cross-point-type spin-transfer-torque magnetoresistive random access memory cell with multi-pillar vertical body channel MOSFET

    Science.gov (United States)

    Sasaki, Taro; Endoh, Tetsuo

    2018-04-01

    In this paper, from the viewpoint of cell size and sensing margin, the impact of a novel cross-point-type one transistor and one magnetic tunnel junction (1T–1MTJ) spin-transfer-torque magnetoresistive random access memory (STT-MRAM) cell with a multi-pillar vertical body channel (BC) MOSFET is shown for high density and wide sensing margin STT-MRAM, with a 10 ns writing period and 1.2 V V DD. For that purpose, all combinations of n/p-type MOSFETs and bottom/top-pin MTJs are compared, where the diameter of MTJ (D MTJ) is scaled down from 55 to 15 nm and the tunnel magnetoresistance (TMR) ratio is increased from 100 to 200%. The results show that, benefiting from the proposed STT-MRAM cell with no back bias effect, the MTJ with a high TMR ratio (200%) can be used in the design of smaller STT-MRAM cells (over 72.6% cell size reduction), which is a difficult task for conventional planar MOSFET based design.

  18. Interaction of cholesterol ester transfer protein polymo- rphisms, body mass index, and birth weight with the risk of dyslipidemia in children and adolescents: the CASPIAN-III study

    Directory of Open Access Journals (Sweden)

    Motahar Heidari-Beni

    2015-11-01

    Full Text Available Objective(s: This study aims to investigate joint association between cholesterol ester transfer protein (CETP polymorphisms and body mass index (BMI or birth weight with the risk of dyslipidemia in Iranian children and adolescents. Materials and Methods:This study was conducted as a sub-study of the “school-based nationwide health survey” (CASPIAN-III. We randomly selected 750 samples from the whole blood samples. Real-time PCR and high resolution melt (HRM analysis were performed to determine Taq1B (rs708272 and A373P (rs5880 polymorphisms. Results:Taq1B polymorphism increased HDL-C, and total cholesterol (TC as well as decreased triglyceride and LDL-C concentrations. LDL-C and triglyceride levels were significantly higher and HDL-C and TC levels were significantly lower among those with A373P polymorphism. CT/TT genotype in Taq1B polymorphism showed a protective effect on dyslipidemia (OR= 0.12, 95%CI: 0.07-0.20. G allele of A373P polymorphism increased the risk of dyslipidemia (OR=4.10, 95%CI: 2.14, 7.83 after adjusting the confounders. We observed interactive effects of CETP gene polymorphisms and BMI or birth weight on dyslipidemia. Conclusion:Findings showed Taq1B polymorphism might have a protective effect and A373P polymorphism had deleterious effect on dyslipidemia in Iranian children and adolescents. These associations interacted with BMI and birth weight.

  19. Augmented reality som wearable

    DEFF Research Database (Denmark)

    Buhl, Mie; Rahn, Annette

    2015-01-01

    Artiklen omhandler design og implementering af Augmented Reality (AR) i form af en wearable i sygeplejerskeuddannelsens anatomiundervisning, mere specifikt undervisning i lungeanatomi og respiration, med fokus på potentialer for visuel læring. Projektet undersøger, hvordan en udviklet AR-applikat......Artiklen omhandler design og implementering af Augmented Reality (AR) i form af en wearable i sygeplejerskeuddannelsens anatomiundervisning, mere specifikt undervisning i lungeanatomi og respiration, med fokus på potentialer for visuel læring. Projektet undersøger, hvordan en udviklet AR...

  20. Applied virtual reality

    International Nuclear Information System (INIS)

    Yule, I.Y.; Lee, D.J.

    1996-01-01

    To reduce plant down time during irradiated fuel cell dismantling at Torness Power Station, a new visualisation technique has been used for the manipulator. Complex computer graphics packages were used to provide a ''Virtual Reality'' environment which allowed the Irradiated Fuel Dismantling Cell to be simulated. Significant cost savings have been achieved due to reductions in lost output. The virtual reality environment is at present being extended to the design and deployment of a new manipulator for in-vessel inspection of the boiler. (UK)

  1. Physics imagination and reality

    CERN Document Server

    Wallace, Philip Russell

    1991-01-01

    Physics: Imagination and Reality introduces the reader to major ideas and the conceptual structure of modern physics, by tracing its development from the introduction of fields into physics by Faraday and Maxwell in the last century. Because the approach is historical, the book provides a comprehensive overview of the subjects. It should appeal to anyone interested in a basic understanding of the contemporary physicists view of the physical world. It avoids all but the simplest mathematics and presents ideas and concepts in everyday language.Physics: Imagination and Reality attempts to provide

  2. Orbitofrontal reality filtering

    Directory of Open Access Journals (Sweden)

    Armin eSchnider

    2013-06-01

    Full Text Available Decades of research have deepened our understanding of how the brain forms memories and uses them to build our mental past and future. But how does it determine whether an evoked memory refers to the present and can be acted upon? The study of patients who confuse reality, as evident from confabulation and disorientation, has opened ways to explore this vital capacity. Results indicate that the brain recurs to a phylogenetically old faculty of the orbitofrontal cortex –extinction– and structures of the reward system to keep thought and behavior in phase with reality.

  3. Prototyping Augmented Reality

    CERN Document Server

    Mullen, Tony

    2011-01-01

    Learn to create augmented reality apps using Processing open-source programming language Augmented reality (AR) is used all over, and you may not even realize it. Smartphones overlay data onto live camera views to show homes for sale, restaurants, or historical sites. American football broadcasts use AR to show the invisible first-down line on the field to TV viewers. Nike and Budweiser, among others, have used AR in ads. Now, you can learn to create AR prototypes using 3D data, Processing open-source programming language, and other languages. This unique book is an easy-to-follow guide on how

  4. Virtual Reality Musical Instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low-cost technologies have created a wide interest in virtual reality. In the field of computer music, the term “virtual musical instruments” has been used for a long time to describe software simulations, extensions of existing musical instruments......, and ways to control them with new interfaces for musical expression. Virtual reality musical instruments (VRMIs) that include a simulated visual component delivered via a head-mounted display or other forms of immersive visualization have not yet received much attention. In this article, we present a field...

  5. Personalized medicine: reality and reality checks.

    Science.gov (United States)

    Leeder, J Steven; Spielberg, Stephen P

    2009-05-01

    The evolving era of pharmacogenomics and personalized medicine is greeted with optimism by many, but this sentiment is not universally shared. The existence of diametrically opposed opinions concerning the potential benefits and obstacles facing the widespread implementation of genomic medicine should stimulate discussion and guide the design of studies to establish the value of interventions targeted at the level of individual patients. One of the more controversial aspects of personalized medicine is whether the anticipated benefits will be realized at an acceptable cost. Recently released analyses suggest that the returns on investment depend on the particular scenario and are different for different stakeholders. On the other hand, cost is only one of the challenges regarding implementation of personalized medicine. Among these are the development of universal standards for managing genomic information in electronic medical records, improvement in the collection and interpretation of clinical phenotype data, and new strategies to educate practitioners and patients/consumers. The reality is that personalized medicine is upon us; open discourse and periodic reality checks will be necessary as we confront it.

  6. Editorial: Body Movements

    Directory of Open Access Journals (Sweden)

    Carina Assuncao

    2018-01-01

    Full Text Available Today, the juxtaposition between physical bodies and the gameworld is ever more fluid. Virtual Reality headsets are available at game stores with more AAA games being created for the format. The release of the Nintendo Switch and its dynamic JoyCon controllers reintroduce haptic movement based controls.  Pokémon GO’s augmented reality took gamers outdoors and has encouraged the Harry Potter franchise to follow in its mobile footsteps. Each development encourages a step further into the digital world. At the same time, the movement of bodies always has political dimensions. We live in a world where walls seem like solutions to the movement of bodies, while the mere meeting of bodies elsewhere – for sex, marriage and other reasons – is still forbidden by many states’ rules. Games and game-like interfaces have shown the ability to bend those rules, and to sometimes project other worlds and rule systems over our world in order to make bodies move and meet. For this special issue on ‘Body Movements’, Press Start invited authors to focus on embodiment, body movements, political bodies, community bodies, virtual bodies, physical bodies, feminine, masculine, trans- bodies, agency or its lack, and anything else in between. The response to this invitation was variegated, and provocative, as outlined here.

  7. Effect of a rehabilitation program using virtual reality for balance and functionality of chronic stroke patients

    Directory of Open Access Journals (Sweden)

    Wagner Henrique Souza Silva

    2015-09-01

    Full Text Available AbstractThis study aimed to investigate the effect of a rehabilitation program using virtual reality (VR in addition to conventional therapy for improvement of balance (BERG scale and functional independence (FIM scale in chronic stroke patients. Ten individuals, mean age of 51.4 (± 6.7 years, participated of eight 60-minute sessions comprising kinesiotherapy (15min, Nintendo Wii (30min and Learning transfer (15min exercises. After training, nonparametric statistical analysis showed significant improvement in total FIM (p= .01 and BERG scores (p= .00, and in some of their subitems: FIM - dressing lower body (p= .01, transfer to bathtub/shower (p= .02 and locomotion: stairs (p= .03; BERG - reaching forward with outstretched arm (p= .01, retrieving object from the floor (p= .04, turning 360º (p= .01, placing alternate foot on step (p≤ .01, standing with one foot in front (p= .01, and one leg stand (p= .03. These findings suggest a positive influence of virtual reality exercises adjunct to conventional therapy on rehabilitation of balance and functionality post stroke, and indicate the feasibility of the proposed VR-based rehabilitation program.

  8. Capillary Refill using Augmented Reality

    OpenAIRE

    Clausen, Christoffer

    2017-01-01

    Master's thesis in Computer science The opportunities within augmented reality is growing. Augmented reality is a combination of the real and the virtual world in real time, and large companies like Microsoft and Google is now investing heavily in the technology. This thesis presents a solution for simulating a medical test called capillary refill, by using augmented reality. The simulation is performed with an augmented reality headset called HoloLens. The HoloLens will recognise a mark...

  9. Virtual reality for employability skills

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

    We showed a variety of virtual reality technologies, and through examples, we discussed how virtual reality technology is transforming work styles and workplaces. Virtual reality is becoming pervasive in almost all domains starting from arts, environmental causes to medical education and disaster management training, and to supporting patients with Dementia. Thus, an awareness of the virtual reality technology and its integration in curriculum design will provide and enhance employability ski...

  10. Virtual Reality in the Classroom.

    Science.gov (United States)

    Pantelidis, Veronica S.

    1993-01-01

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

  11. AR DOC: Augmented reality documentaries

    DEFF Research Database (Denmark)

    Vistisen, Peter

    2014-01-01

    Augmented Reality Documentaries (AR DOC) er et ’lille’ Shareplay projekt (ansøgte midler augmented reality cross media løsninger, til at skabe engagerende publikumsformidling...... indenfor oplevelsesindustrien. Projektet har genereret ny viden omkring, hvordan fysisk og digital formidling kan understøttes via Augmented Reality som formidlingsformat....

  12. Reality Check: Basics of Augmented, Virtual, and Mixed Reality.

    Science.gov (United States)

    Brigham, Tara J

    2017-01-01

    Augmented, virtual, and mixed reality applications all aim to enhance a user's current experience or reality. While variations of this technology are not new, within the last few years there has been a significant increase in the number of artificial reality devices or applications available to the general public. This column will explain the difference between augmented, virtual, and mixed reality and how each application might be useful in libraries. It will also provide an overview of the concerns surrounding these different reality applications and describe how and where they are currently being used.

  13. Augmented reality for biomedical wellness sensor systems

    Science.gov (United States)

    Jenkins, Jeffrey; Szu, Harold

    2013-05-01

    Due to the commercial move and gaming industries, Augmented Reality (AR) technology has matured. By definition of AR, both artificial and real humans can be simultaneously present and realistically interact among one another. With the help of physics and physiology, we can build in the AR tool together with real human day-night webcam inputs through a simple interaction of heat transfer -getting hot, action and reaction -walking or falling, as well as the physiology -sweating due to activity. Knowing the person age, weight and 3D coordinates of joints in the body, we deduce the force, the torque, and the energy expenditure during real human movements and apply to an AR human model. We wish to support the physics-physiology AR version, PPAR, as a BMW surveillance tool for senior home alone (SHA). The functionality is to record senior walking and hand movements inside a home environment. Besides the fringe benefit of enabling more visits from grand children through AR video games, the PP-AR surveillance tool may serve as a means to screen patients in the home for potential falls at points around in house. Moreover, we anticipate PP-AR may help analyze the behavior history of SHA, e.g. enhancing the Smartphone SHA Ubiquitous Care Program, by discovering early symptoms of candidate Alzheimer-like midnight excursions, or Parkinson-like trembling motion for when performing challenging muscular joint movements. Using a set of coordinates corresponding to a set of 3D positions representing human joint locations, we compute the Kinetic Energy (KE) generated by each body segment over time. The Work is then calculated, and converted into calories. Using common graphics rendering pipelines, one could invoke AR technology to provide more information about patients to caretakers. Alerts to caretakers can be prompted by a patient's departure from their personal baseline, and the patient's time ordered joint information can be loaded to a graphics viewer allowing for high

  14. Selections of Reality

    DEFF Research Database (Denmark)

    Järvinen, Margaretha; Miller, Gale

    2014-01-01

    substitution (methadone) treatment to users. Burke's dramatistic perspective calls attention to the recurring relationships among rhetorical elements within accounts of social reality. The elements form a pentad: scene, purpose, agent, agency and acts. Our analysis examines how the ideal of governmentality...

  15. Augmented Reality og kulturarv

    DEFF Research Database (Denmark)

    Nielsen, Mikkel Kirkedahl Lysholm

    2013-01-01

    Museerne står overfor at skulle omfavne den digitale kultur i håndteringen af den store mængde viden, institutionerne repræsenterer. Augmented Reality-systemer forbinder ved hjælp af moderne teknologi det virtuelle med det virkelige, og kan derfor synes som en oplagt anvendelsesmulighed i...

  16. Augmented Reality i naturfagsundervisningen

    DEFF Research Database (Denmark)

    Radmer, Ole; Surland, Mogens; Nielsen, Birgitte Lund

    Augmented Reality (AR) giver ny mulighed for, at elever kan lave undersøgelser i naturfag med enkel teknologi, hvor animationer og simulationer kobles med det virkelige fænomen. I workshoppen kan I afprøve AR eksempler, udviklet i et internationalt EU projekt. Der vil være noget, der direkte kan...

  17. [Virtual + 1] * Reality

    Science.gov (United States)

    Beckhaus, Steffi

    Virtual Reality aims at creating an artificial environment that can be perceived as a substitute to a real setting. Much effort in research and development goes into the creation of virtual environments that in their majority are perceivable only by eyes and hands. The multisensory nature of our perception, however, allows and, arguably, also expects more than that. As long as we are not able to simulate and deliver a fully sensory believable virtual environment to a user, we could make use of the fully sensory, multi-modal nature of real objects to fill in for this deficiency. The idea is to purposefully integrate real artifacts into the application and interaction, instead of dismissing anything real as hindering the virtual experience. The term virtual reality - denoting the goal, not the technology - shifts from a core virtual reality to an “enriched” reality, technologically encompassing both the computer generated and the real, physical artifacts. Together, either simultaneously or in a hybrid way, real and virtual jointly provide stimuli that are perceived by users through their senses and are later formed into an experience by the user's mind.

  18. Collaboration in Augmented Reality

    NARCIS (Netherlands)

    Lukosch, S.; Billinghurst, M.; Alem, L.; Kiyokawa, K.

    2015-01-01

    Augmented Reality (AR) is a technology that allows users to view and interact in real time with virtual images seamlessly superimposed over the real world. AR systems can be used to create unique collaborative experiences. For example, co-located users can see shared 3D virtual objects that they

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

    Science.gov (United States)

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

    2017-11-01

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

  20. Biopower in the bodies

    Directory of Open Access Journals (Sweden)

    José Luis Tejeda

    2012-11-01

    Full Text Available Lately, the studies of biopolitics and biopower have risen significantly. It is an old issue, which is present in Greek philosophy and in its reality. It is the old argument of the relationship and the intrusion of politics in the life and the overcoming of the state of nature. The reality of biopolitics is reflected in the dimension that technology acquires and in the siege of the global powers against democracy. The human body as an external and visible entity resists all kinds of interventions and fastenings aimed at the individualization and establishment of a totalitarian reality. Tanatopolitics and Biopolitics are interlaced to manage life and death in a chilling reality where technique introduces the artifice beyond the natural. The human body as a borderline area between the natural and the artificial expresses the scopes of post-humanism. A more balanced physical culture could help to curb the widespread dehumanization, which reduces and degrades the body at the same time, while the powers submit, discriminate, and intervene in the more and more docile bodies.

  1. Adaptive multimodal interaction in mobile augmented reality: A conceptual framework

    Science.gov (United States)

    Abidin, Rimaniza Zainal; Arshad, Haslina; Shukri, Saidatul A'isyah Ahmad

    2017-10-01

    Recently, Augmented Reality (AR) is an emerging technology in many mobile applications. Mobile AR was defined as a medium for displaying information merged with the real world environment mapped with augmented reality surrounding in a single view. There are four main types of mobile augmented reality interfaces and one of them are multimodal interfaces. Multimodal interface processes two or more combined user input modes (such as speech, pen, touch, manual gesture, gaze, and head and body movements) in a coordinated manner with multimedia system output. In multimodal interface, many frameworks have been proposed to guide the designer to develop a multimodal applications including in augmented reality environment but there has been little work reviewing the framework of adaptive multimodal interface in mobile augmented reality. The main goal of this study is to propose a conceptual framework to illustrate the adaptive multimodal interface in mobile augmented reality. We reviewed several frameworks that have been proposed in the field of multimodal interfaces, adaptive interface and augmented reality. We analyzed the components in the previous frameworks and measure which can be applied in mobile devices. Our framework can be used as a guide for designers and developer to develop a mobile AR application with an adaptive multimodal interfaces.

  2. Virtual Reality Educational Tool for Human Anatomy.

    Science.gov (United States)

    Izard, Santiago González; Juanes Méndez, Juan A; Palomera, Pablo Ruisoto

    2017-05-01

    Virtual Reality is becoming widespread in our society within very different areas, from industry to entertainment. It has many advantages in education as well, since it allows visualizing almost any object or going anywhere in a unique way. We will be focusing on medical education, and more specifically anatomy, where its use is especially interesting because it allows studying any structure of the human body by placing the user inside each one. By allowing virtual immersion in a body structure such as the interior of the cranium, stereoscopic vision goggles make these innovative teaching technologies a powerful tool for training in all areas of health sciences. The aim of this study is to illustrate the teaching potential of applying Virtual Reality in the field of human anatomy, where it can be used as a tool for education in medicine. A Virtual Reality Software was developed as an educational tool. This technological procedure is based entirely on software which will run in stereoscopic goggles to give users the sensation of being in a virtual environment, clearly showing the different bones and foramina which make up the cranium, and accompanied by audio explanations. Throughout the results the structure of the cranium is described in detailed from both inside and out. Importance of an exhaustive morphological knowledge of cranial fossae is further discussed. Application for the design of microsurgery is also commented.

  3. Augmented Reality as a Visualizing facilitator in Nursing Education

    DEFF Research Database (Denmark)

    Rahn, Annette; Kjærgaard, Hanne Wacher

    2014-01-01

    Title: Augmented Reality as a visualizing facilitator in nursing education Background: Understanding the workings of the biological human body is as complex as the body itself, and because of their complexity, the phenomena of respiration and lung anatomy pose a special problem for nursing students......’ understanding within anatomy and physiology. Aim: Against this background, the current project set out to investigate how and to what extent the application of augmented reality (AR) could help students gain a better understanding through an increased focus on contextualized visualization. The overall aim...

  4. INTERACTIVE MOTION PLATFORMS AND VIRTUAL REALITY FOR VEHICLE SIMULATORS

    Directory of Open Access Journals (Sweden)

    Evžen Thöndel

    2017-12-01

    Full Text Available Interactive motion platforms are intended for vehicle simulators, where the direct interaction of the human body is used for controlling the simulated vehicle (e.g. bicycle, motorbike or other sports vehicles. The second use of interactive motion platforms is for entertainment purposes or fitness. The development of interactive motion platforms reacts to recent calls in the simulation industry to provide a device, which further enhances the virtual reality experience, especially with connection to the new and very fast growing business in virtual reality glasses. The paper looks at the design and control of an interactive motion platform with two degrees of freedom to be used in virtual reality applications. The paper provides the description of the control methods and new problems related to the virtual reality sickness are discussed here.

  5. Yet Unborn Realities

    DEFF Research Database (Denmark)

    Johannessen, Runa

    2016-01-01

    The scope of this paper is to inquire into a moment of friction between reality and possibility; the present and the future; the actual and the fictional, in a context pertaining to the Israel-Palestine conflict. The point of departure is an artwork by the Palestinian artist Khaled Jarrar. My enc...... encounter with his work evoked an aesthetic experience of hesitant uncertainty parallel to particular encounters with a mechanism invoking such uncertainties in real life, namely the passport control......The scope of this paper is to inquire into a moment of friction between reality and possibility; the present and the future; the actual and the fictional, in a context pertaining to the Israel-Palestine conflict. The point of departure is an artwork by the Palestinian artist Khaled Jarrar. My...

  6. Experiments in mixed reality

    Science.gov (United States)

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

    2010-01-01

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

  7. Applied virtual reality

    International Nuclear Information System (INIS)

    Yule, I.Y.; Lee, D.J.

    1996-01-01

    An early experience in deploying a manipulator to the Irradiated Fuel Dismantling Cell at Torness Power Station, quickly highlighted that special visualisation techniques were required to achieve a successful deployment and reduce plant system down time. This visualisation was later realised through the IGRIP software pakcage operating on a Silicon Graphics computing engine, which provides a 'Non-Immersive' Virtual Reality environment. Within this environment, models of the Irradiated Fuel Dismantling cell were generated along with a model of the manipulator, allowing manipulator deployment to the Irradiated Fuel Dismantling Cell be modelled. It is estimated that the first use of this new environment provided a significant saving to Scottish Nuclear in potential lost output. The use of this virtual reality environment is currently being extended into the design and deployment of a new manipulator for Torness in vessel inspection, the Boiler Inspection Manipulator. (author)

  8. Big Data and reality

    Directory of Open Access Journals (Sweden)

    Ryan Shaw

    2015-11-01

    Full Text Available DNA sequencers, Twitter, MRIs, Facebook, particle accelerators, Google Books, radio telescopes, Tumblr: what do these things have in common? According to the evangelists of “data science,” all of these are instruments for observing reality at unprecedentedly large scales and fine granularities. This perspective ignores the social reality of these very different technological systems, ignoring how they are made, how they work, and what they mean in favor of an exclusive focus on what they generate: Big Data. But no data, big or small, can be interpreted without an understanding of the process that generated them. Statistical data science is applicable to systems that have been designed as scientific instruments, but is likely to lead to confusion when applied to systems that have not. In those cases, a historical inquiry is preferable.

  9. Augmented reality system

    Science.gov (United States)

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

    2010-08-01

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

  10. Virtual Reality Hospice

    OpenAIRE

    Ejsing, Sebastian Kirkegaard; Vintersborg, Kathrine Mosbæk; Benford-Brown, Cory George; Turner, Daniel Severin Pohl

    2017-01-01

    This paper details the findings of a qualitative reception analysis performed in collaboration with Hospice Sjælland, as to the potentials of Virtual Reality technology in providing entertainment and respite. The analysis was performed utilizing a theoretical analytical model based on Kim Schrøder’s ‘Multidimensional Model of Mass Media Reception’ to discourse gathered from six interviews with four patients from Hospice Sjælland. Supporting this model was supplementary literature on cognitive...

  11. Coping with Reality

    DEFF Research Database (Denmark)

    Madsen, Poul Thøis

    Abstract: Despite the fact that The General Theory of Theory of Interest, Employment and Income (GT) is a highly theoretical work, Keynes tries to make his theory as realistic as possible. In this paper it is analyzed how. This is done by identifying selected quotations in which Keynes either exp...... of economic reality and by making empirically based assumptions rather than assumptions consistent to a theoretical model. If economic textbooks were to apply the same stringent principles not much would be left…...

  12. The Virtual Reality Conjecture

    OpenAIRE

    Whitworth, Brian

    2011-01-01

    We take our world to be an objective reality, but is it? The assumption that the physical world exists in and of itself has struggled to assimilate the findings of modern physics for some time now. For example, an objective space and time would just "be", but in relativity, space contracts and time dilates. Likewise objective "things" should just inherently exist, but the entities of quantum theory are probability of existence smears, that spread, tunnel, superpose and entangle in physically ...

  13. Proliferation: myth or reality?

    International Nuclear Information System (INIS)

    2005-01-01

    This article analyzes the proliferation approach, its technical condition and political motivation, and the share between the myth (political deception, assumptions and extrapolations) and the reality of proliferation. Its appreciation is complicated by the irrational behaviour of some political actors and by the significant loss of the non-use taboo. The control of technologies is an important element for proliferation slowing down but an efficient and autonomous intelligence system remains indispensable. (J.S.)

  14. Physics and reality

    International Nuclear Information System (INIS)

    D'Espagnat, B.

    1997-01-01

    What is the reality of objects around us. What is real. Is there something that is not dependent on the thought. To these questions, philosophers, mathematicians, physicists answer in different ways. Mister Bernard d' Espagnat, philosopher and physicist speaks for an open realism. Leaning on the quantum physics, he is engaged in exchange of objections and answers with persons he is speaking to, decided, as he is himself, to get to the roots of things. (N.C.)

  15. Models of Reality.

    Energy Technology Data Exchange (ETDEWEB)

    Brown-VanHoozer, S. A.

    1999-06-02

    Conscious awareness of our environment is based on a feedback loop comprised of sensory input transmitted to the central nervous system leading to construction of our ''model of the world,'' (Lewis et al, 1982). We then assimilate the neurological model at the unconscious level into information we can later consciously consider useful in identifying belief systems and behaviors for designing diverse systems. Thus, we can avoid potential problems based on our open-to-error perceived reality of the world. By understanding how our model of reality is organized, we allow ourselves to transcend content and develop insight into how effective choices and belief systems are generated through sensory derived processes. These are the processes which provide the designer the ability to meta model (build a model of a model) the user; consequently, matching the mental model of the user with that of the designer's and, coincidentally, forming rapport between the two participants. The information shared between the participants is neither assumed nor generalized, it is closer to equivocal; thus minimizing error through a sharing of each other's model of reality. How to identify individual mental mechanisms or processes, how to organize the individual strategies of these mechanisms into useful patterns, and to formulate these into models for success and knowledge based outcomes is the subject of the discussion that follows.

  16. Augmented reality services

    Directory of Open Access Journals (Sweden)

    Tomáš Koubek

    2013-01-01

    Full Text Available We assume that one of the key reasons is in the difference between a standalone application and a web service. Both architectures have some advantages and disadvantages. The Standalone application (e.g. Nokia/OVI Maps provides the required functionality. From the user point of view, main asset of this “offline” approach is network connectivity independence. However, this kind of applications must be upgraded manually. Moreover, it is hard to get any data about the application usage because it requires additional actions from the user – data are usually acquired through conventional ways, such as email or web forms.The online service such as Google Maps (including its mobile application can offer the same functionality as the offline application. Nevertheless, a permanent connection to provider servers is necessary. This can be taken as a drawback. On the other hand, usage data collection is easier and can be done without the user intervention. The data collection provides a valuable analysis basis of the user habits and needs. This analysis is necessary for design of a complex “user” based solutions such as Google Now.Augmented reality applications are usually based on the first mentioned approach. In this article, we describe our model of augmented reality as a service and compare its features with standalone solutions. Further, other important key aspects for large emergence of augmented reality services in a mainstream market are discussed.

  17. Virtual Reality Hysteroscopy

    Science.gov (United States)

    Levy

    1996-08-01

    New interactive computer technologies are having a significant influence on medical education, training, and practice. The newest innovation in computer technology, virtual reality, allows an individual to be immersed in a dynamic computer-generated, three-dimensional environment and can provide realistic simulations of surgical procedures. A new virtual reality hysteroscope passes through a sensing device that synchronizes movements with a three-dimensional model of a uterus. Force feedback is incorporated into this model, so the user actually experiences the collision of an instrument against the uterine wall or the sensation of the resistance or drag of a resectoscope as it cuts through a myoma in a virtual environment. A variety of intrauterine pathologies and procedures are simulated, including hyperplasia, cancer, resection of a uterine septum, polyp, or myoma, and endometrial ablation. This technology will be incorporated into comprehensive training programs that will objectively assess hand-eye coordination and procedural skills. It is possible that by incorporating virtual reality into hysteroscopic training programs, a decrease in the learning curve and the number of complications presently associated with the procedures may be realized. Prospective studies are required to assess these potential benefits.

  18. Locality and reality

    International Nuclear Information System (INIS)

    Stapp, H.P.

    1980-01-01

    Einstein's principle that no signal travels faster than light suggests that observations in one spacetime region should not depend on whether or not a radioactive decay is detected in a spacelike-separated region. This locality property is incompatible with the predictions of quantum theory, and this incompatibility holds independently of the questions of realism, objective reality, and hidden variables. It holds both in the pragmatic quantum theory of Bohr and in realistic frameworks. It is shown here to hold in a completed realistic quantum theory that reconciles Einstein's demand for a description of reality itself with Bohr's contention that quantum theory is complete. This completed realistic quantum theory has no hidden variables, and no objective reality in which observable attributes can become definite independently of observers. The theory is described in some detail, with particular attention to those aspects related to the question of locality. This completed realistic quantum theory is in principle more comprehensive than Bohn's pragmatic quantum theory because it is not limited in principle by the requirement that the observed system be physically separated from the observing one. Applications are discussed

  19. Integrated Data Visualization and Virtual Reality Tool

    Science.gov (United States)

    Dryer, David A.

    1998-01-01

    The Integrated Data Visualization and Virtual Reality Tool (IDVVRT) Phase II effort was for the design and development of an innovative Data Visualization Environment Tool (DVET) for NASA engineers and scientists, enabling them to visualize complex multidimensional and multivariate data in a virtual environment. The objectives of the project were to: (1) demonstrate the transfer and manipulation of standard engineering data in a virtual world; (2) demonstrate the effects of design and changes using finite element analysis tools; and (3) determine the training and engineering design and analysis effectiveness of the visualization system.

  20. Augmented reality (AR) and virtual reality (VR) applied in dentistry

    OpenAIRE

    Ta-Ko Huang; Chi-Hsun Yang; Yu-Hsin Hsieh; Jen-Chyan Wang; Chun-Cheng Hung

    2018-01-01

    The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR) and augmented reality (AR) starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of th...

  1. Emotional Expression in Reality TV

    DEFF Research Database (Denmark)

    Rasmussen, Tove Arendt

    Reality TV has been disputed and discussed along many lines for the last 20 years; the media themselves always with a twist of concern about reality programs crossing moral borderlines while research has put more interest in questions of genre and representation of more or less useful and maybe...... empowering social identities. In the latest generation of reality TV which Misha Kava has described as the “celebrity generation”, it seems that reality creates new standards for mixing facts and fiction and even different “realities” as participants become media stars while more traditional celebrities...... are being treated as ordinary people. My article will discuss different presentations of selves and especially the emotional verbal and nonverbal expressions in reality TV communication. Aspects of the intimate self and its emotional expressions seem to be strategically managed in reality TV and even...

  2. Authoring Immersive Mixed Reality Experiences

    Science.gov (United States)

    Misker, Jan M. V.; van der Ster, Jelle

    Creating a mixed reality experience is a complicated endeavour. From our practice as a media lab in the artistic domain we found that engineering is “only” a first step in creating a mixed reality experience. Designing the appearance and directing the user experience are equally important for creating an engaging, immersive experience. We found that mixed reality artworks provide a very good test bed for studying these topics. This chapter details three steps required for authoring mixed reality experiences: engineering, designing and directing. We will describe a platform (VGE) for creating mixed reality environments that incorporates these steps. A case study (EI4) is presented in which this platform was used to not only engineer the system, but in which an artist was given the freedom to explore the artistic merits of mixed reality as an artistic medium, which involved areas such as the look and feel, multimodal experience and interaction, immersion as a subjective emotion and game play scenarios.

  3. Military use of Virtual Reality

    OpenAIRE

    Gullaksen, Rasmus; Nielsen, Kristoffer Merrild; Siegel, Viktor; Labuz, Patrick Ravn

    2017-01-01

    This project is sparked by the contemporary evolvement that has been happening with consumer Virtual Reality technology and an interest for looking into the military industrial complex. The paper describes how Virtual Reality as a concept has evolved historically since the 19th century and how it has since entered the military and consumer market. The implementation of Virtual Reality is described in order to analyse it by using Technology-Oriented Scenario Analysis, as described by Francesco...

  4. Virtual Reality: Principles and Applications

    OpenAIRE

    MÉRIENNE , Frédéric

    2017-01-01

    Virtual reality aims at immersing a user in a virtual environment. Dedicated virtual reality technologies of human–computer interaction enable to make the link between the user and a virtual environment in capturing the user’s motion, acting on his senses as well as computing the virtual experience in real-time. The immersion in virtual environment is evaluated through the user’s perception and reaction. Virtual reality is used in a large variety of application domains which need multisensory...

  5. Augmented Reality for Science Education

    DEFF Research Database (Denmark)

    Brandt, Harald; Nielsen, Birgitte Lund; Georgsen, Marianne

    Augmented reality (AR) holds great promise as a learning tool. So far, however, most research has looked at the technology itself – and AR has been used primarily for commercial purposes. As a learning tool, AR supports an inquiry-based approach to science education with a high level of student...... involvement. The AR-sci-project (Augmented Reality for SCIence education) addresses the issue of applying augmented reality in developing innovative science education and enhancing the quality of science teaching and learning....

  6. Virtual Reality in Neurorehabilitation

    Directory of Open Access Journals (Sweden)

    Stasieńko Agnieszka

    2016-12-01

    Full Text Available This article includes current information on the use of modern IT solutions and virtual-reality (VR-based technologies in medical rehabilitation. A review of current literature on VR-based interventions and their indications, benefits and limitations in patients with nervous system diseases was conducted. The popularity of VR-based training as a tool used for rehabilitation of patients with acute and chronic deficits in both sensory-motor and cognitive disorders is increasing. Still, there is a need for large randomized trials to evaluate the efficacy and safety of VR-based rehabilitation techniques in different disease entities. .

  7. Facing reality minimizes risk

    International Nuclear Information System (INIS)

    Gallagher, J.L.

    1992-01-01

    Companies that provide technology or project management involving a wise range of risks will increasingly find much more complex contractual relationships with their customers. This is due largely to the pressures exerted on those relationships by third parties. This paper explores the relationships between private contractors and their customers (frequently government agencies) and how risks affect those relationships. Perceptions of risk sometimes outweigh genuine risks, and the distinction between the two is often irrelevant. Media, site neighbors, adversaries, regulators, and national officials often tip the balance between reality and perception

  8. The Geminoid Reality

    DEFF Research Database (Denmark)

    Vlachos, Evgenios; Schärfe, Henrik

    2013-01-01

    Our society is on the borderline of information era, experiencing a transition towards a robotic one. Humanoid and android robots are entering with a steady pace into our everyday lives taking up roles related to companionship, partnership, wellness, healthcare, and education among others....... The fusion of information technology, ubiquitous computing, robotics, and android science has generated the Geminoid Reality. The Geminoid is a teleoperated, connected to a computer network, android robot that works as a duplicate of an existing person. A motion-capture system tracks facial expressions...

  9. Help! Is This My Body? (For Teens)

    Science.gov (United States)

    ... also a bad idea to compare ourselves with celebrities and models. In reality, most people don't ... Often it's because the changes in their bodies influence which sports they compete in. Although you can ...

  10. Experiencing 3D interactions in virtual reality and augmented reality

    NARCIS (Netherlands)

    Martens, J.B.; Qi, W.; Aliakseyeu, D.; Kok, A.J.F.; Liere, van R.; Hoven, van den E.; Ijsselsteijn, W.; Kortuem, G.; Laerhoven, van K.; McClelland, I.; Perik, E.; Romero, N.; Ruyter, de B.

    2004-01-01

    We demonstrate basic 2D and 3D interactions in both a Virtual Reality (VR) system, called the Personal Space Station, and an Augmented Reality (AR) system, called the Visual Interaction Platform. Since both platforms use identical (optical) tracking hardware and software, and can run identical

  11. Assessing Upper Extremity Motor Dysfunction Using an Augmented Reality Game

    NARCIS (Netherlands)

    Cidota, M.A.; Bank, Paulina J.M.; Ouwehand, P.W.; Lukosch, S.G.

    2017-01-01

    Advances in technology offer new opportunities for a better understanding of how different disorders affect motor function. In this paper, we explore the potential of an augmented reality (AR) game implemented using free hand and body tracking to develop a uniform, cost-effective and objective

  12. Intelligent Decision-Support in Virtual Reality Healthcare & Rehabilitation

    DEFF Research Database (Denmark)

    Lewis Brooks, Anthony

    2011-01-01

    and the ‘Hermeneutic Action Research Recursive Reflection’ model have emerged from a body of virtual reality research called SoundScapes. The work targets all ages and all abilities through gesture-control of responsive multimedia within Virtual Interactive Space (VIS). VIS is an interactive information environment...

  13. New Desktop Virtual Reality Technology in Technical Education

    Science.gov (United States)

    Ausburn, Lynna J.; Ausburn, Floyd B.

    2008-01-01

    Virtual reality (VR) that immerses users in a 3D environment through use of headwear, body suits, and data gloves has demonstrated effectiveness in technical and professional education. Immersive VR is highly engaging and appealing to technically skilled young Net Generation learners. However, technical difficulty and very high costs have kept…

  14. Augmented reality (AR and virtual reality (VR applied in dentistry

    Directory of Open Access Journals (Sweden)

    Ta-Ko Huang

    2018-04-01

    Full Text Available The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR and augmented reality (AR starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of the surgery. The development of tracking unit changed the surgical and educational way. Clinical surgery is based on mature education. VR and AR simultaneously affected the skill of the training lesson and navigation system. Widely, the VR and AR not only applied in the dental training lesson and surgery, but also improved all field in our life. Keywords: OSCE, Dental simulator, Augmented reality, Virtual reality, Dentistry

  15. Cultural realities of being

    DEFF Research Database (Denmark)

    Cultural Realities of Being offers a dialogue between academic activity and everyday lives by providing an interface between several perspectives on human conduct. Very often, academic pursuits are arcane and obscure for ordinary people, this book will attempt to disentangle these dialogues, lift...... fresh light on the everyday events presented in the text. Cultural Realities of Being will be essential reading for those studying Cross Cultural Psychology as well as those interested in social representation and identity......., lifting everyday discourse and providing a forum for advancing discussion and dialogue. Nandita Chaudhary, S. Anandalakshmy and Jaan Valsiner bring together contributors from the field of cultural psychology to consider how people living within social groups, regardless of how liberal, are guided...... of cultural psychology. The book builds upon rich cultural traditions present in India, and precisely because of this focus, the book has much larger implications and relevance to the field and aims to orient the academic reader from around the world to viewing India and Indian society as a valuable area...

  16. Virtual Reality, Combat, and Communication.

    Science.gov (United States)

    Thrush, Emily Austin; Bodary, Michael

    2000-01-01

    Presents a brief examination of the evolution of virtual reality devices that illustrates how the development of this new medium is influenced by emerging technologies and by marketing pressures. Notes that understanding these influences may help prepare for the role of technical communicators in building virtual reality applications for education…

  17. When Rural Reality Goes Virtual.

    Science.gov (United States)

    Husain, Dilshad D.

    1998-01-01

    In rural towns where sparse population and few business are barriers, virtual reality may be the only way to bring work-based learning to students. A partnership between a small-town high school, the Ohio Supercomputer Center, and a high-tech business will enable students to explore the workplace using virtual reality. (JOW)

  18. Virtual reality in pediatric psychology

    OpenAIRE

    Parsons, T. D.; Riva, G.; Parsons, S. J.; Mantovani, F.; Newbutt, N.; Lin, L.; Venturini, E.; Hall, T.

    2017-01-01

    Virtual reality technologies allow for controlled simulations of affectively engaging background narratives. These virtual environments offer promise for enhancing emotionally relevant experiences and social interactions. Within this context virtual reality can allow instructors, therapists, neuropsychologists, and service providers to offer safe, repeatable, and diversifiable interventions that can benefit assessments and learning in both typically developing children and children with disab...

  19. Understanding augmented reality concepts and applications

    CERN Document Server

    Craig, Alan B

    2013-01-01

    Augmented reality is not a technology. Augmented reality is a medium. Likewise, a book on augmented reality that only addresses the technology that is required to support the medium of augmented reality falls far short of providing the background that is needed to produce, or critically consume augmented reality applications. One reads a book. One watches a movie. One experiences augmented reality. Understanding Augmented Reality addresses the elements that are required to create compelling augmented reality experiences. The technology that supports

  20. Art in virtual reality 2010

    Science.gov (United States)

    Chang, Ben

    2010-01-01

    For decades, virtual reality artwork has existed in a small but highly influential niche in the world of electronic and new media art. Since the early 1990's, virtual reality installations have come to define an extreme boundary point of both aesthetic experience and technological sophistication. Classic virtual reality artworks have an almost mythological stature - powerful, exotic, and often rarely exhibited. Today, art in virtual environments continues to evolve and mature, encompassing everything from fully immersive CAVE experiences to performance art in Second Life to the use of augmented and mixed reality in public space. Art in Virtual Reality 2010 is a public exhibition of new artwork that showcases the diverse ways that contemporary artists use virtual environments to explore new aesthetic ground and investigate the continually evolving relationship between our selves and our virtual worlds.

  1. Virtual Reality for Anxiety Disorders

    Directory of Open Access Journals (Sweden)

    Elif Uzumcu

    2018-03-01

    Full Text Available Virtual reality is a relatively new exposure tool that uses three-dimensional computer-graphics-based technologies which allow the individual to feel as if they are physically inside the virtual environment by misleading their senses. As virtual reality studies have become popular in the field of clinical psychology in recent years, it has been observed that virtual-reality-based therapies have a wide range of application areas, especially on anxiety disorders. Studies indicate that virtual reality can be more realistic than mental imagery and can create a stronger feeling of ԰resenceԻ that it is a safer starting point compared to in vivo exposure; and that it can be applied in a more practical and controlled manner. The aim of this review is to investigate exposure studies based on virtual reality in anxiety disorders (specific phobias, panic disorder and agoraphobias, generalized anxiety disorder, social phobia, posttraumatic stress disorder and obsessive compulsive disorder.

  2. AUGMENTED REALITY AS A TEACHING TOOL IN HIGHER EDUCATION

    Directory of Open Access Journals (Sweden)

    Tashko Rizov

    2015-06-01

    Full Text Available Rapid development of the technology has influenced its inevitable entrance in the learning processes. Teachers are often challenged to use the appropriate educational technology in the process of teaching in order to ease the learning process of students. Introducing new technology in the teaching process should utilize the new technology in any possible way in order to assist the teacher in transferring the knowledge and assist the students in grasping that knowledge. This paper should emphasize the benefits of using augmented reality in higher education, by measuring outcomes of the students which used augmented reality as a teaching tool in the courses. Results from the survey imply that students show significantly improved results in increasing the interest, understanding and interiorizing the learning material. University teachers found that using augmented reality is significantly improving the learning process of students and their teaching process in a pedagogical and technical sense. 

  3. Investigations into the transfer of 134+137cesium from Chernobyl fall-out-contaminated grasscobs in the bodies of fallow deer and angora rabbits and on the biological half-life of radio-cesium by means of whole-body gamma spectroscopy

    International Nuclear Information System (INIS)

    Feiden, F.

    1989-01-01

    The present work concerns a feeding experiment to establish the transfer-factors of 134+137 cesium from Chernobyl fall-out-contaminated grasscobs in the bodies of fallow deer (Dama-dama) and angora rabbits (Oryctolagus cuniculus). The transfer factor from the feed-stuff in the fallow deer body amounted to 0.0311 d/kg independent of the proportion of the contaminated grasscobs in the overall daily ration of food. The 137 Cs activity/kg in the flesh of two killed deer averaged about the factor 1.35, in the joint muscles about the factor 1.44 higher. An increase in the transfer factor for the fallow deers flesh to 0.0448 d/kg is assumed. The transfer factor (whole body) for the angora rabbits amounted to 0.285 d/kg. Two animals killed in balanced condition displayed around the factor 1.35 higher cesium values in the muscles. On this base the TF (meat) could be given as at 0.385 d/kg. The biological half-life of the radio-cesium in the body of fallow deer comprised a fast component of 0.3 d and a proportion of about 37% in overall activity and a slower one of 13 d with a 63% proportion. On an average it amounted to 8.3 d for excretion of the first half of the initial burden. At 5.5 d, a fallow deer burdened by only one i.v. injection excreted 50% of the initial activity markedly more quickly. Two proportionally equal phases of 1.2 and 10 days of biological half-time were recognised. As regards the angora rabbits, the biological half-life amounted to 1.2 d for the faster component, and for a slower one about 8 d. The first half of the initial activity was excreted after about 5.5 d. (orig./MG) [de

  4. 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.

  5. Virtual reality at work

    Science.gov (United States)

    Brooks, Frederick P., Jr.

    1991-01-01

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

  6. Augmented Virtual Reality Laboratory

    Science.gov (United States)

    Tully-Hanson, Benjamin

    2015-01-01

    Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.

  7. VIRTUAL REALITY HYPNOSIS.

    Science.gov (United States)

    Askay, Shelley Wiechman; Patterson, David R; Sharar, Sam R

    2009-03-01

    Scientific evidence for the viability of hypnosis as a treatment for pain has flourished over the past two decades (Rainville, Duncan, Price, Carrier and Bushnell, 1997; Montgomery, DuHamel and Redd, 2000; Lang and Rosen, 2002; Patterson and Jensen, 2003). However its widespread use has been limited by factors such as the advanced expertise, time and effort required by clinicians to provide hypnosis, and the cognitive effort required by patients to engage in hypnosis.The theory in developing virtual reality hypnosis was to apply three-dimensional, immersive, virtual reality technology to guide the patient through the same steps used when hypnosis is induced through an interpersonal process. Virtual reality replaces many of the stimuli that the patients have to struggle to imagine via verbal cueing from the therapist. The purpose of this paper is to explore how virtual reality may be useful in delivering hypnosis, and to summarize the scientific literature to date. We will also explore various theoretical and methodological issues that can guide future research.In spite of the encouraging scientific and clinical findings, hypnosis for analgesia is not universally used in medical centres. One reason for the slow acceptance is the extensive provider training required in order for hypnosis to be an effective pain management modality. Training in hypnosis is not commonly offered in medical schools or even psychology graduate curricula. Another reason is that hypnosis requires far more time and effort to administer than an analgesic pill or injection. Hypnosis requires training, skill and patience to deliver in medical centres that are often fast-paced and highly demanding of clinician time. Finally, the attention and cognitive effort required for hypnosis may be more than patients in an acute care setting, who may be under the influence of opiates and benzodiazepines, are able to impart. It is a challenge to make hypnosis a standard part of care in this environment

  8. Virtual reality studies outside the laboratory

    DEFF Research Database (Denmark)

    Mottelson, Aske; Hornbæk, Kasper

    2017-01-01

    virtual reality (VR) studies outside laboratories remains unclear because these studies often use expensive equipment, depend critically on the physical context, and sometimes study delicate phenomena concerning body awareness and immersion. To investigate, we explore pointing, 3D tracing, and body......Many user studies are now conducted outside laboratories to increase the number and heterogeneity of participants. These studies are conducted in diverse settings, with the potential to give research greater external validity and statistical power at a lower cost. The feasibility of conducting......-illusions both in-lab and out-of-lab. The in-lab study was carried out as a traditional experiment with state-of-the-art VR equipment; 31 completed the study in our laboratory. The out-of-lab study was conducted by distributing commodity cardboard VR glasses to participants; 57 completed the study anywhere...

  9. TRANSFERENCE BEFORE TRANSFERENCE.

    Science.gov (United States)

    Bonaminio, Vincenzo

    2017-10-01

    This paper is predominantly a clinical presentation that describes the transmigration of one patient's transference to another, with the analyst functioning as a sort of transponder. It involves an apparently accidental episode in which there was an unconscious intersection between two patients. The author's aim is to show how transference from one case may affect transference in another, a phenomenon the author calls transference before transference. The author believes that this idea may serve as a tool for understanding the unconscious work that takes place in the clinical situation. In a clinical example, the analyst finds himself caught up in an enactment involving two patients in which he becomes the medium of what happens in session. © 2017 The Psychoanalytic Quarterly, Inc.

  10. The Wearable World in the Palm of our Hand: The Perceived Importance of Augmented Reality in Marketing Strategies

    OpenAIRE

    Fernando Bandeira, Ph.D; António Cardoso; Álvaro Cairrão

    2013-01-01

    The present article refers to an exploratory study of the perceived importance of augmented reality for marketing strategies, namely in what concern: costs, branding, communications and product versus immersion, body, wearable and blended augmented reality. It starts with the theoretical framework for augmented reality, followed by the design and research methodology; it then proceeds with the analyses and comment of data gathered, and at the end, it refers to the research limitations and per...

  11. Crime Scenes as Augmented Reality

    DEFF Research Database (Denmark)

    Sandvik, Kjetil

    2010-01-01

    Using the concept of augmented reality, this article will investigate how places in various ways have become augmented by means of different mediatization strategies. Augmentation of reality implies an enhancement of the places' emotional character: a certain mood, atmosphere or narrative surplus......, physical damage: they are all readable and interpretable signs. As augmented reality the crime scene carries a narrative which at first is hidden and must be revealed. Due to the process of investigation and the detective's ability to reason and deduce, the crime scene as place is reconstructed as virtual...

  12. A Review on Virtual Reality

    OpenAIRE

    Pallavi Halarnkar; Sahil Shah; Harsh Shah; Hardik Shah; Anuj Shah

    2012-01-01

    Virtual Reality is a major asset and aspect of our future. It is the key to experiencing, feeling and touching the past, present and the future. It is the medium of creating our own world, our own customized reality. It could range from creating a video game to having a virtual stroll around the universe, from walking through our own dream house to experiencing a walk on an alien planet. With virtual reality, we can experience the most intimidating and gruelling situations by playing safe and...

  13. Virtual reality for spherical images

    Science.gov (United States)

    Pilarczyk, Rafal; Skarbek, Władysław

    2017-08-01

    Paper presents virtual reality application framework and application concept for mobile devices. Framework uses Google Cardboard library for Android operating system. Framework allows to create virtual reality 360 video player using standard OpenGL ES rendering methods. Framework provides network methods in order to connect to web server as application resource provider. Resources are delivered using JSON response as result of HTTP requests. Web server also uses Socket.IO library for synchronous communication between application and server. Framework implements methods to create event driven process of rendering additional content based on video timestamp and virtual reality head point of view.

  14. Magical Realities in Interaction Design

    DEFF Research Database (Denmark)

    Rasmussen, Majken

    2013-01-01

    The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid-air, ...... to reflect upon the magical realities constructed by technological artefacts......The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid...

  15. Review: Julia Reuter (2011. Geschlecht und Körper: Studien zur Materialität und Inszenierung gesellschaftlicher Wirklichkeit [Gender and Body: Studies on Materiality and Enactment of Social Reality

    Directory of Open Access Journals (Sweden)

    Larissa Schindler

    2012-03-01

    Full Text Available Julia REUTER's latest book, "Geschlecht und Körper" [Gender and Body], contains ten studies on these two central concepts in sociology, as well as lending consideration to visuality and otherness. The author focuses on theories of performance, discourse and practice, which are used both as analytical tools and, reflexively, as objects of analysis. The book offers rich descriptions of the two central concepts, but does not fundamentally deal with how they interrelate. It offers a vivid account of current themes and discussions. URN: http://nbn-resolving.de/urn:nbn:de:0114-fqs120268

  16. Using game engines in mixed reality installations

    NARCIS (Netherlands)

    Nakevska, M.; Vos, E.C.; Juarez, Alex; Hu, J.; Langereis, G.R.; Rauterberg, G.W.M.; Anacleto, J.; Fels, S.; Graham, N.; et al., xx

    2011-01-01

    In a mixed reality installation, a variety of technologies is integrated such as virtual reality, augmented reality, and animated virtual agents and robotic agents. One of the main challenges is how to design and implement a mixed reality installation that integrates a heterogeneous array of sensors

  17. Antioxidant therapy: myth or reality?

    Energy Technology Data Exchange (ETDEWEB)

    Nunez-Selles, Alberto J. [Center of Pharmaceutical Chemistry, Havana (Cuba)]. E-mail: alberto@cqf.co.cu

    2005-07-15

    New terms such as oxidative stress, antioxidant products or pro-oxidant risks are becoming familiar and an increasing number of international scientific conferences and the publication of thousands of scientific articles is an indication of the growing interest that the subject awakens. The most publicized example is perhaps the French paradox, based on the apparent compatibility of a high fat diet with a low incidence of coronary atherosclerosis attributed to the regular consumption, by the French, of red wine and/or grape juice. Flavonoids, and other phenolic substances contained in red wine, are assigned with antioxidant properties, which lower the oxidation of low density lipoproteins and consequently, the risk of atherogenic diseases. Other examples are the aging process and its correlation with an increase of free radicals, and the correlation between the initiation and promotion of cancer and tissue injury by free radicals, which has induced the intake of antioxidant products as chemical factors that prevent the onset of the disease. Currently, the incidence of oxidative stress on the onset and evolution of more than 100 diseases is claimed by several researchers. All these are 'realities', which on the other hand, are lacking of more clinical evidence, are considered by both physicians and health regulatory bodies, either as 'myths' or of 'secondary' importance. In the attempts to destroy those myths, results of chemical, pre-clinical, and clinical works with a crude extract of mango (Mangifera indica L.) stem bark, which has been developed in Cuba, are reviewed, with a strong experimental evidence of its antioxidant, anti-inflammatory and immunomodulatory properties. (author)

  18. Antioxidant therapy: myth or reality?

    International Nuclear Information System (INIS)

    Nunez-Selles, Alberto J.

    2005-01-01

    New terms such as oxidative stress, antioxidant products or pro-oxidant risks are becoming familiar and an increasing number of international scientific conferences and the publication of thousands of scientific articles is an indication of the growing interest that the subject awakens. The most publicized example is perhaps the French paradox, based on the apparent compatibility of a high fat diet with a low incidence of coronary atherosclerosis attributed to the regular consumption, by the French, of red wine and/or grape juice. Flavonoids, and other phenolic substances contained in red wine, are assigned with antioxidant properties, which lower the oxidation of low density lipoproteins and consequently, the risk of atherogenic diseases. Other examples are the aging process and its correlation with an increase of free radicals, and the correlation between the initiation and promotion of cancer and tissue injury by free radicals, which has induced the intake of antioxidant products as chemical factors that prevent the onset of the disease. Currently, the incidence of oxidative stress on the onset and evolution of more than 100 diseases is claimed by several researchers. All these are 'realities', which on the other hand, are lacking of more clinical evidence, are considered by both physicians and health regulatory bodies, either as 'myths' or of 'secondary' importance. In the attempts to destroy those myths, results of chemical, pre-clinical, and clinical works with a crude extract of mango (Mangifera indica L.) stem bark, which has been developed in Cuba, are reviewed, with a strong experimental evidence of its antioxidant, anti-inflammatory and immunomodulatory properties. (author)

  19. Virtual Reality and Public Administration

    Directory of Open Access Journals (Sweden)

    István TÓZSA

    2013-02-01

    Full Text Available This study serves as an introduction to how virtual reality systems could be applied in public administration and what research tasks would be necessary to accomplish a project. E-government solutions began to emerge in public administration approximately a decade ago all over the developed world. Administration service facilities via the Internet did not attract many customers, because of the digital divide. E-government solutions were extended to mobile devices as well, but the expected breakthrough of usage has not ensued. The virtual reality form of public administration services recommended in this study has the most attractive outlay and the simplest navigation tools if compared to ‘traditional’ Internet based e-government. Thus, in accordance with the worldwide amazingly quick spread of the virtual reality systems of Second Life and 3 D types of entertainment, virtual reality applications in public administration could rely on a wide range of acceptance as well.

  20. Construction Management Meets Today's Realities.

    Science.gov (United States)

    Day, C. William

    1979-01-01

    Construction management--the control of cost and time from concept through construction--grew out of a need to meet the realities of today's economy. A checklist of services a construction manager provides is presented. (Author/MLF)

  1. Bell's inequalities and physical reality

    International Nuclear Information System (INIS)

    Chylinski, Z.

    1985-01-01

    Bell's theory proves the nonlocal character of quantum mechanics alien to the theory of relativity, which shows how essential were the objections of Einstein against quantum mechanics. Since the experiment on Bell's inequalities favours quantum mechanics, this forces one to revise the notion of physical reality. According to Heisenberg one should distinguish between the quantum-potential reality of relations and the classical-actual reality of events. The hypothesis of internal space-time put forward in previous papers supplies the geometrical framework of such a philosophy. Consequently, relations between the constituents of isolated systems precede the space-time events, which fact essentially modifies the meaning of quantum nonlocality and the physical reality itself. 19 refs. (author)

  2. Surgery applications of virtual reality

    Science.gov (United States)

    Rosen, Joseph

    1994-01-01

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

  3. Reality of auditory verbal hallucinations.

    Science.gov (United States)

    Raij, Tuukka T; Valkonen-Korhonen, Minna; Holi, Matti; Therman, Sebastian; Lehtonen, Johannes; Hari, Riitta

    2009-11-01

    Distortion of the sense of reality, actualized in delusions and hallucinations, is the key feature of psychosis but the underlying neuronal correlates remain largely unknown. We studied 11 highly functioning subjects with schizophrenia or schizoaffective disorder while they rated the reality of auditory verbal hallucinations (AVH) during functional magnetic resonance imaging (fMRI). The subjective reality of AVH correlated strongly and specifically with the hallucination-related activation strength of the inferior frontal gyri (IFG), including the Broca's language region. Furthermore, how real the hallucination that subjects experienced was depended on the hallucination-related coupling between the IFG, the ventral striatum, the auditory cortex, the right posterior temporal lobe, and the cingulate cortex. Our findings suggest that the subjective reality of AVH is related to motor mechanisms of speech comprehension, with contributions from sensory and salience-detection-related brain regions as well as circuitries related to self-monitoring and the experience of agency.

  4. PAST AND FUTURE APPLICATIONS OF 3-D (VIRTUAL REALITY) TECHNOLOGY

    OpenAIRE

    Nigel Foreman; Liliya Korallo

    2014-01-01

    Virtual Reality (virtual environment technology, VET) has been widely available for twenty years. In that time, the benefits of using virtual environments (VEs) have become clear in many areas of application, including assessment and training, education, rehabilitation and psychological research in spatial cognition. The flexibility, reproducibility and adaptability of VEs are especially important, particularly in the training and testing of navigational and way-finding skills. Transfer of tr...

  5. The Augmented REality Sandtable (ARES)

    Science.gov (United States)

    2015-10-01

    Introduction The US Army Research Laboratory (ARL) Human Sciences Campaign calls out the topic of Virtual /Mixed and Augmented Reality as one of the...type of virtual environment. In virtual reality (VR), the totality of the environment is computer generated. In AR, the real world is augmented by...tangible user interfaces; and the effectiveness of virtual sand tables and similar systems. A market survey was also done to discover the state of

  6. Prostatitis: myths and realities.

    Science.gov (United States)

    Nickel, J C

    1998-03-01

    To explore the myths surrounding the enigmatic syndrome that the urologic community has labeled as prostatitis and to determine the actual realities associated with this disease. A critical evaluation of the syndrome of prostatitis based on examination of the recent world literature, undisputed scientific facts, solid hypotheses, common sense, and the author's personal opinion. The most common myths surrounding the importance, etiology, diagnosis, classification, and treatment of prostatitis are in fact merely myths. Recent research has led to a new awareness of the importance of prostatitis, new insights into its pathogenesis, improved disease classification and symptom assessment, and will ultimately lead to more rational diagnostic and treatment strategies. The introduction of a new more rational classification system, the development and validation of reliable symptom assessment instruments, new funding initiatives by granting agencies and the pharmaceutical industry, and an awakening appeal for intellectual examination of this common prostate disease by academic urologists guarantees that prostatitis will find an important place on the urologic agenda as we enter the next millennium.

  7. Virtual reality via photogrammetry

    Science.gov (United States)

    Zahrt, John D.; Papcun, George; Childers, Randy A.; Rubin, Naama

    1996-03-01

    We wish to walk into a photograph just as Alice walked into the looking glass. From a mathematical perspective, this problem is exceedingly ill-posed (e.g. Is that a large, distant object or a small, nearby object?). A human expert can supply a large amount of a priori information that can function as mathematical constraints. The constrained problem can then be attacked with photogrammetry to obtain a great deal of quantitative information which is otherwise only qualitatively apparent. The user determines whether the object to be analyzed contains two or three vanishing points, then selects an appropriate number of points from the photon to enable the code to compute the locations of the vanishing points. Using this information and the standard photogrammetric geometric algorithms, the location of the camera, relative to the structure, is determined. The user must also enter information regarding an absolute sense of scale. As the vectors from the camera to the various points chosen from the photograph are determined, the vector components (coordinates) are handed to a virtual reality software package. Once the objects are entered, the appropriate surfaces of the 3D object are `wallpapered' with the surface from the photograph. The user is then able to move through the virtual scene. A video will demonstrate our work.

  8. Coordinating Upper and Lower Body During FES-Assisted Transfers in Persons With Spinal Cord Injury in Order to Reduce Arm Support.

    Science.gov (United States)

    Jovic, Jovana; Azevedo Coste, Christine; Fraisse, Philippe; Henkous, Sonia; Fattal, Charles

    2015-12-01

    The goal of this study is to minimize arm forces applied during sit-to-stand (STS) transfers in persons with spinal cord injury (SCI) by using functional electrical stimulation (FES) applied to lower limbs muscles. A new FES system has been used to automatically trigger muscle stimulation of the lower limbs, at the desired moment in regards to trunk motion. The objective was to decrease arm participation during STS motion of a person with complete paraplegia and low-level tetraplegia. Six participants with chronic SCI participated in the study. Participants with SCI were recruited to complete STS movement using a new system for FES-assisted STS transfer. All participants attended one muscle mapping session to test their muscles condition, two training sessions to become familiarized with the experimental setup, and two measurement sessions using the proposed system for FES-assisted STS movement. The applied arm forces during STS movement were recorded and analyzed for different stimulation onset values with respect to the maximal trunk acceleration signal using one-way ANOVA statistical test. Post-hoc analysis was performed using Tukey's method. The results of this study showed that the moment of the stimulation onset has an influence on the arm forces applied during the STS motion. The lowest values of arm forces were obtained for STS movements where the electrical stimulation was triggered before and around the time corresponding to the maximal value of the trunk acceleration signal. Lowest arm forces values were obtained for STS motions that were similar to those of healthy persons in terms of trunk movements and beginning of lower limb movements in regards to maximal trunk acceleration signal. The FES system was able to mimic the rising motion of a healthy individual by triggering the FES at the appropriate moment. This method could prove useful for pivot transfer, therapeutic or functional verticalization. © 2015 International Neuromodulation Society.

  9. Basic heat transfer

    CERN Document Server

    Bacon, D H

    2013-01-01

    Basic Heat Transfer aims to help readers use a computer to solve heat transfer problems and to promote greater understanding by changing data values and observing the effects, which are necessary in design and optimization calculations.The book is concerned with applications including insulation and heating in buildings and pipes, temperature distributions in solids for steady state and transient conditions, the determination of surface heat transfer coefficients for convection in various situations, radiation heat transfer in grey body problems, the use of finned surfaces, and simple heat exc

  10. The erotic transference: dream or delusion?

    Science.gov (United States)

    De Masi, Franco

    2012-12-01

    The erotic transference can be seen as the Janus face of clinical work in psychoanalysis: it may either arise out of the positive emotions necessary for the building of new shared realities, or be fueled by falsified and distorted constructions. In the former case, the erotic transference expresses the capacity to anticipate, or "dream," the emotional relationship with the object-which is why Freud valued its transformative aspect as one of the "forces impelling [the patient] to . . . make changes"-whereas in the latter it is equivalent to a flight from psychic reality and may be imperceptibly transformed into an actual delusion.

  11. Quantum Nonlocality and Reality

    Science.gov (United States)

    Bell, Mary; Gao, Shan

    2016-09-01

    Preface; Part I. John Stewart Bell: The Physicist: 1. John Bell: the Irish connection Andrew Whitaker; 2. Recollections of John Bell Michael Nauenberg; 3. John Bell: recollections of a great scientist and a great man Gian-Carlo Ghirardi; Part II. Bell's Theorem: 4. What did Bell really prove? Jean Bricmont; 5. The assumptions of Bell's proof Roderich Tumulka; 6. Bell on Bell's theorem: the changing face of nonlocality Harvey R. Brown and Christopher G. Timpson; 7. Experimental tests of Bell inequalities Marco Genovese; 8. Bell's theorem without inequalities: on the inception and scope of the GHZ theorem Olival Freire, Jr and Osvaldo Pessoa, Jr; 9. Strengthening Bell's theorem: removing the hidden-variable assumption Henry P. Stapp; Part III. Nonlocality: Illusions or Reality?: 10. Is any theory compatible with the quantum predictions necessarily nonlocal? Bernard d'Espagnat; 11. Local causality, probability and explanation Richard A. Healey; 12. Bell inequality and many-worlds interpretation Lev Vaidman; 13. Quantum solipsism and non-locality Travis Norsen; 14. Lessons of Bell's theorem: nonlocality, yes; action at a distance, not necessarily Wayne C. Myrvold; 15. Bell non-locality, Hardy's paradox and hyperplane dependence Gordon N. Fleming; 16. Some thoughts on quantum nonlocality and its apparent incompatibility with relativity Shan Gao; 17. A reasonable thing that just might work Daniel Rohrlich; 18. Weak values and quantum nonlocality Yakir Aharonov and Eliahu Cohen; Part IV. Nonlocal Realistic Theories: 19. Local beables and the foundations of physics Tim Maudlin; 20. John Bell's varying interpretations of quantum mechanics: memories and comments H. Dieter Zeh; 21. Some personal reflections on quantum non-locality and the contributions of John Bell Basil J. Hiley; 22. Bell on Bohm Sheldon Goldstein; 23. Interactions and inequality Philip Pearle; 24. Gravitation and the noise needed in objective reduction models Stephen L. Adler; 25. Towards an objective

  12. Augmented reality (AR) and virtual reality (VR) applied in dentistry.

    Science.gov (United States)

    Huang, Ta-Ko; Yang, Chi-Hsun; Hsieh, Yu-Hsin; Wang, Jen-Chyan; Hung, Chun-Cheng

    2018-04-01

    The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR) and augmented reality (AR) starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of the surgery. The development of tracking unit changed the surgical and educational way. Clinical surgery is based on mature education. VR and AR simultaneously affected the skill of the training lesson and navigation system. Widely, the VR and AR not only applied in the dental training lesson and surgery, but also improved all field in our life. Copyright © 2018. Published by Elsevier Taiwan.

  13. Virtuality and Reality in Science

    International Nuclear Information System (INIS)

    Cohen-Tannoudji, G.

    1995-01-01

    This book compiles eight contributions devoted to the topical question about the relation between virtuality and reality. In the theoretical frame of quantum and relativistic particle physics, the concept of virtuality is used according to its strict and precise meaning. In this context, particles are generally invented before their discovery. Some famous historical experiments which led to the postulation and then the discovery of new particles are mentioned. These examples are used to illustrate and to discuss the concept of virtuality as well as the physical reality of virtual processes. But, how can the concept of virtuality in other scientific fields be applied ? In order to answer this question, the concepts of virtuality and reality are discussed in other branches of physics as well as in other fields such as geophysics, cosmology and biology. Philosophical and sociological implications of virtual realities are also considered. Moreover, in relation to virtuality and reality, the connections between modeling, simulation and experimentation, their respective roles, the advantages and risks of their use are discussed (in relation to nuclear sciences and geophysical problems) (N.T.)

  14. [Virtual reality in medical education].

    Science.gov (United States)

    Edvardsen, O; Steensrud, T

    1998-02-28

    Virtual reality technology has found new applications in industry over the last few years. Medical literature has for several years predicted a break-through in this technology for medical education. Although there is a great potential for this technology in medical education, there seems to be a wide gap between expectations and actual possibilities at present. State of the technology was explored by participation at the conference "Medicine meets virtual reality V" (San Diego Jan. 22-25 1997) and a visit to one of the leading laboratories on virtual reality in medical education. In this paper we introduce some of the basic terminology and technology, review some of the topics covered by the conference, and describe projects running in one of the leading laboratories on virtual reality technology for medical education. With this information in mind, we discuss potential applications of the current technology in medical education. Current virtual reality systems are judged to be too costly and their usefulness in education too limited for routine use in medical education.

  15. Beyond the Constraints of Reality

    DEFF Research Database (Denmark)

    Hansen, Kim Toft

    Lucio Fulci’s classic The Beyond (1981) contributes to an understanding of abstract horror and an original poetics of the undead in its focus on breaking down the representation of reality. Understanding reality as a naturalistic comprehension of time and space the film slowly crumbles the founda......Lucio Fulci’s classic The Beyond (1981) contributes to an understanding of abstract horror and an original poetics of the undead in its focus on breaking down the representation of reality. Understanding reality as a naturalistic comprehension of time and space the film slowly crumbles...... the foundation of reality with special attention to religious metaphors and suspension of disbelief. On the one hand the film applies a common type of hesitation, which means that the film in itself deals with the basic poetics of horror, but on the other hand the film’s center of attention is horizontal time...... of the horror genre as such, while it also heralds an inspection of the religious and metaphysic appreciation of horror. Consequently, there seems to be – drawing on Noël Carroll’s conceptualizations – a relationship between the emotion of art-horror (“the idea that the undead exists”), the emotion of real...

  16. Body representation disturbances in anorexia nervosa

    NARCIS (Netherlands)

    Keizer, A.

    2014-01-01

    One of the main symptoms of anorexia nervosa (AN) is a disturbed experience of body size and shape. Although patients are underweight, they experience their body as bigger than it in reality is. Previous studies were mainly conducted by (clinical) psychologists and psychiatrists, and almost

  17. Symbols, pictures, and quantum reality on the theoretical foundations of the physical universe

    CERN Document Server

    Schommers, Wolfram

    1995-01-01

    Information about the reality outside flow via our sense organs into the body, and the brain forms a picture of reality. It is argued that the symbols in the picture have in general no similarity with the objects in the outside world, and many facts support such a view. This conception is discussed in connection with quantum reality. In particular, the role of space and time within quantum theory is also investigated from the historical point of view, highlighting the original ideas. New aspects are covered in connection with the particle concept, particle-wave dualism, locality, the time oper

  18. Virtual reality-based simulation system for nuclear and radiation safety SuperMC/RVIS

    Energy Technology Data Exchange (ETDEWEB)

    He, T.; Hu, L.; Long, P.; Shang, L.; Zhou, S.; Yang, Q.; Zhao, J.; Song, J.; Yu, S.; Cheng, M.; Hao, L., E-mail: liqin.hu@fds.org.cn [Chinese Academy of Sciences, Key Laboratory of Neutronics and Radiation Safety, Institute of Nuclear Energy Safety Technology, Hefei, Anhu (China)

    2015-07-01

    The suggested work scenarios in radiation environment need to be iterative optimized according to the ALARA principle. Based on Virtual Reality (VR) technology and high-precision whole-body computational voxel phantom, a virtual reality-based simulation system for nuclear and radiation safety named SuperMC/RVIS has been developed for organ dose assessment and ALARA evaluation of work scenarios in radiation environment. The system architecture, ALARA evaluation strategy, advanced visualization methods and virtual reality technology used in SuperMC/RVIS are described. A case is presented to show its dose assessment and interactive simulation capabilities. (author)

  19. Virtual reality-based simulation system for nuclear and radiation safety SuperMC/RVIS

    International Nuclear Information System (INIS)

    He, T.; Hu, L.; Long, P.; Shang, L.; Zhou, S.; Yang, Q.; Zhao, J.; Song, J.; Yu, S.; Cheng, M.; Hao, L.

    2015-01-01

    The suggested work scenarios in radiation environment need to be iterative optimized according to the ALARA principle. Based on Virtual Reality (VR) technology and high-precision whole-body computational voxel phantom, a virtual reality-based simulation system for nuclear and radiation safety named SuperMC/RVIS has been developed for organ dose assessment and ALARA evaluation of work scenarios in radiation environment. The system architecture, ALARA evaluation strategy, advanced visualization methods and virtual reality technology used in SuperMC/RVIS are described. A case is presented to show its dose assessment and interactive simulation capabilities. (author)

  20. Offenders become the victim in virtual reality : impact of changing perspective in domestic violence

    NARCIS (Netherlands)

    Seinfeld, S; Arroyo-Palacios, J; Iruretagoyena, G; Hortensius, R; Zapata, L E; Borland, D; de Gelder, B; Slater, M; Sanchez-Vives, M V

    2018-01-01

    The role of empathy and perspective-taking in preventing aggressive behaviors has been highlighted in several theoretical models. In this study, we used immersive virtual reality to induce a full body ownership illusion that allows offenders to be in the body of a victim of domestic abuse. A group

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

    Science.gov (United States)

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

    2017-05-01

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

  2. Living in The Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture

    OpenAIRE

    Kacmaz Erk, Gul

    2016-01-01

    In the digital age, the hyperspace of virtual reality systems stands out as a new spatial concept creating a parallel realm to "real" space. Virtual reality influences one’s experience of and interaction with architectural space. This "otherworld" brings up the criticism of the existing conception of space, time and body. Hyperspaces are relatively new to designers but not to filmmakers. Their cinematic representations help the comprehension of the outcomes of these new spaces. Visualisation ...

  3. Mixed-reality Learning Environments: What Happens When You Move from a Laboratory to a Classroom?

    OpenAIRE

    King, Barbara; Smith, Carmen Petrick

    2018-01-01

    The advent ofmotion-controlled technologies has unlocked new possibilities for body-basedlearning in the mathematics classroom. For example, mixed-reality learning environments allow students theopportunity to embody a mathematical concept while simultaneously beingprovided a visual interface that represents their movement.  In the current study, we created amixed-reality environment to help children learn about angle measurement, andwe investigated similarities and differen...

  4. Transfer of long-lived radionuclides from diet to man and their body content and physiological characteristics of Reference Japanese Man

    International Nuclear Information System (INIS)

    Kawamura, Hisao; Shiraishi, Kunio; Igarashi, Yasuhito; Yamamoto, Masayoshi; Tanaka, Gi-ichiro.

    1994-01-01

    Intake and body content of actinides (Pu, Th, U) and a related alpha-emitting nuclide (Ra) were studied along with physiological aspects of Reference Japanese Man as the basic model for dosimetry. The ultimate purpose of the program was to examine applicability of the ICRP models and parameters (for workers) to members of the public. The result of an interlaboratory comparison of 239 Pu+ 240 Pu determination including our result was published. Alpha spectrometric determinations of 226 Ra in bone yielded representative adult bone concentration levels in Tokyo, 0.42 (mean) and 0.35 (median) mBq/g ash. The Ra-Ca O.R. (bone-diet) was obtained which was similar to the values in Sapporo and Kyoto. Specific effective energies for alpha radiation from 226 Ra and its daughters were calculated using the ICRP dosimetric model for bone and masses of source and target organs of Reference Japanese Man. Annual dose equivalents in red marrow and bone surfaces were 10 and 145 μSv, respectively as estimated from the median adult bone Ra concentration. Diet samples collected by the duplicate portion method from 31 locations in Japan in summer and winter, 1981-2 were analysed for 232 Th and 238 U by the newly developed ICP-MS technique. The daily intake per person of 232 Th and 238 U were 1.7 and 8.8 mBq, respectively. Using IDES with Japanese physical parameters and other parameters of ICRP, weighted dose equivalent commitments for single year intakes were estimated as 0.4 μSv for 232 Th and 0.3 μSv for 238 U. Reference Japanese data including the adult, adolescent, child and infant of both sexes was extensively studied by Tanaka as part of the activities associated with the ICRP Task Group on Reference Man Revision. Normal data on the physical measurements, mass and dimensions of internal organs and body surfaces and some of the body composition were analyzed in relation to the nutritional conditions of the Japanese population. (J.P.N.)

  5. The reality of the other: dreaming of the analyst.

    Science.gov (United States)

    Ferruta, Anna

    2009-02-01

    The author discusses the obstacles to symbolization encountered when the analyst appears in the first dream of an analysis: the reality of the other is represented through the seeming recognition of the person of the analyst, who is portrayed in undisguised form. The interpretation of this first dream gives rise to reflections on the meaning of the other's reality in analysis: precisely this realistic representation indicates that the function of the other in the construction of the psychic world has been abolished. An analogous phenomenon is observed in the countertransference, as the analyst's mental processes are occluded by an exclusively self-generated interpretation of the patient's psychic world. For the analyst too, the reality of the other proves not to play a significant part in the construction of her interpretation. A 'turning-point' dream after five years bears witness to the power of the transforming function performed by the other throughout the analysis, by way of the representation of characters who stand for the necessary presence of a third party in the construction of a personal psychic reality. The author examines the mutual denial of the other's otherness, as expressed by the vicissitudes of the transference and countertransference between analyst and patient, otherness being experienced as a disturbance of self-sufficient narcissistic functioning. The paper ends with an analysis of the transformations that took place in the analytic relationship.

  6. Augmented Reality Tower Technology Assessment

    Science.gov (United States)

    Reisman, Ronald J.; Brown, David M.

    2009-01-01

    Augmented Reality technology may help improve Air Traffic Control Tower efficiency and safety during low-visibility conditions. This paper presents the assessments of five off-duty controllers who shadow-controlled' with an augmented reality prototype in their own facility. Initial studies indicated unanimous agreement that this technology is potentially beneficial, though the prototype used in the study was not adequate for operational use. Some controllers agreed that augmented reality technology improved situational awareness, had potential to benefit clearance, control, and coordination tasks and duties and could be very useful for acquiring aircraft and weather information, particularly aircraft location, heading, and identification. The strongest objections to the prototype used in this study were directed at aircraft registration errors, unacceptable optical transparency, insufficient display performance in sunlight, inadequate representation of the static environment and insufficient symbology.

  7. The ethnography of virtual reality

    Directory of Open Access Journals (Sweden)

    Gavrilović Ljiljana 1

    2004-01-01

    Full Text Available This paper discusses possible application of ethnographic research in the realm of virtual reality, especially in the relationship between cultures in virtual communities. This represents an entirely new area of ethnographic research and therefore many adjustments in the research design are needed for example, a development of a specific method of data gathering and tools for their verification. A virtual, cyber space is a version of social space more or less synchronous with it, but without the, "real", that is, physical presence of the people who create it. This virtual reality, defined and bounded by virtual space, is in fact real - and though we are not able to observe real, physical parameters of its existence, we can perceive its consequences. In sum, an innovative ethnographic research method is fully applicable for exploring the realm of virtual reality; in order to do so we need to expand, in addition to the new research design and methods, the field of science itself.

  8. Mobile devices, Virtual Reality, Augmented Reality, and Digital Geoscience Education.

    Science.gov (United States)

    Crompton, H.; De Paor, D. G.; Whitmeyer, S. J.; Bentley, C.

    2016-12-01

    Mobile devices are playing an increasing role in geoscience education. Affordances include instructor-student communication and class management in large classrooms, virtual and augmented reality applications, digital mapping, and crowd-sourcing. Mobile technologies have spawned the sub field of mobile learning or m-learning, which is defined as learning across multiple contexts, through social and content interactions. Geoscientists have traditionally engaged in non-digital mobile learning via fieldwork, but digital devices are greatly extending the possibilities, especially for non-traditional students. Smartphones and tablets are the most common devices but smart glasses such as Pivothead enable live streaming of a first-person view (see for example, https://youtu.be/gWrDaYP5w58). Virtual reality headsets such as Google Cardboard create an immersive virtual field experience and digital imagery such as GigaPan and Structure from Motion enables instructors and/or students to create virtual specimens and outcrops that are sharable across the globe. Whereas virtual reality (VR) replaces the real world with a virtual representation, augmented reality (AR) overlays digital data on the live scene visible to the user in real time. We have previously reported on our use of the AR application called FreshAiR for geoscientific "egg hunts." The popularity of Pokémon Go demonstrates the potential of AR for mobile learning in the geosciences.

  9. Augmented reality and its practical application

    OpenAIRE

    ZÍTKOVÁ, Helena

    2011-01-01

    This thesis combines topic of augmented reality with tourism. For analyzing the state of the use of augmented reality was composed case studies. It was created product, which is called Guide to mobile phone.

  10. Virtual Realities and the Future of Text.

    Science.gov (United States)

    Marcus, Stephen

    1992-01-01

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

  11. An introduction to virtual reality technology

    International Nuclear Information System (INIS)

    Louka, Michael N.

    1999-02-01

    This paper is a brief introduction to virtual reality technology. It discusses the meaning of the term 'Virtual Reality', introduces common hardware and software technology, and provides a brief overview of applications and research areas (author) (ml)

  12. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, Kate E; Lange, Belinda; George, Stacey; Deutsch, Judith E; Saposnik, Gustavo; Crotty, Maria

    2017-11-20

    Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events. We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists. Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information. We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large

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

    Science.gov (United States)

    Taçgin, Zeynep; Arslan, Ahmet

    2017-01-01

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

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

    Science.gov (United States)

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

    1994-01-01

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

  15. Virtual Reality Models and Digital Engineering Solutions for Technology Transfer

    OpenAIRE

    Schumann, M; Leye, S; Popov, A

    2015-01-01

    Effective applied research is based on close collaboration between research and industry, which taking the findings of basic research on customer demands as its starting point, creates a new means for developing and marketing innovative products. What is more, growing demands for innovative and sustainable results of research and development are prompting the examination of global trends such as demographic change, growing megacities, rising energy consumption and increasing traffic and the r...

  16. Use of Augmented Reality in Education

    OpenAIRE

    Jeřábek, Tomáš

    2014-01-01

    This thesis deals with phenomena of augmented reality in context of didactics. The thesis aims to define augmented reality in conceptual and content area and focuses on augmented reality in the structure of educational tools and identification of its functions and use from the didactical standpoint. The thesis characterizes augmented reality as a specific technological-perceptual concept and establishes a system of perceptual, technological and resulting aspects that reflect important paramet...

  17. Media and the ethics of 'reality' construction

    OpenAIRE

    Nick Couldry

    2006-01-01

    This article argues that we have neglected the ethical implications of the recent explosion in reality TV, and indeed that some writing about reality TV has diverted our attention from those issues through excessive attention to the myth that reality TV is socially compulsive. In contrast this article moves towards a framework for thinking about reality TV as a social process, that draws on ethical thought (originally derived from Aristotle) rather than the deontological tradition of moral ph...

  18. STUDY PAPER ON EDUCATION USING VIRTUAL REALITY.

    OpenAIRE

    Anamika Modi*; Ayush Jaiswal; Princy Jain

    2016-01-01

    This report provides a short study of the field of virtual reality, highlighting application domains, technological requirements, and currently available solutions. In today’s market, virtual reality is playing an crucial role for the humans. If we consider the foreign countries than using virtual reality they try to create the same feelings not only for the school children’s as well as for the upper education. In this paper, we have study the technologies used in virtual reality.

  19. Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training

    Science.gov (United States)

    Kobayashi, Leo; Zhang, Xiao Chi; Collins, Scott A.; Karim, Naz; Merck, Derek L.

    2018-01-01

    Introduction Augmented reality (AR), mixed reality (MR), and virtual reality devices are enabling technologies that may facilitate effective communication in healthcare between those with information and knowledge (clinician/specialist; expert; educator) and those seeking understanding and insight (patient/family; non-expert; learner). Investigators initiated an exploratory program to enable the study of AR/MR use-cases in acute care clinical and instructional settings. Methods Academic clinician educators, computer scientists, and diagnostic imaging specialists conducted a proof-of-concept project to 1) implement a core holoimaging pipeline infrastructure and open-access repository at the study institution, and 2) use novel AR/MR techniques on off-the-shelf devices with holoimages generated by the infrastructure to demonstrate their potential role in the instructive communication of complex medical information. Results The study team successfully developed a medical holoimaging infrastructure methodology to identify, retrieve, and manipulate real patients’ de-identified computed tomography and magnetic resonance imagesets for rendering, packaging, transfer, and display of modular holoimages onto AR/MR headset devices and connected displays. Holoimages containing key segmentations of cervical and thoracic anatomic structures and pathology were overlaid and registered onto physical task trainers for simulation-based “blind insertion” invasive procedural training. During the session, learners experienced and used task-relevant anatomic holoimages for central venous catheter and tube thoracostomy insertion training with enhanced visual cues and haptic feedback. Direct instructor access into the learner’s AR/MR headset view of the task trainer was achieved for visual-axis interactive instructional guidance. Conclusion Investigators implemented a core holoimaging pipeline infrastructure and modular open-access repository to generate and enable access to modular

  20. Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training.

    Science.gov (United States)

    Kobayashi, Leo; Zhang, Xiao Chi; Collins, Scott A; Karim, Naz; Merck, Derek L

    2018-01-01

    Augmented reality (AR), mixed reality (MR), and virtual reality devices are enabling technologies that may facilitate effective communication in healthcare between those with information and knowledge (clinician/specialist; expert; educator) and those seeking understanding and insight (patient/family; non-expert; learner). Investigators initiated an exploratory program to enable the study of AR/MR use-cases in acute care clinical and instructional settings. Academic clinician educators, computer scientists, and diagnostic imaging specialists conducted a proof-of-concept project to 1) implement a core holoimaging pipeline infrastructure and open-access repository at the study institution, and 2) use novel AR/MR techniques on off-the-shelf devices with holoimages generated by the infrastructure to demonstrate their potential role in the instructive communication of complex medical information. The study team successfully developed a medical holoimaging infrastructure methodology to identify, retrieve, and manipulate real patients' de-identified computed tomography and magnetic resonance imagesets for rendering, packaging, transfer, and display of modular holoimages onto AR/MR headset devices and connected displays. Holoimages containing key segmentations of cervical and thoracic anatomic structures and pathology were overlaid and registered onto physical task trainers for simulation-based "blind insertion" invasive procedural training. During the session, learners experienced and used task-relevant anatomic holoimages for central venous catheter and tube thoracostomy insertion training with enhanced visual cues and haptic feedback. Direct instructor access into the learner's AR/MR headset view of the task trainer was achieved for visual-axis interactive instructional guidance. Investigators implemented a core holoimaging pipeline infrastructure and modular open-access repository to generate and enable access to modular holoimages during exploratory pilot stage

  1. Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training

    Directory of Open Access Journals (Sweden)

    Leo Kobayashi

    2017-12-01

    Full Text Available Introduction Augmented reality (AR, mixed reality (MR, and virtual reality devices are enabling technologies that may facilitate effective communication in healthcare between those with information and knowledge (clinician/specialist; expert; educator and those seeking understanding and insight (patient/family; non-expert; learner. Investigators initiated an exploratory program to enable the study of AR/MR use-cases in acute care clinical and instructional settings. Methods Academic clinician educators, computer scientists, and diagnostic imaging specialists conducted a proof-of-concept project to 1 implement a core holoimaging pipeline infrastructure and open-access repository at the study institution, and 2 use novel AR/MR techniques on off-the-shelf devices with holoimages generated by the infrastructure to demonstrate their potential role in the instructive communication of complex medical information. Results The study team successfully developed a medical holoimaging infrastructure methodology to identify, retrieve, and manipulate real patients’ de-identified computed tomography and magnetic resonance imagesets for rendering, packaging, transfer, and display of modular holoimages onto AR/MR headset devices and connected displays. Holoimages containing key segmentations of cervical and thoracic anatomic structures and pathology were overlaid and registered onto physical task trainers for simulation-based “blind insertion” invasive procedural training. During the session, learners experienced and used task-relevant anatomic holoimages for central venous catheter and tube thoracostomy insertion training with enhanced visual cues and haptic feedback. Direct instructor access into the learner’s AR/MR headset view of the task trainer was achieved for visual-axis interactive instructional guidance. Conclusion Investigators implemented a core holoimaging pipeline infrastructure and modular open-access repository to generate and enable

  2. Virtual Reality and the Virtual Library.

    Science.gov (United States)

    Oppenheim, Charles

    1993-01-01

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

  3. Augmented Reality for Multi-disciplinary Collaboration

    OpenAIRE

    Wang, Xiangyu; Rui,

    2010-01-01

    This chapter presents a framework for multi-disciplinary collaboration. Tangible Augmented Reality has been raised as one of suitable systems for design collaboration. Furthermore, it emphasizes the advantages of Tangible Augmented Reality to illustrate the needs for integrating the Tangible User Interfaces and Augmented Reality Systems.

  4. Immersive virtual reality simulations in nursing education.

    Science.gov (United States)

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

    2010-01-01

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

  5. New Realities and the Implications for Problem Based Learning

    DEFF Research Database (Denmark)

    Sørensen, Olav Jull

    2004-01-01

    -based learning model with the new realities of today. Three new realities are discussed, the new global realities, the new business realities, and the new realities at the individual level. The new realities challenge the problem-based learning model. Adjustments are needed in terms of closer co...

  6. Technology Transfer: A Third World Perspective.

    Science.gov (United States)

    Akubue, Anthony I.

    2002-01-01

    Technology transfer models are based on assumptions that do not reflect Third-World realities. Obstacles to building indigenous technology capacity include multinational corporations' control of innovations, strings attached to foreign aid, and indigenous reluctance to undertake research. Four areas of development include foreign direct…

  7. Virtual reality and planetary exploration

    Science.gov (United States)

    McGreevy, Michael W.

    Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.

  8. Virtual Reality and Legal Education

    OpenAIRE

    Kiskinov, Vihar

    2014-01-01

    Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2014 The paper examines the impact of virtual reality on legal education. Association for the Development of the Information Society, Institute of Mathematics and Informatics Bulgarian Academy of Sciences, Plovdiv University "Paisii Hilendarski"

  9. Virtual reality applied to teletesting

    NARCIS (Netherlands)

    Berg, T.W. van den; Smeenk, R.J.M.; Mazy, A.; Jacques, P.; Argüello, L.; Mills, S.

    2003-01-01

    The activity "Virtual Reality applied to Teletesting" is related to a wider European Space Agency (ESA) initiative of cost reduction, in particular the reduction of test costs. Reduction of costs of space related projects have to be performed on test centre operating costs and customer company

  10. Augmented Reality Comes to Physics

    Science.gov (United States)

    Buesing, Mark; Cook, Michael

    2013-01-01

    Augmented reality (AR) is a technology used on computing devices where processor-generated graphics are rendered over real objects to enhance the sensory experience in real time. In other words, what you are really seeing is augmented by the computer. Many AR games already exist for systems such as Kinect and Nintendo 3DS and mobile apps, such as…

  11. We create our own reality

    CERN Multimedia

    2003-01-01

    " Yes, we create our own reality. This is one of the most fundamental tenets of the ancient oriental religions, such as Buddhism. And during the last century, modern particle physics or quantum mechanics has discovered exactly the same thing" (1 page).

  12. A SCM Reality Check

    DEFF Research Database (Denmark)

    Zachariassen, Frederik

    2008-01-01

    Purpose of this paper Drawing on meta-theoretical discussions in the discipline of management accounting, this paper seeks to discuss the notion of reality in SCM and logistics research, as this important discussion is currently missing. Four dimensions (facts, logic, values and communication...

  13. Enhanced reality live role playing

    OpenAIRE

    Söderberg, Jonas; Waern, Annika; Åkesson, Karl-Petter; Björk, Staffan; Falk, Jennica

    2004-01-01

    Live role-playing is a form of improvisational theatre played for the experience of the performers and without an audience. These games form a challenging application domain for ubiquitous technology. We discuss the design options for enhanced reality live role-playing and the role of technology in live role-playing games.

  14. Virtual reality and planetary exploration

    Science.gov (United States)

    Mcgreevy, Michael W.

    1992-01-01

    Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.

  15. Virtual Reality and Engineering Education.

    Science.gov (United States)

    Pantelidis, Veronica S.

    1997-01-01

    Virtual Reality (VR) offers benefits to engineering education. This article defines VR and describes types; outlines reasons for using VR in engineering education; provides guidelines for using VR; presents a model for determining when to use VR; discusses VR applications; and describes hardware and software needed for a low-budget VR and…

  16. Virtual Reality: Ready or Not!

    Science.gov (United States)

    Lewis, Joan E.

    1994-01-01

    Describes the development and current status of virtual reality (VR) and VR research. Market potentials for VR are discussed, including the entertainment industry, health care and medical training, flight and other simulators, and educational possibilities. A glossary of VR-related terms is included. (LRW)

  17. Aplikasi Web Augmented Reality Villa

    Directory of Open Access Journals (Sweden)

    Gede Yudha Prema Pangestu

    2017-07-01

    Full Text Available Bali is one of the highly developed tourist destination in Indonesia. The arrival of tourists having holiday in Bali led to increase residential needs with complete amenities. The occupancy rate of hotel and villa in Bali is increase significantlly during the long vacation. The emergence of new villa and hotel occupancy raises the level of competition in business, so it needs a correct use good marketing communication strategy in marketing the product in order to attract the attention of consumers. Web Application Augmented Reality Villa can help visualize the residential villa in three-dimensional shapes that look more attractive and practical. The use of brochures as written information and the application of augmented reality technology on the Web Application Augmented Reality Villa aims to develop an application that can provide information about the villa to visitors. Web Application uses Augmented Reality Villa designed by FlarToolkit library. Based on the test results show the application can display 3-dimensional objects by scanning marker villa in a brochure which already contain marker.

  18. Realities of Supply Chain Collaboration

    NARCIS (Netherlands)

    Kampstra, R.P.; Ashayeri, J.; Gattorna, J.

    2006-01-01

    Successful supply chain collaboration (SCC) practices are rather exceptional, yet collaboration is believed to be the single most pressing need in supply chain management.In this paper we discuss the realities of SCC, present prerequisites for the collaboration process, indicate where the process

  19. Virtual reality and laparoscopic surgery.

    Science.gov (United States)

    Coleman, J; Nduka, C C; Darzi, A

    1994-12-01

    The nature of laparoscopic surgery makes it likely to benefit from current and future developments in virtual reality and telepresence technology. High-definition screens, three-dimensional sensory feedback and remote dextrous manipulation will be the next major developments in laparoscopic surgery. Simulators may be used in surgical training and in the evaluation of surgical capability.

  20. Virtual reality, augmented reality…I call it i-Reality.

    Science.gov (United States)

    Grossmann, Rafael J

    2015-01-01

    The new term improved reality (i-Reality) is suggested to include virtual reality (VR) and augmented reality (AR). It refers to a real world that includes improved, enhanced and digitally created features that would offer an advantage on a particular occasion (i.e., a medical act). I-Reality may help us bridge the gap between the high demand for medical providers and the low supply of them by improving the interaction between providers and patients.

  1. Virtual manufacturing in reality

    Science.gov (United States)

    Papstel, Jyri; Saks, Alo

    2000-10-01

    SMEs play an important role in manufacturing industry. But from time to time there is a shortage in resources to complete the particular order in time. Number of systems is introduced to produce digital information in order to support product and process development activities. Main problem is lack of opportunity for direct data transition within design system modules when needed temporary extension of design capacity (virtuality) or to implement integrated concurrent product development principles. The planning experience in the field is weakly used as well. The concept of virtual manufacturing is a supporting idea to solve this problem. At the same time a number of practical problems should be solved like information conformity, data transfer, unified technological concepts acceptation etc. In the present paper the proposed ways to solve the practical problems of virtual manufacturing are described. General objective is to introduce the knowledge-based CAPP system as missing module for Virtual Manufacturing in the selected product domain. Surface-centered planning concept based on STEP- based modeling principles, and knowledge-based process planning methodology will be used to gain the objectives. As a result the planning module supplied by design data with direct access, and supporting advising environment is expected. Mould producing SME would be as test basis.

  2. Truth, body and religion

    Directory of Open Access Journals (Sweden)

    Jarl-Thure Eriksson

    2011-01-01

    Full Text Available This paper is based on the words of welcome to the symposium on Religion and the Body on 16 June 2010. In a religious context ‘truth’ is like a mantra, a certain imperative to believe in sacred things. The concept of truth and falseness arises, when we as humans compare reality, as we experience it through our senses, with the representation we have in our memory, a comparison of new information with stored information. If we look for the truth, we have to search in the human mind. There we will also find religion.

  3. Large momentum transfer phenomena

    International Nuclear Information System (INIS)

    Imachi, Masahiro; Otsuki, Shoichiro; Matsuoka, Takeo; Sawada, Shoji.

    1978-01-01

    The large momentum transfer phenomena in hadron reaction drastically differ from small momentum transfer phenomena, and are described in this paper. Brief review on the features of the large transverse momentum transfer reactions is described in relation with two-body reactions, single particle productions, particle ratios, two jet structure, two particle correlations, jet production cross section, and the component of momentum perpendicular to the plane defined by the incident protons and the triggered pions and transverse momentum relative to jet axis. In case of two-body process, the exponent N of the power law of the differential cross section is a value between 10 to 11.5 in the large momentum transfer region. The breaks of the exponential behaviors into the power ones are observed at the large momentum transfer region. The break would enable to estimate the order of a critical length. The large momentum transfer phenomena strongly suggest an important role of constituents of hadrons in the hard region. Hard rearrangement of constituents from different initial hadrons induces large momentum transfer reactions. Several rules to count constituents in the hard region have been proposed so far to explain the power behavior. Scale invariant quark interaction and hard reactions are explained, and a summary of the possible types of hard subprocess is presented. (Kato, T.)

  4. Knowledge transfer and expatriation practices in MNCs

    DEFF Research Database (Denmark)

    Minbaeva, Dana; Michailova, Snejina

    2003-01-01

    ) the willingness ofexpatriates to transfer the knowledge they possess from the headquarters to therespective subsidiaries. By stepping on two bodies of literature, namely theknowledge transfer literature and the expatriation literature, we suggest that MNCsmay enhance the expatriates' willingness to transfer...... 92 subsidiaries of Danish MNCslocated in 11 countries.Key words: knowledge transfer, MNC, expatriation, dissemination capacity...

  5. Hybrid Reality Lab Capabilities - Video 2

    Science.gov (United States)

    Delgado, Francisco J.; Noyes, Matthew

    2016-01-01

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

  6. A hitchhiker's guide to virtual reality

    CERN Document Server

    McMenemy , Karen

    2007-01-01

    A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been there. This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important s

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

    Directory of Open Access Journals (Sweden)

    Youngjun Kim

    2017-05-01

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

  8. The Dark Shadow of Virtual Reality

    Directory of Open Access Journals (Sweden)

    Claire Su-Yeon Park

    2018-01-01

    Full Text Available Virtual Reality (VR technology are entering nursing education at a rapid speed (Foronda et al., 2017. VR has been reported in the nursing literature to significantly improve students’ performance (Jenson & Forsyth, 2012; Park, 2016; Foronda et al., 2017 even though the body of evidence in terms of the number and research quality of peer reviewed research papers is not yet substantial enough to identify VR technology’s effectiveness. However, VR is not actually reality. VR may not actually reflect reality. Young people (and even adults may not perceive the different between reality and VR. They may not yet be mature enough to distinguish the difference. However, VR technology are going much further than traditional educational methods by allowing humans to experience a much higher level of immersion through a virtual image. Even the gap between advances in VR technology and its application to education science is widening, causing serious concern. The advance in VR technology is value-neutral. As with all things, whether something is good or bad depends on how humans use it. VR can be useful, for example, when it enables scholars to attend an international conference without traveling to the physical convention center. VR provides the ability to speak, listen, and discuss in real time. Those using VR can choose to view a featured or real-time image of the other participants as if they were actually at the conference. Further, remote participants can feel touch through electronic sensors attached to their body. How amazing! The problem with VR lies in the fact that we are not ready to cope with any possible harmful influences caused by advances in VR technology. But what is the “Dark Shadow of VR,” and why does it cause concern, particularly in pedagogy? Luc Besson’s 2017 film Valerian and the City of a Thousand Plants showed an exceptional VR world, “Big Market,” a shopping-focused VR platform. But such a world is no longer strictly

  9. Biotechnology: reality or dream

    Directory of Open Access Journals (Sweden)

    Konstantinov Kosana

    2002-01-01

    foreign gene with a genome of an integrated organism. Also application of biotechnology provides transfer of one or several favorable genes from any evolutionary category into other category of an organism and in such a way it is possible to develop genetically modified organisms (GMO having expressed desired, target traits. A survey of the application of biotechnology in the world and our country is presented in this paper.

  10. Virtual reality in medical education and assessment

    Science.gov (United States)

    Sprague, Laurie A.; Bell, Brad; Sullivan, Tim; Voss, Mark; Payer, Andrew F.; Goza, Stewart Michael

    1994-01-01

    The NASA Johnson Space Center (JSC)/LinCom Corporation, the University of Texas Medical Branch at Galveston (UTMB), and the Galveston Independent School District (GISD) have teamed up to develop a virtual visual environment display (VIVED) that provides a unique educational experience using virtual reality (VR) technologies. The VIVED end product will be a self-contained educational experience allowing students a new method of learning as they interact with the subject matter through VR. This type of interface is intuitive and utilizes spatial and psychomotor abilities which are now constrained or reduced by the current two dimensional terminals and keyboards. The perpetual challenge to educators remains the identification and development of methodologies which conform the learners abilities and preferences. The unique aspects of VR provide an opportunity to explore a new educational experience. Endowing medical students with an understanding of the human body poses some difficulty challenges. One of the most difficult is to convey the three dimensional nature of anatomical structures. The ideal environment for addressing this problem would be one that allows students to become small enough to enter the body and travel through it - much like a person walks through a building. By using VR technology, this effect can be achieved; when VR is combined with multimedia technologies, the effect can be spectacular.

  11. The assessment of virtual reality for human anatomy instruction

    Science.gov (United States)

    Benn, Karen P.

    1994-01-01

    This research project seeks to meet the objective of science training by developing, assessing, and validating virtual reality as a human anatomy training medium. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment the traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three dimensional, unlike the one dimensional depiction found in textbooks and the two dimensional depiction found on the computer. Virtual reality is a breakthrough technology that allows one to step through the computer screen into a three dimensional world. This technology offers many opportunities to enhance science education. Therefore, a virtual testing environment of the abdominopelvic region of a human cadaver was created to study the placement of body parts within the nine anatomical divisions of the abdominopelvic region and the four abdominal quadrants.

  12. Body Hair

    Science.gov (United States)

    ... girlshealth.gov/ Home Body Puberty Body hair Body hair Even before you get your first period , you ... removing pubic hair Ways to get rid of hair top Removing body hair can cause skin irritation, ...

  13. Simulated maintenance a virtual reality

    International Nuclear Information System (INIS)

    Lirvall, P.

    1995-01-01

    The article describes potential applications of personal computer-based virtual reality software. The applications are being investigated by Atomic Energy of Canada Limited's (AECL) Chalk River Laboratories for the Canadian deuterium-uranium (Candu) reactor. Objectives include: (1) reduction of outage duration and improved safety, (2) cost-effective and safe maintenance of equipment, (3) reduction of exposure times and identification of overexposure situations, (4) cost-effective training in a virtual control room simulator, (5) human factors evaluation of design interface, and (6) visualization of conceptual and detailed designs of critical nuclear field environments. A demonstration model of a typical reactor control room, the use of virtual reality in outage planning, and safety issues are outlined

  14. DISSONANCE OF ADVERTISING AND REALITY

    DEFF Research Database (Denmark)

    Layton, Roslyn; Khajeheian, Datis

    2018-01-01

    quantitatively and qualitatively. The results are compared against demographic statistics for the country and a survey of residents in Tehran. This research finds that while women have a major presence on IRIB television programs and in advertising on non-televised media, women are strangely and significantly...... as modern, dynamic, and cosmopolitan.This research is indicative of a key question in media and feminist studies, whether advertising reflects or creates reality. While we see the salience of a number of theories, we suggest that the dissonance between the outmoded depiction of women in IRIB commercials...... versus reality is the result of long-standing advertising subsidy regime for state supported industries and firms....

  15. Virtual reality technology and applications

    CERN Document Server

    Mihelj, Matjaž; Beguš, Samo

    2014-01-01

    As virtual reality expands from the imaginary worlds of science fiction and pervades every corner of everyday life, it is becoming increasingly important for students and professionals alike to understand the diverse aspects of this technology. This book aims to provide a comprehensive guide to the theoretical and practical elements of virtual reality, from the mathematical and technological foundations of virtual worlds to the human factors and the applications that enrich our lives: in the fields of medicine, entertainment, education and others. After providing a brief introduction to the topic, the book describes the kinematic and dynamic mathematical models of virtual worlds. It explores the many ways a computer can track and interpret human movement, then progresses through the modalities that make up a virtual world: visual, acoustic and haptic. It explores the interaction between the actual and virtual environments, as well as design principles of the latter. The book closes with an examination of diff...

  16. Augmented reality building operations tool

    Science.gov (United States)

    Brackney, Larry J.

    2014-09-09

    A method (700) for providing an augmented reality operations tool to a mobile client (642) positioned in a building (604). The method (700) includes, with a server (660), receiving (720) from the client (642) an augmented reality request for building system equipment (612) managed by an energy management system (EMS) (620). The method (700) includes transmitting (740) a data request for the equipment (612) to the EMS (620) and receiving (750) building management data (634) for the equipment (612). The method (700) includes generating (760) an overlay (656) with an object created based on the building management data (634), which may be sensor data, diagnostic procedures, or the like. The overlay (656) is configured for concurrent display on a display screen (652) of the client (642) with a real-time image of the building equipment (612). The method (700) includes transmitting (770) the overlay (656) to the client (642).

  17. Augmented Reality 2.0

    Science.gov (United States)

    Schmalstieg, Dieter; Langlotz, Tobias; Billinghurst, Mark

    Augmented Reality (AR) was first demonstrated in the 1960s, but only recently have technologies emerged that can be used to easily deploy AR applications to many users. Camera-equipped cell phones with significant processing power and graphics abilities provide an inexpensive and versatile platform for AR applications, while the social networking technology of Web 2.0 provides a large-scale infrastructure for collaboratively producing and distributing geo-referenced AR content. This combination of widely used mobile hardware and Web 2.0 software allows the development of a new type of AR platform that can be used on a global scale. In this paper we describe the Augmented Reality 2.0 concept and present existing work on mobile AR and web technologies that could be used to create AR 2.0 applications.

  18. Augmented Reality in Science Education

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Brandt, Harald; Swensen, Hakon

    Augmented reality (AR) holds great promise as a learning tool. However, most extant studies in this field have focused on the technology itself. The poster presents findings from the first stage of the AR-sci project addressing the issue of applying AR for educational purposes. Benefits and chall......Augmented reality (AR) holds great promise as a learning tool. However, most extant studies in this field have focused on the technology itself. The poster presents findings from the first stage of the AR-sci project addressing the issue of applying AR for educational purposes. Benefits...... and challenges related to AR enhancing student learning in science in lower secondary school were identified by expert science teachers, ICT designers and science education researchers from four countries in a Delphi survey. Findings were condensed in a framework to categorize educational AR designs....

  19. Asymetric Telecollaboration in Virtual Reality

    OpenAIRE

    PORSSUT, Thibault; CHARDONNET, Jean-Rémy

    2017-01-01

    International audience; We present a first study where we combine two asymetric virtual reality systems for telecollaboration purposes: a CAVE system and a head-mounted display (HMD), using a server-client type architecture. Experiments on a puzzle game in limited time, alone and in collaboration, show that combining asymetric systems reduces cognitive load. Moreover, the participants reported preferring working in collaboration and showed to be more efficient in collaboration. These results ...

  20. Empirical Legality and Effective Reality

    Directory of Open Access Journals (Sweden)

    Hernán Pringe

    2015-08-01

    Full Text Available The conditions that Kant’s doctrine establishes are examined for the predication of the effective reality of certain empirical objects. It is maintained that a for such a predication, it is necessary to have not only perception but also a certain homogeneity of sensible data, and b the knowledge of the existence of certain empirical objects depends on the application of regulative principles of experience.

  1. Virtual reality applied to teletesting

    Science.gov (United States)

    van den Berg, Thomas J.; Smeenk, Roland J. M.; Mazy, Alain; Jacques, Patrick; Arguello, Luis; Mills, Simon

    2003-05-01

    The activity "Virtual Reality applied to Teletesting" is related to a wider European Space Agency (ESA) initiative of cost reduction, in particular the reduction of test costs. Reduction of costs of space related projects have to be performed on test centre operating costs and customer company costs. This can accomplished by increasing the automation and remote testing ("teletesting") capabilities of the test centre. Main problems related to teletesting are a lack of situational awareness and the separation of control over the test environment. The objective of the activity is to evaluate the use of distributed computing and Virtual Reality technology to support the teletesting of a payload under vacuum conditions, and to provide a unified man-machine interface for the monitoring and control of payload, vacuum chamber and robotics equipment. The activity includes the development and testing of a "Virtual Reality Teletesting System" (VRTS). The VRTS is deployed at one of the ESA certified test centres to perform an evaluation and test campaign using a real payload. The VRTS is entirely written in the Java programming language, using the J2EE application model. The Graphical User Interface runs as an applet in a Web browser, enabling easy access from virtually any place.

  2. Direct Manipulation in Virtual Reality

    Science.gov (United States)

    Bryson, Steve

    2003-01-01

    Virtual Reality interfaces offer several advantages for scientific visualization such as the ability to perceive three-dimensional data structures in a natural way. The focus of this chapter is direct manipulation, the ability for a user in virtual reality to control objects in the virtual environment in a direct and natural way, much as objects are manipulated in the real world. Direct manipulation provides many advantages for the exploration of complex, multi-dimensional data sets, by allowing the investigator the ability to intuitively explore the data environment. Because direct manipulation is essentially a control interface, it is better suited for the exploration and analysis of a data set than for the publishing or communication of features found in that data set. Thus direct manipulation is most relevant to the analysis of complex data that fills a volume of three-dimensional space, such as a fluid flow data set. Direct manipulation allows the intuitive exploration of that data, which facilitates the discovery of data features that would be difficult to find using more conventional visualization methods. Using a direct manipulation interface in virtual reality, an investigator can, for example, move a data probe about in space, watching the results and getting a sense of how the data varies within its spatial volume.

  3. Heat transfer

    Indian Academy of Sciences (India)

    First page Back Continue Last page Overview Graphics. Heat transfer. Heat conduction in solid slab. Convective heat transfer. Non-linear temperature. variation due to flow. HEAT FLUX AT SURFACE. conduction/diffusion.

  4. Heat transfer

    International Nuclear Information System (INIS)

    Saad, M.A.

    1985-01-01

    Heat transfer takes place between material systems as a result of a temperature difference. The transmission process involves energy conversions governed by the first and second laws of thermodynamics. The heat transfer proceeds from a high-temperature region to a low-temperature region, and because of the finite thermal potential, there is an increase in entropy. Thermodynamics, however, is concerned with equilibrium states, which includes thermal equilibrium, irrespective of the time necessary to attain these equilibrium states. But heat transfer is a result of thermal nonequilibrium conditions, therefore, the laws of thermodynamics alone cannot describe completely the heat transfer process. In practice, most engineering problems are concerned with the rate of heat transfer rather than the quantity of heat being transferred. Resort then is directed to the particular laws governing the transfer of heat. There are three distinct modes of heat transfer: conduction, convection, and radiation. Although these modes are discussed separately, all three types may occur simultaneously

  5. The Wearable World in the Palm of our Hand: The Perceived Importance of Augmented Reality in Marketing Strategies

    Directory of Open Access Journals (Sweden)

    Fernando Bandeira, Ph.D

    2013-07-01

    Full Text Available The present article refers to an exploratory study of the perceived importance of augmented reality for marketing strategies, namely in what concern: costs, branding, communications and product versus immersion, body, wearable and blended augmented reality. It starts with the theoretical framework for augmented reality, followed by the design and research methodology; it then proceeds with the analyses and comment of data gathered, and at the end, it refers to the research limitations and perspectives. Results point out that augmented reality is not perceived as an outstanding tool for marketing nor as an investment with high benefits, nevertheless it is seen as pertinent for blended marketing and immersive augmented reality gathering some sympathy from respondents.

  6. Transfer Pricing

    DEFF Research Database (Denmark)

    Nielsen, Søren Bo

    2014-01-01

    Against a background of rather mixed evidence about transfer pricing practices in multinational enterprises (MNEs) and varying attitudes on the part of tax authorities, this paper explores how multiple aims in transfer pricing can be pursued across four different transfer pricing regimes. A MNE h...

  7. Development of reactor design aid tool using virtual reality technology

    International Nuclear Information System (INIS)

    Mizuguchi, N.; Tamura, Y.; Imagawa, S.; Sagara, A.; Hayashi, T.

    2006-01-01

    A new type of aid system for fusion reactor design, to which the virtual reality (VR) visualization and sonification techniques are applied, is developed. This system provides us with an intuitive interaction environment in the VR space between the observer and the designed objects constructed by the conventional 3D computer-aided design (CAD) system. We have applied the design aid tool to the heliotron-type fusion reactor design activity FFHR2m [A. Sagara, S. Imagawa, O. Mitarai, T. Dolan, T. Tanaka, Y. Kubota, et al., Improved structure and long -life blanket concepts for heliotron reactors, Nucl. Fusion 45 (2005) 258-263] on the virtual reality system CompleXcope [Y. Tamura, A. Kageyama, T. Sato, S. Fujiwara, H. Nakamura, Virtual reality system to visualize and auralize numerical imulation data, Comp. Phys. Comm. 142 (2001) 227-230] of the National Institute for Fusion Science, Japan, and have evaluated its performance. The tool includes the functions of transfer of the observer, translation and scaling of the objects, recording of the operations and the check of interference

  8. Enrique Pichon Rivière's conception of reality in psychoanalysis.

    Science.gov (United States)

    Arbiser, Samuel

    2017-02-01

    The author places the subject of his paper in the context of the original views of a school of Argentinian psychoanalysts that differed from traditional conceptions of man and his relationship with the sociocultural context - that is, with reality. These were the analysts who followed Enrique Pichon Rivière and further developed his ideas - namely, Madeleine and Willy Baranger, José Bleger, and David Liberman. The author begins his exposition with a discussion of Pichon Rivière and culture. He then offers an outline of Pichon Rivière's particular conception of man, followed by a section on the Internal Group as the nexus between the psyche and reality. Further sections address the idea of reality in the analytic situation as a dynamic field and the operative definition of the transference; the distinction between perceptual reality and the reading of reality, with a consideration of the notion of 'critical judgement'; and lastly the issue of health and illness in terms of adaptation to reality. In addition, on the basis of a quotation from Antonio Damasio, the author draws a parallel between these psychoanalytic thinkers' 'psychosocial' approach to man and the findings of contemporary neuroscience as presented by one of its paradigmatic protagonists. Copyright © 2017 Institute of Psychoanalysis.

  9. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, Kate E; George, Stacey; Thomas, Susie; Deutsch, Judith E; Crotty, Maria

    2011-09-07

    Virtual reality and interactive video gaming have emerged as new treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles are being rapidly adopted in clinical settings; however, there is currently little information about their effectiveness. To evaluate the effects of virtual reality and interactive video gaming on upper limb, lower limb and global motor function after stroke. We searched the Cochrane Stroke Group Trials Register (March 2010), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2010, Issue 1), MEDLINE (1950 to March 2010), EMBASE (1980 to March 2010) and seven additional databases. We also searched trials registries, conference proceedings, reference lists and contacted key researchers in the area and virtual reality equipment manufacturers. Randomised and quasi-randomised trials of virtual reality ('an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion') in adults after stroke. The primary outcomes of interest were: upper limb function and activity, gait and balance function and activity and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data and assessed risk of bias. A third review author moderated disagreements when required. The authors contacted all investigators to obtain missing information. We included 19 trials which involved 565 participants. Study sample sizes were generally small and interventions and outcome measures varied, limiting the ability to which studies could be compared. Intervention approaches in the included studies were predominantly designed to improve motor function rather than cognitive function or activity performance. The majority of participants were relatively young and more than one year post stroke. results were statistically significant for arm function (standardised

  10. An augmented reality home-training system based on the mirror training and imagery approach.

    Science.gov (United States)

    Trojan, Jörg; Diers, Martin; Fuchs, Xaver; Bach, Felix; Bekrater-Bodmann, Robin; Foell, Jens; Kamping, Sandra; Rance, Mariela; Maaß, Heiko; Flor, Herta

    2014-09-01

    Mirror training and movement imagery have been demonstrated to be effective in treating several clinical conditions, such as phantom limb pain, stroke-induced hemiparesis, and complex regional pain syndrome. This article presents an augmented reality home-training system based on the mirror and imagery treatment approaches for hand training. A head-mounted display equipped with cameras captures one hand held in front of the body, mirrors this hand, and displays it in real time in a set of four different training tasks: (1) flexing fingers in a predefined sequence, (2) moving the hand into a posture fitting into a silhouette template, (3) driving a "Snake" video game with the index finger, and (4) grasping and moving a virtual ball. The system records task performance and transfers these data to a central server via the Internet, allowing monitoring of training progress. We evaluated the system by having 7 healthy participants train with it over the course of ten sessions of 15-min duration. No technical problems emerged during this time. Performance indicators showed that the system achieves a good balance between relatively easy and more challenging tasks and that participants improved significantly over the training sessions. This suggests that the system is well suited to maintain motivation in patients, especially when it is used for a prolonged period of time.

  11. SoftAR: visually manipulating haptic softness perception in spatial augmented reality.

    Science.gov (United States)

    Punpongsanon, Parinya; Iwai, Daisuke; Sato, Kosuke

    2015-11-01

    We present SoftAR, a novel spatial augmented reality (AR) technique based on a pseudo-haptics mechanism that visually manipulates the sense of softness perceived by a user pushing a soft physical object. Considering the limitations of projection-based approaches that change only the surface appearance of a physical object, we propose two projection visual effects, i.e., surface deformation effect (SDE) and body appearance effect (BAE), on the basis of the observations of humans pushing physical objects. The SDE visualizes a two-dimensional deformation of the object surface with a controlled softness parameter, and BAE changes the color of the pushing hand. Through psychophysical experiments, we confirm that the SDE can manipulate softness perception such that the participant perceives significantly greater softness than the actual softness. Furthermore, fBAE, in which BAE is applied only for the finger area, significantly enhances manipulation of the perception of softness. We create a computational model that estimates perceived softness when SDE+fBAE is applied. We construct a prototype SoftAR system in which two application frameworks are implemented. The softness adjustment allows a user to adjust the softness parameter of a physical object, and the softness transfer allows the user to replace the softness with that of another object.

  12. Dynamic 3D echocardiography in virtual reality

    Directory of Open Access Journals (Sweden)

    Simoons Maarten L

    2005-12-01

    Full Text Available Abstract Background This pilot study was performed to evaluate whether virtual reality is applicable for three-dimensional echocardiography and if three-dimensional echocardiographic 'holograms' have the potential to become a clinically useful tool. Methods Three-dimensional echocardiographic data sets from 2 normal subjects and from 4 patients with a mitral valve pathological condition were included in the study. The three-dimensional data sets were acquired with the Philips Sonos 7500 echo-system and transferred to the BARCO (Barco N.V., Kortrijk, Belgium I-space. Ten independent observers assessed the 6 three-dimensional data sets with and without mitral valve pathology. After 10 minutes' instruction in the I-Space, all of the observers could use the virtual pointer that is necessary to create cut planes in the hologram. Results The 10 independent observers correctly assessed the normal and pathological mitral valve in the holograms (analysis time approximately 10 minutes. Conclusion this report shows that dynamic holographic imaging of three-dimensional echocardiographic data is feasible. However, the applicability and use-fullness of this technology in clinical practice is still limited.

  13. Application of Virtual Reality to Radiation Protection

    International Nuclear Information System (INIS)

    Lamela, B.; Felipe, A.; Sanchez-Mayoral, M. L.; Mreino, A.; Sarti, F.

    2004-01-01

    In order to optimize the operations and procedures in several aspects of a Nuclear Power Plants, Iberdrola Ingenieria y Consultoria (Iberinco) has been developed some projects with Virtual Reality: CIPRES, ACEWO, TILOS and SICOMORO. With the experience acquired in these projects, Iberinco has checked the utility and advantageous of Virtual Reality applications that could have a direct application to Radiation Protection. With Virtual Reality it is possible to optimize the procedures involved in several critical aspects of the Plant Management. A training program bases on Virtual Reality systems could be one of the most important application. In Emergency situations the time of reaction is very important and in order to reduce it and dose, Virtual Reality is a very important tool, that could be used for training and to guide response team actions. Finally, the reduction of dose to workers, in a NPP, and patients, in hospital, is one of the most important application of Virtual Reality. (Author) 5 refs

  14. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Software Documentation]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  15. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Computer software]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  16. Virtual Reality in education and for employability

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

    Virtual reality is becoming pervasive in several domains - in arts and film-making, for environmental causes, in medical education, in disaster management training, in sports broadcasting, in entertainment, and in supporting patients with dementia. An awareness of virtual reality technology and its integration in curriculum design will provide and enhance employability skills for current and future workplaces.\\ud \\ud In this webinar, we will describe the evolution of virtual reality technolog...

  17. Enhancing tourism with augmented and virtual reality

    OpenAIRE

    Jenny, Sandra

    2017-01-01

    Augmented and virtual reality are on the advance. In the last twelve months, several interesting devices have entered the market. Since tourism is one of the fastest growing economic sectors in the world and has become one of the major players in international commerce, the aim of this thesis was to examine how tourism could be enhanced with augmented and virtual reality. The differences and functional principles of augmented and virtual reality were investigated, general uses were described ...

  18. Breaking the Barriers to True Augmented Reality

    OpenAIRE

    Sandor, Christian; Fuchs, Martin; Cassinelli, Alvaro; Li, Hao; Newcombe, Richard; Yamamoto, Goshiro; Feiner, Steven

    2015-01-01

    In recent years, Augmented Reality (AR) and Virtual Reality (VR) have gained considerable commercial traction, with Facebook acquiring Oculus VR for \\$2 billion, Magic Leap attracting more than \\$500 million of funding, and Microsoft announcing their HoloLens head-worn computer. Where is humanity headed: a brave new dystopia-or a paradise come true? In this article, we present discussions, which started at the symposium "Making Augmented Reality Real", held at Nara Institute of Science and Te...

  19. Virtual reality exposure therapy for social phobia

    OpenAIRE

    Herbelin, Bruno

    2005-01-01

    This thesis presents researches and experiments performed in collaboration with a psychiatrist in order to validate and improve the use of virtual reality in social phobia psychotherapy. Cognitive and behavioral therapies are strongly based on the exposure to anxiety provoking stimuli. Virtual reality seems to be appropriate for such exposures as it allows for on-demand reproduction of reality. The idea has been validated for the treatment of various phobias but is more delicate in the case o...

  20. Affordances in Mobile Augmented Reality Applications

    OpenAIRE

    Gjøsæter, Tor

    2014-01-01

    This paper explores the affordances of augmented reality content in a mobile augmented reality application. A user study was conducted by performing a multi-camera video recording of seven think aloud sessions. The think aloud sessions consisted of individual users performing tasks, exploring and experiencing a mobile augmented reality (MAR) application we developed for the iOS platform named ARad. We discuss the instrumental affordances we observed when users interacted with augmented realit...

  1. Augmented Reality Using JavaScript

    OpenAIRE

    Hailemichael, Aida

    2013-01-01

    The project goal was to provide a mobile application, for a venue called Kulturhuset Karelia which is located in Tammisaari Finland. In this paper, the concept of Augmented Reality technology is briefly discussed along with the mobile application for the venue. The utilisation of JavaScript for creating Augmented reality content for mobile Augmented reality browser is also demonstrated. The application was created by using Architecht API which is Jacvascript library based on the Wikitude...

  2. VIRTUAL REALITY AS A SPHERE OF FICTIONS

    OpenAIRE

    V. A. Abramova

    2017-01-01

    In post-nonclassical science in studying of spontaneous systems it is important to consider a narrow orientation of perception in the solution of specific objectives, in this context, perception of symbolical transformations at various levels – subjective and objective. The virtual reality widespread now thanks to enhancement of information and communication technologies consists of hypertrophied effects of virtualization of reality where the virtual image has nothing in common with reality, ...

  3. Tracking for Outdoor Mobile Augmented Reality: Further development of the Zion Augmented Reality Application

    OpenAIRE

    Strand, Tor Egil Riegels

    2008-01-01

    This report deals with providing tracking to an outdoor mobile augmented reality system and the Zion Augmented Reality Application. ZionARA is meant to display a virtual recreation of a 13th century castle on the site it once stood through an augmented reality Head Mounted Display. Mobile outdoor augmented/mixed reality puts special demands on what kind of equipment is practical. After briefly evaluating the different existing tracking methods, a solution based on GPS and an augmented inertia...

  4. Substitutional Reality System: A Novel Experimental Platform for Experiencing Alternative Reality

    OpenAIRE

    Suzuki, Keisuke; Wakisaka, Sohei; Fujii, Naotaka

    2012-01-01

    We have developed a novel experimental platform, referred to as a substitutional reality (SR) system, for studying the conviction of the perception of live reality and related metacognitive functions. The SR system was designed to manipulate people's reality by allowing them to experience live scenes (in which they were physically present) and recorded scenes (which were recorded and edited in advance) in an alternating manner without noticing a reality gap. All of the naïve participants (n =...

  5. Augmented reality in dentistry: a current perspective.

    Science.gov (United States)

    Kwon, Ho-Beom; Park, Young-Seok; Han, Jung-Suk

    2018-02-21

    Augmentation reality technology offers virtual information in addition to that of the real environment and thus opens new possibilities in various fields. The medical applications of augmentation reality are generally concentrated on surgery types, including neurosurgery, laparoscopic surgery and plastic surgery. Augmentation reality technology is also widely used in medical education and training. In dentistry, oral and maxillofacial surgery is the primary area of use, where dental implant placement and orthognathic surgery are the most frequent applications. Recent technological advancements are enabling new applications of restorative dentistry, orthodontics and endodontics. This review briefly summarizes the history, definitions, features, and components of augmented reality technology and discusses its applications and future perspectives in dentistry.

  6. Virtual Reality for Materials Design Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — The purpose is to research and develop materials through applied virtual reality to enable interactive "materials-by-design." Extensive theoretical and computational...

  7. Simulators and virtual reality in surgical education.

    Science.gov (United States)

    Chou, Betty; Handa, Victoria L

    2006-06-01

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

  8. Political realities and economic realities towards a Kyoto protocol

    International Nuclear Information System (INIS)

    Bourdaire, J.M.

    1997-01-01

    The current climate change commitments and the negotiating positions of Annex I countries were discussed. It was pointed out that the energy sector is not homogeneous and therefore, climate change should focus on the areas all over the world which are most sensitive to a carbon value. It was also noted that while the present time is ripe for action on climate change, actions should not take place at any cost. A scenario based on the three principal functions of energy, i.e. to supply mobility, electricity and heat was proposed. It was claimed that this proposal had the potential to bridge the gap between the political reality of Kyoto and the economic realities of the energy sector. The essence of the proposal centred around the concept of 'carbon value'. The effect of establishing carbon values for each of the different energy services worldwide, was discussed. Various mechanisms for establishing carbon values, such as emission trading, joint implementation with non-Annex I parties, penalties for non-compliance, mitigation efforts in least-cost options, were also reviewed

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

    Science.gov (United States)

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

    2018-02-01

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

  10. Reality show: um paradoxo nietzschiano

    Directory of Open Access Journals (Sweden)

    Ilana Feldman

    2011-01-01

    Full Text Available

    O fenômeno dos reality shows - e a subseqüente relação entre imagem e verdade - assenta-se sobre uma série de paradoxos. Tais paradoxos podem ser compreendidos à luz do pensamento do filósofo alemão Friedrich Nietzsche, que, através dos usos de formulações paradoxais, concebia a realidade como um mundo de pura aparência e a verdade como um acréscimo ficcional, como um efeito. A ficção é então tomada, na filosofia de Nietzsche, não em seu aspecto falsificante e desrealizador - como sempre pleiteou nossa tradição metafísica -, mas como condição necessária para que certa espécie de invenção possa operar como verdade. Sendo assim, a própria expressão reality show, através de sua formulação paradoxal, engendra explicitamente um mundo de pura aparência, em que a verdade, a parte reality da proposição, é da ordem do suplemento, daquilo que se acrescenta ficcionalmente - como um adjetivo - a show. O ornamento, nesse caso, passa a ocupar o lugar central, apontando para o efeito produzido: o efeito-de-verdade. Seguindo, então, o pensamento nietzschiano e sua atualização na contemporaneidade, investigaremos de que forma os televisivos “shows de realidade” operam paradoxalmente, em consonância com nossas paradoxais práticas culturais.

  11. MEMS Accelerometers Sensors: an Application in Virtual Reality

    Directory of Open Access Journals (Sweden)

    Daniel CORRÊA

    2010-09-01

    Full Text Available The measurement of a particular human body member position is extremely important in many applications. The human behavior understanding typically involves the body posture analysis or estimation, as well as the generated corresponding gestures. This behavior characterization allows analyzing, interpreting, and animating human actions and therefore enables us the use of experimental methodologies. Using the virtual reality devices to facilitate people’s lives, they can help to train and improve the actions of an Olympic athlete, for example and imitation of human actions by robotic systems. The systems development to monitor human body members’ movements is a growing interesting area, both in entertainment and in systems to help physically disabled people, as that developing assistive technology. To contribute to this area, this paper presents the experimental development of an instrumented glove prototype of low cost for the recognition of hand inclination movements, using a Micro-Electro-Mechanical Systems (MEMS accelerometer, by virtual reality concepts for demonstration in real time. We present the hardware that was developed, the calibration procedures, the achieved results with their statistical corresponding validation. The results allowed to state that the system is suitable for the inclination measurement in a 2D plan, thus allowing its use in entertainment systems and as an auxiliary device for assistive technology system.

  12. Virtual reality in laparoscopic surgery.

    Science.gov (United States)

    Uranüs, Selman; Yanik, Mustafa; Bretthauer, Georg

    2004-01-01

    Although the many advantages of laparoscopic surgery have made it an established technique, training in laparoscopic surgery posed problems not encountered in conventional surgical training. Virtual reality simulators open up new perspectives for training in laparoscopic surgery. Under realistic conditions in real time, trainees can tailor their sessions with the VR simulator to suit their needs and goals, and can repeat exercises as often as they wish. VR simulators reduce the number of experimental animals needed for training purposes and are suited to the pursuit of research in laparoscopic surgery.

  13. Augmented reality in intraventricular neuroendoscopy.

    Science.gov (United States)

    Finger, T; Schaumann, A; Schulz, M; Thomale, Ulrich-W

    2017-06-01

    Individual planning of the entry point and the use of navigation has become more relevant in intraventricular neuroendoscopy. Navigated neuroendoscopic solutions are continuously improving. We describe experimentally measured accuracy and our first experience with augmented reality-enhanced navigated neuroendoscopy for intraventricular pathologies. Augmented reality-enhanced navigated endoscopy was tested for accuracy in an experimental setting. Therefore, a 3D-printed head model with a right parietal lesion was scanned with a thin-sliced computer tomography. Segmentation of the tumor lesion was performed using Scopis NovaPlan navigation software. An optical reference matrix is used to register the neuroendoscope's geometry and its field of view. The pre-planned ROI and trajectory are superimposed in the endoscopic image. The accuracy of the superimposed contour fitting on endoscopically visualized lesion was acquired by measuring the deviation of both midpoints to one another. The technique was subsequently used in 29 cases with CSF circulation pathologies. Navigation planning included defining the entry points, regions of interests and trajectories, superimposed as augmented reality on the endoscopic video screen during intervention. Patients were evaluated for postoperative imaging, reoperations, and possible complications. The experimental setup revealed a deviation of the ROI's midpoint from the real target by 1.2 ± 0.4 mm. The clinical study included 18 cyst fenestrations, ten biopsies, seven endoscopic third ventriculostomies, six stent placements, and two shunt implantations, being eventually combined in some patients. In cases of cyst fenestrations postoperatively, the cyst volume was significantly reduced in all patients by mean of 47%. In biopsies, the diagnostic yield was 100%. Reoperations during a follow-up period of 11.4 ± 10.2 months were necessary in two cases. Complications included one postoperative hygroma and one insufficient

  14. Webizing mobile augmented reality content

    Science.gov (United States)

    Ahn, Sangchul; Ko, Heedong; Yoo, Byounghyun

    2014-01-01

    This paper presents a content structure for building mobile augmented reality (AR) applications in HTML5 to achieve a clean separation of the mobile AR content and the application logic for scaling as on the Web. We propose that the content structure contains the physical world as well as virtual assets for mobile AR applications as document object model (DOM) elements and that their behaviour and user interactions are controlled through DOM events by representing objects and places with a uniform resource identifier. Our content structure enables mobile AR applications to be seamlessly developed as normal HTML documents under the current Web eco-system.

  15. Virtual reality concepts and technologies

    CERN Document Server

    Fuchs, Philippe

    2011-01-01

    A manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area. Designed as a reference book and design guide to help the reader develop a VR project, it presents the reader with the importance of the user's needs and various aspects of the human computer interface (HCI). It further treats technical aspects of VR, hardware and software implementations, and details on the sensory and psycho-sensory interfaces. Providin

  16. Nuclear waste: the political realities

    International Nuclear Information System (INIS)

    Arnott, D.

    1983-01-01

    The land dumping of nuclear waste has again come to the attention of anti-nuclear groups, environmentalists and the media, following the announcement of the proposed sites for intermediate-level nuclear waste at Billingham and Bedford. Opposition has already surfaced on a large scale, with public meetings in both areas and a revitalisation of the waste dumping network. This article explains some of the political realities in the nuclear debate, and suggests how we can tackle the issue of waste dumping, remembering that, even if the industry closes tomorrow, there are vast quantities of waste which must be safely and democratically dealt with. (author)

  17. The role of presence in virtual reality exposure therapy.

    Science.gov (United States)

    Price, Matthew; Anderson, Page

    2007-01-01

    A growing body of literature suggests that virtual reality is a successful tool for exposure therapy in the treatment of anxiety disorders. Virtual reality (VR) researchers posit the construct of presence, defined as the interpretation of an artificial stimulus as if it were real, to be a presumed factor that enables anxiety to be felt during virtual reality exposure therapy (VRE). However, a handful of empirical studies on the relation between presence and anxiety in VRE have yielded mixed findings. The current study tested the following hypotheses about the relation between presence and anxiety in VRE with a clinical sample of fearful flyers: (1) presence is related to in-session anxiety; (2) presence mediates the extent that pre-existing (pre-treatment) anxiety is experienced during exposure with VR; (3) presence is positively related to the amount of phobic elements included within the virtual environment; (4) presence is related to treatment outcome. Results supported presence as a factor that contributes to the experience of anxiety in the virtual environment as well as a relation between presence and the phobic elements, but did not support a relation between presence and treatment outcome. The study suggests that presence may be a necessary but insufficient requirement for successful VRE.

  18. Astronauts Prepare for Mission With Virtual Reality Hardware

    Science.gov (United States)

    2001-01-01

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

  19. Towards Engaging Upper Extremity Motor Dysfunction Assessment Using Augmented Reality Games

    NARCIS (Netherlands)

    Cidota, M.A.; Lukosch, S.G.; Bank, Paulina J.M.; Ouwehand, P.W.

    2017-01-01

    Advances in technology offer new opportunities for a better understanding of how different disorders affect motor function. Our aim is to explore the potential of augmented reality (AR) using free hand and body tracking to develop engaging games for a uniform, cost-effective and objective evaluation

  20. Exploring the Potential of a Location Based Augmented Reality Game for Language Learning

    Science.gov (United States)

    Richardson, Donald

    2016-01-01

    This paper adds to the small but growing body of research into the potential of augmented reality games for teaching and learning English as a foreign language (EFL). It explores the extent to which such games enhance the language learning experience of advanced level EFL learners. The author draws on his work developing "Mission not really…

  1. Use of Signaling to Integrate Desktop Virtual Reality and Online Learning Management Systems

    Science.gov (United States)

    Dodd, Bucky J.; Antonenko, Pavlo D.

    2012-01-01

    Desktop virtual reality is an emerging educational technology that offers many potential benefits for learners in online learning contexts; however, a limited body of research is available that connects current multimedia learning techniques with these new forms of media. Because most formal online learning is delivered using learning management…

  2. From Vesalius to Virtual Reality: How Embodied Cognition Facilitates the Visualization of Anatomy

    Science.gov (United States)

    Jang, Susan

    2010-01-01

    This study examines the facilitative effects of embodiment of a complex internal anatomical structure through three-dimensional ("3-D") interactivity in a virtual reality ("VR") program. Since Shepard and Metzler's influential 1971 study, it has been known that 3-D objects (e.g., multiple-armed cube or external body parts) are visually and…

  3. Emboldened by Embodiment: Six Precepts for Research on Embodied Learning and Mixed Reality

    Science.gov (United States)

    Lindgren, Robb; Johnson-Glenberg, Mina

    2013-01-01

    The authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as "mixed reality" (MR). MR environments merge the digital with the physical, where, for example, students can use their bodies to simulate an orbit around a virtual planet. Recent…

  4. Emboldened by Embodiment: Six Precepts for Research on Embodied Learning and Mixed Reality

    NARCIS (Netherlands)

    Lindgren, R.; Johnson-Glenberg, M.C.

    2013-01-01

    The authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as mixed reality (MR). MR environments merge the digital with the physical, where, for example, students can use their bodies to simulate an

  5. Foreign Body

    Science.gov (United States)

    ... SearchingPediatrics.com Pediatrics Common Questions, Quick Answers Foreign Body Donna D'Alessandro, M.D. Lindsay Huth, B. ... I call the doctor? What is a foreign body? A foreign body is when an object is ...

  6. Self-Characterstics and Sound in Immersive Virtual Reality

    DEFF Research Database (Denmark)

    Sikström, Erik; Götzen, Amalia De; Serafin, Stefania

    This experiment aimed to investigate whether a user controlling a full body avatar via real time motion tracking in an immersive virtual reality setup, would estimate the weight of the virtual avatar differently if the footstep sounds are manipulated using three different audio filter settings....... The visual appearance of the avatar was available in two sizes. The subjects performed six walks with each audio configuration active once over two ground types. After completing each walk, the participants were asked to estimate the weight of the virtual avatar and the suitability of the audio feedback...

  7. PROJECT HEAVEN: Preoperative Training in Virtual Reality.

    Science.gov (United States)

    Iamsakul, Kiratipath; Pavlovcik, Alexander V; Calderon, Jesus I; Sanderson, Lance M

    2017-01-01

    A cephalosomatic anastomosis (CSA; also called HEAVEN: head anastomosis venture) has been proposed as an option for patients with neurological impairments, such as spinal cord injury (SCI), and terminal medical illnesses, for which medicine is currently powerless. Protocols to prepare a patient for life after CSA do not currently exist. However, methods used in conventional neurorehabilitation can be used as a reference for developing preparatory training. Studies on virtual reality (VR) technologies have documented VR's ability to enhance rehabilitation and improve the quality of recovery in patients with neurological disabilities. VR-augmented rehabilitation resulted in increased motivation towards performing functional training and improved the biopsychosocial state of patients. In addition, VR experiences coupled with haptic feedback promote neuroplasticity, resulting in the recovery of motor functions in neurologically-impaired individuals. To prepare the recipient psychologically for life after CSA, the development of VR experiences paired with haptic feedback is proposed. This proposal aims to innovate techniques in conventional neurorehabilitation to implement preoperative psychological training for the recipient of HEAVEN. Recipient's familiarity to body movements will prevent unexpected psychological reactions from occurring after the HEAVEN procedure.

  8. [Evidence that suggest the reality of reincarnation].

    Science.gov (United States)

    Bonilla, Ernesto

    2015-06-01

    Worldwide, children can be found who reported that they have memories of a previous life. More than 2,500 cases have been studied and their specifications have been published and preserved in the archives of the Division of Perceptual Studies at the University of Virginia (United States). Many of those children come from countries where the majority of the inhabitants believe in reincarnation, but others come from countries with different cultures and religions that reject it. In many cases, the revelations of the children have been verified and have corresponded to a particular individual, already dead. A good number of these children have marks and birth defects corresponding to wounds on the body of his previous personality. Many have behaviors related to their claims to their former life: phobias, philias, and attachments. Others seem to recognize people and places of his supposed previous life, and some of their assertions have been made under controlled conditions. The hypothesis of reincarnation is controversial. We can never say that it does not occur, or will obtain conclusive evidence that it happens. The cases that have been described so far, isolated or combined, do not provide irrefutable proof of reincarnation, but they supply evidence that suggest its reality.

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

    Science.gov (United States)

    Milheim, William D.

    1995-01-01

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

  10. Transfer Pricing

    DEFF Research Database (Denmark)

    Rohde, Carsten; Rossing, Christian Plesner

    trade internally as the units have to decide what prices should be paid for such inter-unit transfers. One important challenge is to uncover the consequences that different transfer prices have on the willingness in the organizational units to coordinate activities and trade internally. At the same time...... the determination of transfer price will affect the size of the profit or loss in the organizational units and thus have an impact on the evaluation of managers‟ performance. In some instances the determination of transfer prices may lead to a disagreement between coordination of the organizational units...

  11. A dose of HLW reality

    International Nuclear Information System (INIS)

    Payne, J.

    1993-01-01

    What many people were sure they knew, and some others were fairly confident they knew, was acknowledged by the US Department of Energy in December: A monitored retrievable storage (MRS) facility will not be ready to accept spent fuel by January 31, 1998. A dose of reality has thus been added to the US high-level radioactive waste scene. Perhaps as important as the new reality is the practical, businesslike nature of the DOE's plan. The Department's proposal has the quality of a plan aimed at genuinely solving a problem rather just going through the motions. (In contrast, some readers are familiar with New York State's procedures for siting and licensing a low-level waste facility - procedures so labyrinthine that they are much more likely to protect political careers in that state than they are to achieve an LLW site). The DOE has received a lot of criticism - some justified, some not - about its handling of the HLW program. In this instance, it is proposing what many in the industry might have recommended: Make available storage capacity for spent nuclear fuel at existing federal government sites

  12. Archaeology, museums and virtual reality

    Directory of Open Access Journals (Sweden)

    Laia Pujol

    2004-04-01

    Full Text Available This article looks at the idea that the virtual archaeological reconstructions seen in museums cannot be considered Virtual Reality (VR as they are based on an artistic conception of the discipline. The cause is to be found in the origins of Archaeology, which began in the 18th century and was closely linked to the History of Art. In the era of New Technologies, this concept has become both the cause and the consequence: determining the characteristics of VR from within the discipline, whilst simultaneously reinforcing the virtual reconstructions.To assess the relationship between VR and Archaeology, we must first establish a definition of Virtual Reality. Subsequently, we can take a brief look at the history so as to be able to understand the evolution of Archaeology and museums. This leads us to the analysis of some examples of VR in museums, from which we can gain conclusions on the current use of VR. Finally, we look at the possibilities for VR in terms of publicising Archaeology.

  13. Virtual Reality as a Problem of the Electronic Economy.

    OpenAIRE

    Peter Koslowski

    2004-01-01

    Two concepts of virtual reality are competing in the cyber world, virtual reality as total adaptability and virtual reality as the simulation of possible worlds. Virtuality as adaptability in industrial production leads to a closer consideration of individual con-sumer demand and to de-massified production. It implies a stronger reference of pro-duction to the reality of consumer needs. The aesthetic concept of virtual reality as pos-sible words and fictional realities can imply a loss of rea...

  14. Virtual reality in mental health : a review of the literature.

    Science.gov (United States)

    Gregg, Lynsey; Tarrier, Nicholas

    2007-05-01

    Several virtual reality (VR) applications for the understanding, assessment and treatment of mental health problems have been developed in the last 10 years. The purpose of this review is to outline the current state of virtual reality research in the treatment of mental health problems. PubMed and PsycINFO were searched for all articles containing the words "virtual reality". In addition a manual search of the references contained in the papers resulting from this search was conducted and relevant periodicals were searched. Studies reporting the results of treatment utilizing VR in the mental health field and involving at least one patient were identified. More than 50 studies using VR were identified, the majority of which were case studies. Seventeen employed a between groups design: 4 involved patients with fear of flying; 3 involved patients with fear of heights; 3 involved patients with social phobia/public speaking anxiety; 2 involved people with spider phobia; 2 involved patients with agoraphobia; 2 involved patients with body image disturbance and 1 involved obese patients. There are both advantages in terms of delivery and disadvantages in terms of side effects to using VR. Although virtual reality based therapy appears to be superior to no treatment the effectiveness of VR therapy over traditional therapeutic approaches is not supported by the research currently available. There is a lack of good quality research on the effectiveness of VR therapy. Before clinicians will be able to make effective use of this emerging technology greater emphasis must be placed on controlled trials with clinically identified populations.

  15. I'm Not a Real Doctor, but I Play One in Virtual Reality: Implications of Virtual Reality for Judgments about Reality.

    Science.gov (United States)

    Shapiro, Michael A.; McDonald, Daniel G.

    1992-01-01

    Shows that communication and social psychology research in the past 100 years have identified 2 different aspects of reality evaluation. Outlines the critical elements to form a theory of media reality effects. Extends that theory to include virtual reality, and shows how virtual reality will be an important tool for investigating these effects.…

  16. Image Based Rendering and Virtual Reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation.......The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation....

  17. Conjoint analysis and virtual reality : a review

    NARCIS (Netherlands)

    Dijkstra, J.; Timmermans, H.J.P.

    1998-01-01

    This paper describes a review of an ongoing research project which aims to develop a conjoint analysis and virtual reality (CA&VR) system as part of a design information system in virtual reality. The research project aims to develop a design system that can be used for interactive design and

  18. The Virtual Reality Roving Vehicle Project.

    Science.gov (United States)

    Winn, William

    1995-01-01

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

  19. Augmented REality Sandtables (ARESs) Impact on Learning

    Science.gov (United States)

    2016-07-01

    ARL-CR-0803 ● JULY 2016 US Army Research Laboratory Augmented REality Sandtable’s (ARES’s) Impact on Learning by Tarah N......The use of augmented reality (AR) to supplement training tools, specifically sand tables, can produce highly effective systems at relatively low

  20. Virtual reality and hallucination: a technoetic perspective

    Science.gov (United States)

    Slattery, Diana R.

    2008-02-01

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

  1. Enhancing Education through Mobile Augmented Reality

    Science.gov (United States)

    Joan, D. R. Robert

    2015-01-01

    In this article, the author has discussed about the Mobile Augmented Reality and enhancing education through it. The aim of the present study was to give some general information about mobile augmented reality which helps to boost education. Purpose of the current study reveals the mobile networks which are used in the institution campus as well…

  2. Rationalizing virtual reality based on manufacturing paradigms

    NARCIS (Netherlands)

    Damgrave, Roy Gerhardus Johannes; Lutters, Diederick; Drukker, J. W.

    2014-01-01

    Comparing the evolvement of the manufacturing industry of the last century to the way virtual reality is used nowadays some remarkable similarities come to light. Current virtual reality equipment requires a high level of craftsmanship to achieve the maximum results, and often equipment is specially

  3. Virtual Reality: Real Promises and False Expectations.

    Science.gov (United States)

    Homan, Willem J.

    1994-01-01

    Examines virtual reality (VR), and discusses the dilemma of defining VR, the limitations of the current technology, and the implications of VR for education. Highlights include a VR experience; human factors and the interface; and altered reality versus VR. (Author/AEF)

  4. Visualizing Compound Rotations with Virtual Reality

    Science.gov (United States)

    Flanders, Megan; Kavanagh, Richard C.

    2013-01-01

    Mental rotations are among the most difficult of all spatial tasks to perform, and even those with high levels of spatial ability can struggle to visualize the result of compound rotations. This pilot study investigates the use of the virtual reality-based Rotation Tool, created using the Virtual Reality Modeling Language (VRML) together with…

  5. Virtual Reality: Emerging Applications and Future Directions

    Science.gov (United States)

    Ludlow, Barbara L.

    2015-01-01

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

  6. Location-Based Learning through Augmented Reality

    Science.gov (United States)

    Chou, Te-Lien; Chanlin, Lih-Juan

    2014-01-01

    A context-aware and mixed-reality exploring tool cannot only effectively provide an information-rich environment to users, but also allows them to quickly utilize useful resources and enhance environment awareness. This study integrates Augmented Reality (AR) technology into smartphones to create a stimulating learning experience at a university…

  7. What is reality and what is pleasure

    DEFF Research Database (Denmark)

    Zeuthen, Katrine Egede; Køppe, Simo

    2009-01-01

    The article comments on Zygmund Bauman's article: Freudian civilization revisited and is a discussion of the relation between the reality principle and the pleasure principle in Freud's psychoanalytical theory and of the reation between pleasure and reality in society as such....

  8. Defining Virtual Reality: Dimensions Determining Telepresence.

    Science.gov (United States)

    Steuer, Jonathan

    1992-01-01

    Defines virtual reality as a particular type of experience (in terms of "presence" and "telepresence") rather than as a collection of hardware. Maintains that media technologies can be classified and studied in terms of vividness and interactivity, two attributes on which virtual reality ranks very high. (SR)

  9. How Synthetic Experience Shapes Social Reality.

    Science.gov (United States)

    Funkhouser, G. Ray; Shaw, Eugene F.

    1990-01-01

    Explores how motion pictures, television, and computers manipulate and rearrange the content and processes of communicated experience, thereby shaping how the audience perceives and interprets the physical and social reality depicted. Suggests that these media are fourth removed from reality (behind the Platonic Ideal, the actual, and art and…

  10. Instrument Motion Metrics for Laparoscopic Skills Assessment in Virtual Reality and Augmented Reality.

    Science.gov (United States)

    Fransson, Boel A; Chen, Chi-Ya; Noyes, Julie A; Ragle, Claude A

    2016-11-01

    To determine the construct and concurrent validity of instrument motion metrics for laparoscopic skills assessment in virtual reality and augmented reality simulators. Evaluation study. Veterinarian students (novice, n = 14) and veterinarians (experienced, n = 11) with no or variable laparoscopic experience. Participants' minimally invasive surgery (MIS) experience was determined by hospital records of MIS procedures performed in the Teaching Hospital. Basic laparoscopic skills were assessed by 5 tasks using a physical box trainer. Each participant completed 2 tasks for assessments in each type of simulator (virtual reality: bowel handling and cutting; augmented reality: object positioning and a pericardial window model). Motion metrics such as instrument path length, angle or drift, and economy of motion of each simulator were recorded. None of the motion metrics in a virtual reality simulator showed correlation with experience, or to the basic laparoscopic skills score. All metrics in augmented reality were significantly correlated with experience (time, instrument path, and economy of movement), except for the hand dominance metric. The basic laparoscopic skills score was correlated to all performance metrics in augmented reality. The augmented reality motion metrics differed between American College of Veterinary Surgeons diplomates and residents, whereas basic laparoscopic skills score and virtual reality metrics did not. Our results provide construct validity and concurrent validity for motion analysis metrics for an augmented reality system, whereas a virtual reality system was validated only for the time score. © Copyright 2016 by The American College of Veterinary Surgeons.

  11. Registration of partially overlapping surfaces for range image based augmented reality on mobile devices

    Science.gov (United States)

    Kilgus, T.; Franz, A. M.; Seitel, A.; Marz, K.; Bartha, L.; Fangerau, M.; Mersmann, S.; Groch, A.; Meinzer, H.-P.; Maier-Hein, L.

    2012-02-01

    Visualization of anatomical data for disease diagnosis, surgical planning, or orientation during interventional therapy is an integral part of modern health care. However, as anatomical information is typically shown on monitors provided by a radiological work station, the physician has to mentally transfer internal structures shown on the screen to the patient. To address this issue, we recently presented a new approach to on-patient visualization of 3D medical images, which combines the concept of augmented reality (AR) with an intuitive interaction scheme. Our method requires mounting a range imaging device, such as a Time-of-Flight (ToF) camera, to a portable display (e.g. a tablet PC). During the visualization process, the pose of the camera and thus the viewing direction of the user is continuously determined with a surface matching algorithm. By moving the device along the body of the patient, the physician is given the impression of looking directly into the human body. In this paper, we present and evaluate a new method for camera pose estimation based on an anisotropic trimmed variant of the well-known iterative closest point (ICP) algorithm. According to in-silico and in-vivo experiments performed with computed tomography (CT) and ToF data of human faces, knees and abdomens, our new method is better suited for surface registration with ToF data than the established trimmed variant of the ICP, reducing the target registration error (TRE) by more than 60%. The TRE obtained (approx. 4-5 mm) is promising for AR visualization, but clinical applications require maximization of robustness and run-time.

  12. Aspects of User Experience in Augmented Reality

    DEFF Research Database (Denmark)

    Madsen, Jacob Boesen

    in human factors related to Augmented Reality. This is investigated partly as how Augmented Reality applications are used in unsupervised settings, and partly in specific evaluations related to user performance in supervised settings. The thesis starts by introducing Augmented Reality to the reader......, followed by a presentation of the technical areas related to the field, and different human factor areas. As a contribution to the research area, this thesis presents five separate, but sequential, papers within the area of Augmented Reality.......In Augmented Reality applications, the real environment is annotated or enhanced with computer-generated graphics. This is a topic that has been researched in the recent decades, but for many people this is a brand new and never heard of topic. The main focus of this thesis is investigations...

  13. Introduction to heat transfer

    International Nuclear Information System (INIS)

    Weisman, J.

    1983-01-01

    Heat may be defined as that form of energy which spontaneously flows between two bodies, or two regions of a body, by virtue of a temperature difference. The second law of thermodynamics tells us that we cannot have heat flow from a low temperature to high temperature without doing work. Heat flows spontaneously from a high temperature to a low temperature region. Thermodynamics, which is concerned with equilibrium states, cannot tell us anything about the rate of heat flow in the presence of a finite temperature difference. It is to the discipline of heat transfer to which we must turn for this answer

  14. The Effect of Virtual Reality Training on Unilateral Spatial Neglect in Stroke Patients

    OpenAIRE

    Kim, Yong Mi; Chun, Min Ho; Yun, Gi Jeong; Song, Young Jin; Young, Han Eun

    2011-01-01

    Objective To investigate the effect of virtual reality training on unilateral spatial neglect in stroke patients. Method Twenty-four stroke patients (14 males and 10 females, mean age=64.7) who had unilateral spatial neglect as a result of right hemisphere stroke were recruited. All patients were randomly assigned to either the virtual reality (VR) group (n=12) or the control group (n=12). The VR group received VR training, which stimulated the left side of their bodies. The control group rec...

  15. The Benefits of Third-Person Perspective in Virtual and Augmented Reality?

    OpenAIRE

    Salamin, P.; Vexo, F.; Thalmann, D.

    2006-01-01

    Instead of the reality in which you can see your own limbs, in virtual reality simulations it is sometimes disturbing not to be able to see your own body. It seems to create an issue in the proprioperception of the user who does not completely feel integrated in the environment. This perspective should be beneficial for the users. We propose to give the possibility to the people to use the first and the third-person perspective like in video games (e.g. GTA). As the gamers prefer to use the t...

  16. Virtual reality in surgery and medicine.

    Science.gov (United States)

    Chinnock, C

    1994-01-01

    This report documents the state of development of enhanced and virtual reality-based systems in medicine. Virtual reality systems seek to simulate a surgical procedure in a computer-generated world in order to improve training. Enhanced reality systems seek to augment or enhance reality by providing improved imaging alternatives for specific patient data. Virtual reality represents a paradigm shift in the way we teach and evaluate the skills of medical personnel. Driving the development of virtual reality-based simulators is laparoscopic abdominal surgery, where there is a perceived need for better training techniques; within a year, systems will be fielded for second-year residency students. Further refinements over perhaps the next five years should allow surgeons to evaluate and practice new techniques in a simulator before using them on patients. Technical developments are rapidly improving the realism of these machines to an amazing degree, as well as bringing the price down to affordable levels. In the next five years, many new anatomical models, procedures, and skills are likely to become available on simulators. Enhanced reality systems are generally being developed to improve visualization of specific patient data. Three-dimensional (3-D) stereovision systems for endoscopic applications, head-mounted displays, and stereotactic image navigation systems are being fielded now, with neurosurgery and laparoscopic surgery being major driving influences. Over perhaps the next five years, enhanced and virtual reality systems are likely to merge. This will permit patient-specific images to be used on virtual reality simulators or computer-generated landscapes to be input into surgical visualization instruments. Percolating all around these activities are developments in robotics and telesurgery. An advanced information infrastructure eventually will permit remote physicians to share video, audio, medical records, and imaging data with local physicians in real time

  17. Newton's Principia: Myth and Reality

    Science.gov (United States)

    Smith, George

    2016-03-01

    Myths about Newton's Principia abound. Some of them, such as the myth that the whole book was initially developed using the calculus and then transformed into a geometric mathematics, stem from remarks he made during the priority controversy with Leibniz over the calculus. Some of the most persistent, and misleading, arose from failures to read the book with care. Among the latter are the myth that he devised his theory of gravity in order to explain the already established ``laws'' of Kepler, and that in doing so he took himself to be establishing that Keplerian motion is ``absolute,'' if not with respect to ``absolute space,'' then at least with respect to the fixed stars taken as what came later to be known as an inertial frame. The talk will replace these two myths with the reality of what Newton took himself to have established.

  18. Augmented reality in laser laboratories

    Science.gov (United States)

    Quercioli, Franco

    2018-05-01

    Laser safety glasses block visibility of the laser light. This is a big nuisance when a clear view of the beam path is required. A headset made up of a smartphone and a viewer can overcome this problem. The user looks at the image of the real world on the cellphone display, captured by its rear camera. An unimpeded and safe sight of the laser beam is then achieved. If the infrared blocking filter of the smartphone camera is removed, the spectral sensitivity of the CMOS image sensor extends in the near infrared region up to 1100 nm. This substantial improvement widens the usability of the device to many laser systems for industrial and medical applications, which are located in this spectral region. The paper describes this modification of a phone camera to extend its sensitivity beyond the visible and make a true augmented reality laser viewer.

  19. Virtual Reality in Pediatric Psychology.

    Science.gov (United States)

    Parsons, Thomas D; Riva, Giuseppe; Parsons, Sarah; Mantovani, Fabrizia; Newbutt, Nigel; Lin, Lin; Venturini, Eva; Hall, Trevor

    2017-11-01

    Virtual reality (VR) technologies allow for controlled simulations of affectively engaging background narratives. These virtual environments offer promise for enhancing emotionally relevant experiences and social interactions. Within this context, VR can allow instructors, therapists, neuropsychologists, and service providers to offer safe, repeatable, and diversifiable interventions that can benefit assessments and learning in both typically developing children and children with disabilities. Research has also pointed to VR's capacity to reduce children's experience of aversive stimuli and reduce anxiety levels. Although there are a number of purported advantages of VR technologies, challenges have emerged. One challenge for this field of study is the lack of consensus on how to do trials. A related issue is the need for establishing the psychometric properties of VR assessments and interventions. This review investigates the advantages and challenges inherent in the application of VR technologies to pediatric assessments and interventions. Copyright © 2017 by the American Academy of Pediatrics.

  20. Augmented reality for improved safety

    CERN Multimedia

    Stefania Pandolfi

    2016-01-01

    Sometimes, CERN experts have to operate in low visibility conditions or in the presence of possible hazards. Minimising the duration of the operation and reducing the risk of errors is therefore crucial to ensuring the safety of personnel. The EDUSAFE project integrates different technologies to create a wearable personnel safety system based on augmented reality.    The EDUSAFE integrated safety system uses a camera mounted on the helmet to monitor the working area.  In its everyday operation of machines and facilities, CERN adopts a whole set of measures and safety equipment to ensure the safety of its personnel, including personal wearable safety devices and access control systems. However, sometimes, scheduled and emergency maintenance work needs to be done in zones with potential cryogenic hazards, in the presence of radioactive equipment or simply in demanding conditions where visibility is low and moving around is difficult. The EDUSAFE Marie Curie Innovative&...

  1. Augmented Reality and Mobile Art

    Science.gov (United States)

    Gwilt, Ian

    The combined notions of augmented-reality (AR) and mobile art are based on the amalgamation of a number of enabling technologies including computer imaging, emergent display and tracking systems and the increased computing-power in hand-held devices such as Tablet PCs, smart phones, or personal digital assistants (PDAs) which have been utilized in the making of works of art. There is much published research on the technical aspects of AR and the ongoing work being undertaken in the development of faster more efficient AR systems [1] [2]. In this text I intend to concentrate on how AR and its associated typologies can be applied in the context of new media art practices, with particular reference to its application on hand-held or mobile devices.

  2. Virtual reality systems for rodents.

    Science.gov (United States)

    Thurley, Kay; Ayaz, Aslı

    2017-02-01

    Over the last decade virtual reality (VR) setups for rodents have been developed and utilized to investigate the neural foundations of behavior. Such VR systems became very popular since they allow the use of state-of-the-art techniques to measure neural activity in behaving rodents that cannot be easily used with classical behavior setups. Here, we provide an overview of rodent VR technologies and review recent results from related research. We discuss commonalities and differences as well as merits and issues of different approaches. A special focus is given to experimental (behavioral) paradigms in use. Finally we comment on possible use cases that may further exploit the potential of VR in rodent research and hence inspire future studies.

  3. Nuclear energy: debates and realities

    International Nuclear Information System (INIS)

    Barre, B.

    2011-01-01

    After 20 years of slow growth, the civil nuclear industry had started to strongly develop as a response to increasing oil scarcity and to the climate change threat. The Fukushima Daiichi accident has invited us to look at this energy source in a new light. In this new context, this book lifts the curtain on all scientifical, ecological or geopolitical aspects of a sector which make people fantasize about but which remains in reality poorly known. Without hiding the hot topics, like the problems of waste management and of nuclear accidents, the author makes the demonstration that the salvation of the Earth and of its climate involves with no doubt to resort to nuclear energy. (J.S.)

  4. ATLASrift - a Virtual Reality application

    CERN Document Server

    Vukotic, Ilija; The ATLAS collaboration

    2016-01-01

    We present ATLASrift - a Virtual Reality application that provides an interactive, immersive visit to ATLAS experiment. We envision it being used in two different ways: first as an educational and outreach tool - for schools, universities, museums and interested individuals, and secondly as an event viewer for ATLAS physicists – for them it will provide a much better spatial awareness of an event, track and jet directions, occupancies and interactions with detector structures. Using it, one can learn about the experiment as a whole, visit individual sub-detectors, view real interactions, or take a scripted walkthrough explaining questions physicists are trying to answer. We briefly describe our platform of choice – OculusRift VR system, the development environment – UnrealEngine, and, in detail, the numerous technically demanding requirements that had to be fulfilled in order to provide a comfortable user experience. Plans for future versions include making the experience social by adding multi-user/vir...

  5. ATLASrift - a Virtual Reality application

    CERN Document Server

    INSPIRE-00225336; Moyse, Edward; Bianchi, Riccardo Maria

    2015-01-01

    We present ATLASrift - a Virtual Reality application that provides an interactive, immersive visit to ATLAS experiment. We envision it being used in two different ways: first as an educational and outreach tool - for schools, universities, museums and interested individuals, and secondly as an event viewer for ATLAS physicists - for them it will provide a much better spatial awareness of an event, track and jet directions, occupancies and interactions with detector structures. Using it, one can learn about the experiment as a whole, visit individual sub-detectors, view real interactions, or take a scripted walkthrough explaining questions physicists are trying to answer. We briefly describe our platform of choice - OculusRift VR system, the development environment - UnrealEngine, and, in detail, the numerous technically demanding requirements that had to be fulfilled in order to provide a comfortable user experience. Plans for future versions include making the experience social by adding multi-user/virtual p...

  6. Nursing and the reality of politics.

    Science.gov (United States)

    Betts, Clinton E

    2009-09-01

    Notwithstanding the remarkable achievements made by medical science over the last half of the twentieth century, there is a palpable sense that a strictly medical view of human health, that is one founded on modernist assumptions, has become problematic, if not counterproductive. In this study, I argue that as nursing continues to eagerly welcome and indeed champion medical epistemology in the form of knowledge transfer, evidence-based practice, research utilization, outcomes-based practice, quantifiable efficiency and effectiveness, it risks becoming little more than a medical science addendum and indeed one that inherits the problems now facing contemporary medicine. The purpose of this study then is to attempt to resituate nursing as a discipline at work within an ontopolitical matrix of radical democratic pluralism. I begin by tracing a philosophical line from Kuhn's paradigms to Bloor's strong programme of Sociology of Scientific Knowledge. Following this, I attempt to explicate the thought of Bruno Latour as a philosophical alternative to Sociology of Scientific Knowledge. Next, I outline the radical pluralism of William Connolly in an effort to demonstrate its similarity to Latour's philosophy and finally how such a position is germane to contemporary nursing and the reality of politics. I do this with reference to the controversial issue of illicit drug use and harm reduction. In effect, I argue that such an issue cannot be dealt with using scientific evidence alone, but rather requires a philosophy of advocacy, what I term democratic advocacy, that is capable of responding to the politics of suffering, which is to say suffering that results from identity/difference.

  7. Between Bodies and Data

    DEFF Research Database (Denmark)

    Keylin, Vadim

    the corporeality of both listening and sound-making activity. At the other end, lie artworks that sonify digitally collected social data – like e.g. #tweetscapes by Anselm Venezian Nehls and Tarik Barri, which translated the activities of German Twitter segment into audiovisual experience. #tweetscapes takes...... the range of affordances – or even “ïnterfaces” – for participation that a sound art works may have. At the one end of this spectrum lie the classic sound sculptures of e.g. Baschet brothers – musical instruments meant for the audience to play. These invite a visceral engagement, emphasizing...... the bodies out of the equation, working instead with the disembodied – and in a way depersonalized – streams of data, nevertheless generated by the participants. Finally, a middle ground can be found in the augmented reality approaches – like those of Kaffe Matthews Sonic Bike rides or Benoit Maubrey...

  8. "Transfer Shock" or "Transfer Ecstasy?"

    Science.gov (United States)

    Nickens, John M.

    The alleged characteristic drop in grade point average (GPA) of transfer students and the subsequent rise in GPA was investigated in this study. No statistically significant difference was found in first term junior year GPA between junior college transfers and native Florida State University students after the variance accounted for by the…

  9. Few-body problems

    CERN Document Server

    Hadjimichael, E

    1986-01-01

    This volume consists of two review articles. E Hadjimichael's contribution, 'The Nuclear Three-Body Systems', concentrates on recent experimental and theoretical progress achieved in the field. Together with a pedagogical survey of the theoretical framework extensive discussion on the 3N system in the continuum and reactions of electromagnetic probes with 3N systems are provided. 'Four-Nucleon Transfer Reactions' by W Oelert reviews many aspects of a-particle transfer studies. A careful and balanced presentation of both theory and experiment is given. Reasonable agreement between the two is ob

  10. Mobile markerless augmented reality and its application in forensic medicine.

    Science.gov (United States)

    Kilgus, Thomas; Heim, Eric; Haase, Sven; Prüfer, Sabine; Müller, Michael; Seitel, Alexander; Fangerau, Markus; Wiebe, Tamara; Iszatt, Justin; Schlemmer, Heinz-Peter; Hornegger, Joachim; Yen, Kathrin; Maier-Hein, Lena

    2015-05-01

    During autopsy, forensic pathologists today mostly rely on visible indication, tactile perception and experience to determine the cause of death. Although computed tomography (CT) data is often available for the bodies under examination, these data are rarely used due to the lack of radiological workstations in the pathological suite. The data may prevent the forensic pathologist from damaging evidence by allowing him to associate, for example, external wounds to internal injuries. To facilitate this, we propose a new multimodal approach for intuitive visualization of forensic data and evaluate its feasibility. A range camera is mounted on a tablet computer and positioned in a way such that the camera simultaneously captures depth and color information of the body. A server estimates the camera pose based on surface registration of CT and depth data to allow for augmented reality visualization of the internal anatomy directly on the tablet. Additionally, projection of color information onto the CT surface is implemented. We validated the system in a postmortem pilot study using fiducials attached to the skin for quantification of a mean target registration error of [Formula: see text] mm. The system is mobile, markerless, intuitive and real-time capable with sufficient accuracy. It can support the forensic pathologist during autopsy with augmented reality and textured surfaces. Furthermore, the system enables multimodal documentation for presentation in court. Despite its preliminary prototype status, it has high potential due to its low price and simplicity.

  11. Lean on Wii: physical rehabilitation with virtual reality Wii peripherals.

    Science.gov (United States)

    Anderson, Fraser; Annett, Michelle; Bischof, Walter F

    2010-01-01

    In recent years, a growing number of occupational therapists have integrated video game technologies, such as the Nintendo Wii, into rehabilitation programs. 'Wiihabilitation', or the use of the Wii in rehabilitation, has been successful in increasing patients' motivation and encouraging full body movement. The non-rehabilitative focus of Wii applications, however, presents a number of problems: games are too difficult for patients, they mainly target upper-body gross motor functions, and they lack support for task customization, grading, and quantitative measurements. To overcome these problems, we have designed a low-cost, virtual-reality based system. Our system, Virtual Wiihab, records performance and behavioral measurements, allows for activity customization, and uses auditory, visual, and haptic elements to provide extrinsic feedback and motivation to patients.

  12. Integral Biomathics Tracing the Road to Reality

    CERN Document Server

    Smith, Leslie; Ehresmann, Andrée

    2012-01-01

    Perhaps the most distinct question in science throughout the ages has been the one of perceivable reality, treated both in physics and philosophy. Reality is acting upon us, and we, and life in general, are acting upon reality. Potentiality, found both in quantum reality and in the activity of life, plays a key role.  In quantum reality observation turns potentiality into reality. Again, life computes possibilities in various ways based on past actions, and acts on the basis of these computations.   This book is about a new approach to biology (and physics, of course!). Its subtitle suggests a perpetual movement and interplay between two elusive aspects of modern science — reality/matter and potentiality/mind, between physics and biology — both captured and triggered by mathematics — to understand and explain emergence, development and life all the way up to consciousness.   But what is the real/potential difference between living and non-living matter? How does time in potentiality differ from time...

  13. Augmented Reality: Daily Prayers for Preschooler Student

    OpenAIRE

    Hendra Pradibta

    2018-01-01

    Education is one of the aspects that many synthesized with technology. Yet, this is contrary to the fact that where most of the learning materials are still based on text. This research aims to develop an alternative learning media by implementing Augmented Reality Technology for Preschooler students. Augmented Reality (AR) is an application that can combine the virtual object as text, pictures and animation into the real world. Development of Augmented Reality application uses Web Aurasma Ba...

  14. Determination of student opinions in augmented reality

    Directory of Open Access Journals (Sweden)

    Huseyin Bicen

    2016-11-01

    Full Text Available The rapid development of the new technology has changed classroom teaching methods and tools in a positive way. This study investigated the classroom learning with augmented reality and the impact of student opinions. 97 volunteer undergraduate students took part in this study. Results included data in the form of frequencies, percentages and descriptive statistics. The results show that, with gamification methods, augmented reality content affected students’ opinions in a positive way. When QR codes are used in the classroom, students feel independent from classroom materials and can access various resources. Moreover, students think that, when augmented reality in the classroom is used, education is more enjoyable.

  15. Augmented Reality for Maintenance and Repair (ARMAR)

    Science.gov (United States)

    2007-08-01

    implementations by leveraging more robust vision algorithms or by using fiducials. 57 Fi gu re 2 3. A ug m en te d co nt ro ls st at e di ag ra m 58...34 Proceedings of the IEEE Conference on Virtual Reality (VR 󈧇), Washington, DC, 2003, p. 199. [18] W. Friedrich , "ARVIKA-Augmented Reality for...and ACM International Symposium on Mixed and Augmented Reality (ISMAR 󈧊), Santa Barbara , CA, 2006, pp. 105-108. [33] S. G. Rao, S. J. Schmugge

  16. Virtual reality representations in contemporary media

    CERN Document Server

    Chan, Melanie

    2014-01-01

    The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality

  17. Virtual reality excursions with programs in C

    CERN Document Server

    Watkins, Christopher D

    1994-01-01

    Virtual Reality Excursions with Programs in C provides the history, theory, principles and an account of the milestones in the development of virtual reality technology.The book is organized into five chapters. The first chapter explores the applications in the vast field of virtual reality. The second chapter presents a brief history of the field and its founders. Chapter 3 discusses human perception and how it works. Some interesting notes and much of the hot debate in the field are covered in Chapter 4. The fifth chapter describes many of the complexities involved in implementing virtual en

  18. Station Transfers

    Data.gov (United States)

    Department of Homeland Security — ixed rail transit external system transfers for systems within the Continental United States, Alaska, Hawaii, the District of Columbia, and Puerto Rico. The modes of...

  19. Technology transfer

    International Nuclear Information System (INIS)

    1998-01-01

    On the base of technological opportunities and of the environmental target of the various sectors of energy system this paper intend to conjugate the opportunity/objective with economic and social development through technology transfer and information dissemination [it

  20. Embodying compassion: a virtual reality paradigm for overcoming excessive self-criticism.

    Directory of Open Access Journals (Sweden)

    Caroline J Falconer

    Full Text Available Virtual reality has been successfully used to study and treat psychological disorders such as phobias and posttraumatic stress disorder but has rarely been applied to clinically-relevant emotions other than fear and anxiety. Self-criticism is a ubiquitous feature of psychopathology and can be treated by increasing levels of self-compassion. We exploited the known effects of identification with a virtual body to arrange for healthy female volunteers high in self-criticism to experience self-compassion from an embodied first-person perspective within immersive virtual reality. Whereas observation and practice of compassionate responses reduced self-criticism, the additional experience of embodiment also increased self-compassion and feelings of being safe. The results suggest potential new uses for immersive virtual reality in a range of clinical conditions.

  1. Embodying compassion: a virtual reality paradigm for overcoming excessive self-criticism.

    Science.gov (United States)

    Falconer, Caroline J; Slater, Mel; Rovira, Aitor; King, John A; Gilbert, Paul; Antley, Angus; Brewin, Chris R

    2014-01-01

    Virtual reality has been successfully used to study and treat psychological disorders such as phobias and posttraumatic stress disorder but has rarely been applied to clinically-relevant emotions other than fear and anxiety. Self-criticism is a ubiquitous feature of psychopathology and can be treated by increasing levels of self-compassion. We exploited the known effects of identification with a virtual body to arrange for healthy female volunteers high in self-criticism to experience self-compassion from an embodied first-person perspective within immersive virtual reality. Whereas observation and practice of compassionate responses reduced self-criticism, the additional experience of embodiment also increased self-compassion and feelings of being safe. The results suggest potential new uses for immersive virtual reality in a range of clinical conditions.

  2. The Application of Augmented Reality Technology in Food Professional Education

    OpenAIRE

    Wei Shan

    2015-01-01

    This study presents the application of augmented reality technology in food professional education, combining with the current situation of applying virtual reality education, analyzes the problems existing in the virtual reality application in food professional education, puts forward some suggestions and finally prospects the developing trend of the technology of virtual reality now.

  3. The body fades away: investigating the effects of transparency of an embodied virtual body on pain threshold and body ownership

    Science.gov (United States)

    Martini, Matteo; Kilteni, Konstantina; Maselli, Antonella; Sanchez-Vives, Maria V.

    2015-01-01

    The feeling of “ownership” over an external dummy/virtual body (or body part) has been proven to have both physiological and behavioural consequences. For instance, the vision of an “embodied” dummy or virtual body can modulate pain perception. However, the impact of partial or total invisibility of the body on physiology and behaviour has been hardly explored since it presents obvious difficulties in the real world. In this study we explored how body transparency affects both body ownership and pain threshold. By means of virtual reality, we presented healthy participants with a virtual co-located body with four different levels of transparency, while participants were tested for pain threshold by increasing ramps of heat stimulation. We found that the strength of the body ownership illusion decreases when the body gets more transparent. Nevertheless, in the conditions where the body was semi-transparent, higher levels of ownership over a see-through body resulted in an increased pain sensitivity. Virtual body ownership can be used for the development of pain management interventions. However, we demonstrate that providing invisibility of the body does not increase pain threshold. Therefore, body transparency is not a good strategy to decrease pain in clinical contexts, yet this remains to be tested. PMID:26415748

  4. Designing a proficiency-based, content validated virtual reality curriculum for laparoscopic colorectal surgery: A Delphi approach

    NARCIS (Netherlands)

    Palter, Vanessa N.; Graafland, Maurits; Schijven, Marlies P.; Grantcharov, Teodor P.

    2012-01-01

    Background. Although task training on virtual reality (VR) simulators has been shown to transfer to the operating room, to date no VR curricula have been described for advanced laparoscopic procedures. The purpose of this study was to develop a proficiency-based VR technical skills curriculum for

  5. The interactive alphabet with augmented reality as a form of involving children in educational process

    Directory of Open Access Journals (Sweden)

    Vladimir D. Sekerin

    2017-01-01

    reality technologies in educational processes gives a range of unlimited opportunities, to which belong, e.g. participation in historical events; observation of the most unusual physical phenomena; carrying out manipulations with various objects of the physical world; performing chemical experiments; analysis of large volumes of data. Conclusion. Application of the augmented reality technology promotes higher efficiency of educational processes. Use of the virtual reality allows not only telling and showing the world history to pupils, but also illustrating the world of the past from the perspectives of specific historical characters. Pupils can be sent to travel in a human body as in microcapsules and to choose the right course for expeditions by Magellan’s ship. Use of the virtual reality allows changing scenarios, influencing various experiments or solving mathematical problems in forms of understandable games. 

  6. Body Lice

    Science.gov (United States)

    What are body lice? Body lice (also called clothes lice) are tiny insects which live and lay nits (lice eggs) on clothing. They are parasites, ... usually only move to the skin to feed. Body lice are one of the three types of ...

  7. Brain control and information transfer.

    Science.gov (United States)

    Tehovnik, Edward J; Chen, Lewis L

    2015-12-01

    In this review, we examine the importance of having a body as essential for the brain to transfer information about the outside world to generate appropriate motor responses. We discuss the context-dependent conditioning of the motor control neural circuits and its dependence on the completion of feedback loops, which is in close agreement with the insights of Hebb and colleagues, who have stressed that for learning to occur the body must be intact and able to interact with the outside world. Finally, we apply information theory to data from published studies to evaluate the robustness of the neuronal signals obtained by bypassing the body (as used for brain-machine interfaces) versus via the body to move in the world. We show that recording from a group of neurons that bypasses the body exhibits a vastly degraded level of transfer of information as compared to that of an entire brain using the body to engage in the normal execution of behaviour. We conclude that body sensations provide more than just feedback for movements; they sustain the necessary transfer of information as animals explore their environment, thereby creating associations through learning. This work has implications for the development of brain-machine interfaces used to move external devices.

  8. The Virtual Dollhouse: Body Image and Weight Stigma in Second Life

    Science.gov (United States)

    Linares, R.; Bailenson, J.; Bailey, J.; Stevenson Won, A.

    2012-12-01

    Second Life is a virtual world where fantasy and reality collide as users can customize their digital representation or avatar. The act of wanting to ignore or avoid the real world's physical limitations can be called "avatar escapism" (Ducheneaut, Wen, Yee, Wadley, 2009). In the media the increasingly thin standard of beauty (Berel, Irving, 1998) has augmented negative stereotypes of overweight people to the point of making it acceptable for people to ridicule others' bodies image (Wang, Brownell, Wadden, 2004). In the real world, these concepts hurt people who are unable or unwilling to achieve an "acceptable" body size often leading them to be ridiculed. In the virtual world, a person may portray their desired body potentially escaping judgment from others. Can this more liberated form of bodily expression lead people to expect and need that perfection to a point where they abandon the real world in order to live in that perfection? With this knowledge we looked at the implications of the real world idolization of the perfect body and how this is transferred into the virtual space. In addition, we investigated how the reactions and behaviors that people have when others rebel against the "Barbie doll" appearance (Ducheneaut, Wen, Yee, Wadley, 2009) affect us in the real world.

  9. Augmented Reality Telepresence for Robotic Exploration

    Data.gov (United States)

    National Aeronautics and Space Administration — State of the art virtual reality requires low latency, on the order of single-digit milliseconds to present a scene to an operator using immersive tracking devices....

  10. Applied Augmented Reality for High Precision Maintenance

    Science.gov (United States)

    Dever, Clark

    Augmented Reality had a major consumer breakthrough this year with Pokemon Go. The underlying technologies that made that app a success with gamers can be applied to improve the efficiency and efficacy of workers. This session will explore some of the use cases for augmented reality in an industrial environment. In doing so, the environmental impacts and human factors that must be considered will be explored. Additionally, the sensors, algorithms, and visualization techniques used to realize augmented reality will be discussed. The benefits of augmented reality solutions in industrial environments include automated data recording, improved quality assurance, reduction in training costs and improved mean-time-to-resolution. As technology continues to follow Moore's law, more applications will become feasible as performance-per-dollar increases across all system components.

  11. Augmented Reality Simulations on Handheld Computers

    Science.gov (United States)

    Squire, Kurt; Klopfer, Eric

    2007-01-01

    Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in…

  12. Affordances in Mobile Augmented Reality Applications

    Directory of Open Access Journals (Sweden)

    Tor Gjøsæter

    2014-10-01

    Full Text Available This paper explores the affordances of augmented reality content in a mobile augmented reality application. A user study was conducted by performing a multi-camera video recording of seven think aloud sessions. The think aloud sessions consisted of individual users performing tasks, exploring and experiencing a mobile augmented reality (MAR application we developed for the iOS platform named ARad. We discuss the instrumental affordances we observed when users interacted with augmented reality content, as well as more complex affordances rising from conventions from media content, AR and the traditional WIMP paradigm. We find that remediation of traditional newspaper content through the MAR medium can provide engaging, pleasing and exciting user experiences. However, the some of the content still suffers from being shoveled onto the MAR platform without adapting it properly. Finally, we discuss what content was most successfully mediated to the user and how the content impacts the user experience.

  13. Virtual Reality in Education: Defining Researchable Issues.

    Science.gov (United States)

    Hedburg, John; Alexander, Shirley

    1994-01-01

    Discusses situated learning and virtual reality, focusing on the pedagogical aspects of the technology and its importance in achieving a learning environment which challenges and supports effective learning. (AEF)

  14. ARLearn: augmented reality meets augmented virtuality

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland; Kalz, Marco; Van Ulzen, Patricia; Specht, Marcus

    2012-01-01

    Ternier, S., Klemke, R., Kalz, M., Van Ulzen, P., & Specht, M. (2012). ARLearn: augmented reality meets augmented virtuality [Special issue]. Journal of Universal Computer Science - Technology for learning across physical and virtual spaces, 18(15), 2143-2164.

  15. A virtual tour of virtual reality

    Science.gov (United States)

    Harris, Margaret

    2018-03-01

    Virtual-reality glasses might still be on the starting blocks, but plenty of companies are working on the technology. Margaret Harris tries on some examples at the Photonics West show in San Francisco

  16. Virtual Reality: Is It Real Or Not?

    Directory of Open Access Journals (Sweden)

    S. Serap Kurbanoğlu

    1996-01-01

    Full Text Available In this paper virtual reality technology and how libraries might be affected by this technology are examined. Virtual reality sets out to address a problem. The problem is that of user-friendliness of computer systems. Needless to say, the current generation of computers still involves a barrier between human and machine. This is keyboard or mouse on the human side, and the screen on the computer side. If computers are really going to become a part of everyone’s normal day to day experiences, they, must allow users to visualise information in a way familiar to them, not the way the computers forces them to. Virtual reality provides such a way. With the increasing amounts of information available in electronic form, it is clear that virtual reality technology will have a profound impact on libraries.

  17. Sharing tacit knowledge to understand reality

    NARCIS (Netherlands)

    Klostermann, J.E.M.

    2003-01-01

    The author gives her answer to the question of knowledge production in science and society, according to a theoretical framework (The social construction of reality: a treatise in the sociology of knowledge; Berger, Luckmann, 1966)

  18. Fiber Optic Augmented Reality System (FOARS)

    Data.gov (United States)

    National Aeronautics and Space Administration — Innovation: Fiber Optics Augmented Reality System. This system in form of a mobile app interacts real time with the actual FOSS(Fiber Optics Sensing System) data and...

  19. Commercialization of JPL Virtual Reality calibration and redundant manipulator control technologies

    Science.gov (United States)

    Kim, Won S.; Seraji, Homayoun; Fiorini, Paolo; Brown, Robert; Christensen, Brian; Beale, Chris; Karlen, James; Eismann, Paul

    1994-01-01

    Within NASA's recent thrust for industrial collaboration, JPL (Jet Propulsion Laboratory) has recently established two technology cooperation agreements in the robotics area: one on virtual reality (VR) calibration with Deneb Robotics, Inc., and the other on redundant manipulator control with Robotics Research Corporation (RRC). These technology transfer cooperation tasks will enable both Deneb and RRC to commercialize enhanced versions of their products that will greatly benefit both space and terrestrial telerobotic applications.

  20. Immersive realities: articulating the shift from VR to mobile AR through artistic practice

    Science.gov (United States)

    Margolis, Todd; Cornish, Tracy; Berry, Rodney; DeFanti, Thomas A.

    2012-03-01

    Our contemporary imaginings of technological engagement with digital environments has transitioned from flying through Virtual Reality to mobile interactions with the physical world through personal media devices. Experiences technologically mediated through social interactivity within physical environments are now being preferenced over isolated environments such as CAVEs or HMDs. Examples of this trend can be seen in early tele-collaborative artworks which strove to use advanced networking to join multiple participants in shared virtual environments. Recent developments in mobile AR allow untethered access to such shared realities in places far removed from labs and home entertainment environments, and without the bulky and expensive technologies attached to our bodies that accompany most VR. This paper addresses the emerging trend favoring socially immersive artworks via mobile Augmented Reality rather than sensorially immersive Virtual Reality installations. With particular focus on AR as a mobile, locative technology, we will discuss how concepts of immersion and interactivity are evolving with this new medium. Immersion in context of mobile AR can be redefined to describe socially interactive experiences. Having distinctly different sensory, spatial and situational properties, mobile AR offers a new form for remixing elements from traditional virtual reality with physically based social experiences. This type of immersion offers a wide array of potential for mobile AR art forms. We are beginning to see examples of how artists can use mobile AR to create social immersive and interactive experiences.

  1. Sexualizing reality television: associations with trait and state self-objectification.

    Science.gov (United States)

    Vandenbosch, Laura; Muise, Amy; Eggermont, Steven; Impett, Emily A

    2015-03-01

    Two studies combining cross-sectional and daily experience methods tested whether watching sexualizing reality television is associated with self-objectification in women. In Study 1, an online survey of 495 undergraduate women, we demonstrated that watching sexualizing reality television was associated with higher levels of trait self-objectification. In Study 2, an online daily experience study of 94 undergraduate women, we extended the results from Study 1 by focusing on state self-objectification and showed that changes in daily exposure to sexualizing reality television correspond to fluctuations in the importance participants attached to appearance, but were unrelated to the importance attached to body-competence. The results of these two studies with multiple methods provide support for the influence of exposure to sexualizing reality television to the development of an objectified self-concept but also underline differences in how exposure to sexualizing reality television relates to trait and state self-objectification. Copyright © 2015 Elsevier Ltd. All rights reserved.

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

    Science.gov (United States)

    Pantelidis, Veronica S.

    2009-01-01

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

  3. Perception, experience and body identity.

    Science.gov (United States)

    López-Ibor, Juan J; Ortiz, Tomás; López-Ibor, María I

    2011-12-01

    Physician has to know the patient in the disease and not only the disease in the patient, from the dual perspective of the body as object and the body as subject. This also affects the patient who has to cope with the reality of having a body that bursts into the subject's consciousness as a vital threat, as source of discomfort and inability and being a body (Marcel). The human body in its dual aspect has been and is a great unknown, if not a great outrage in spite of the fact that we are our body and our body is each of us. We sometimes do not feel as we are and thus a confrontation arises, sometimes more normal, others more morbid. This forces the physician to face complex ethics considerations and the scientist to accept a personal identity disorder. Dualism considers that there are two substances in us, one that distinguishes us from other beings and from the rest of the individuals of the human species, the soul, the psychic life, mind or consciousness, and another more insubstancial one, the body. The aim of the first substance is to dominate the body, to survive it after death when it is, already a corpse is meant to become putrefied, is buried, incinerated or thrown to the depth of the sea. This dualism aims to explain the origin of the evil and the attitude to defeat it and it does so efficiently. This anthropology has very ancient roots (the Upvanishads, in the orphic texts, in Plato), it is the core of Gnostic thought and the foundation of the modern science since Descartes. Some monist perspectives are a masked dualism or a mereologic fallacy, according to which, the brain is conscious, when that what is conscious is the subject, although the subject, with the brain could not be conscious. Therefore, a new perspective is proposed, chiasmatic or janicular monism, that considers the adaptive value of focusing on the reality from two perspectives, as physical universe and the world of interpersonal relationships. In the agnosias and in the phantom limb

  4. HoloR: Interactive Mixed-Reality Rooms

    OpenAIRE

    Schwede, Carsten; Hermann, Thomas

    2015-01-01

    Existing virtual reality technologies only cover certain areas of the mixed-reality spectrum: Augmented reality goggles are unable to provide immersion while head-mounted displays make it difficult to interact with the real world. In this paper we introduce HoloR - short for Holographic Room: A stereoscopic, multi-person, multi-viewer, spatial projected augmented reality system, which enables applications to fade between different parts of the mixed-reality spectrum. By using web-technologies...

  5. Telepresence and remote communication through virtual reality

    OpenAIRE

    Rydenfors, Gabriella

    2017-01-01

    This Master Thesis concerns a telepresence implementation which utilizes state-of-the-art virtual reality combined with live 360 degree video. Navigation interfaces for telepresence with virtual reality headsets were developed and evaluated through a user study. An evaluation of telepresence as a communication media was performed, comparing it to video communication. The result showed that telepresence was a better communication media than video communication.

  6. Meta-Reality, hype or major innovation

    OpenAIRE

    Bäckström, Daniel

    2017-01-01

    Instruments for 3D computing have been market tested and manufactured at scale only recently. This thesis will cover the Augmented Reality market and explain how the tech- nology work and looks like. The motive is to with these instruments design and develop a fashionable set of meta- reality glasses that pairs with a mobile phone (computational device). This device will use tracking sensors to receive gesture commands from the user to the computer, which leaves the user...

  7. Virtual Reality: immersed in the structural world

    OpenAIRE

    McCabe, Aimee; McPolin, Daniel

    2015-01-01

    Virtual reality is a rapidly emerging technology, driven by the computer gaming industry. The maturity of the concept, combined with modern hardware, is delivering an experience which offers a useful commercial tool for industry and educators. This article discusses the uses of virtual reality within structural engineering and provides an understanding of how it can be incorporated easily and efficiently for design purposes and beyond.

  8. Virtual Reality in the Medical Field

    OpenAIRE

    Motomatsu, Haruka

    2014-01-01

    The objective is to analyze the use of the emerging 3D computer technology of VirtualReality in the use of relieving pain in physically impaired conditions such as burn victims,amputees, and phantom limb patients, during therapy and medical procedures. Virtualtechnology generates a three dimensional visual virtual world in which enables interaction.Comparison will be made between the emerging technology of the Virtual Reality and methodsusually used, which are the use of medicine. Medicine ha...

  9. Extending Science lessons with Virtual Reality

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina; Tilling, Steve; Needham, Richard

    2016-01-01

    The Open University, Field Studies Council and Association for Science Education are conducting research into the use of Google Expeditions and other virtual reality tools to a) augment and extend field work experiences; and b) as an additional tool in the classrooms along with resources such as videos, photographs. \\ud \\ud The following aspects were discussed in this workshop:\\ud \\ud Does the virtual reality technology improve student engagement, and what are the implications for teachers?\\u...

  10. A Reality Check on a Cyber Force

    Science.gov (United States)

    2016-07-01

    bombing required technological advancements and weapon systems to progress from thought and debate to reality . Long-range bombers, advanced bomb...any single capability or function. More likely, it will be how this new form of engagement mixes with other battlefield technologies and tactics to... reality , the same grim calculus will likely hold true.”27 This calculus reflects political will more than technological advancement, although each

  11. Virtual Reality and Simulation in Neurosurgical Training.

    Science.gov (United States)

    Bernardo, Antonio

    2017-10-01

    Recent biotechnological advances, including three-dimensional microscopy and endoscopy, virtual reality, surgical simulation, surgical robotics, and advanced neuroimaging, have continued to mold the surgeon-computer relationship. For developing neurosurgeons, such tools can reduce the learning curve, improve conceptual understanding of complex anatomy, and enhance visuospatial skills. We explore the current and future roles and application of virtual reality and simulation in neurosurgical training. Copyright © 2017 Elsevier Inc. All rights reserved.

  12. Development of Virtual Reality Cycling Simulator

    OpenAIRE

    Schramka, Filip; Arisona, Stefan; Joos, Michael; Erath, Alexander

    2017-01-01

    This paper presents a cycling simulator implemented using consumer virtual reality hardware and additional off-the-shelf sensors. Challenges like real time motion tracking within the performance requirements of state of the art virtual reality are successfully mastered. Retrieved data from digital motion processors is sent over Bluetooth to a render machine running Unity3D. By processing this data a bicycle is mapped into virtual space. Physically correct behaviour is simulated and high quali...

  13. Integrating Hypermedia Techniques with Augmented Reality Environments

    OpenAIRE

    Sinclair, Patrick

    2004-01-01

    Augmented Reality systems, which overlay virtual information over the real world, can benefit greatly from the techniques established by the Open Hypermedia research field. Storing information and links separately from a document can be advantageous for augmented reality applications and can enable the adaption of content to suit users’ preferences. This thesis explores how Open Hypermedia systems might be used as the information systems behind AR environments. This provides benefits to augme...

  14. Body Image and Eating Disorders

    Directory of Open Access Journals (Sweden)

    Janete Maximiano

    2014-10-01

    Full Text Available Eating disorders should be understood in a multidimensional perspective, emphasizing a biopsicossocial context. In these pathologies it`s the body, in the first instance, that reveals the disease, being in this way the target of the conflict, revealing a disturbed body experience and as a consequence a weak conception of their personal body image. The body image is conceptualised as a subjective image that the individuals form in their own mind, about their body, in relation with differ- ent contexts of life. The intent of the studies is to comprehend the level of body image disturbance, which have concluded that in the majority of the cases, significant changes on perceptive capacity of the patients do not exist. In this way it`s important to study in a more effective and qualitative way the affective and personal factors. The authors pretend with this bibliographic revision, make a research of body image assessment to the Eating Disorders (Anorexia Nervosa and Bulimia Nervosa, and to reflect which are the best ones to adapt for Portuguese reality.

  15. Interactive Molecular Graphics for Augmented Reality Using HoloLens.

    Science.gov (United States)

    Müller, Christoph; Krone, Michael; Huber, Markus; Biener, Verena; Herr, Dominik; Koch, Steffen; Reina, Guido; Weiskopf, Daniel; Ertl, Thomas

    2018-06-13

    Immersive technologies like stereo rendering, virtual reality, or augmented reality (AR) are often used in the field of molecular visualisation. Modern, comparably lightweight and affordable AR headsets like Microsoft's HoloLens open up new possibilities for immersive analytics in molecular visualisation. A crucial factor for a comprehensive analysis of molecular data in AR is the rendering speed. HoloLens, however, has limited hardware capabilities due to requirements like battery life, fanless cooling and weight. Consequently, insights from best practises for powerful desktop hardware may not be transferable. Therefore, we evaluate the capabilities of the HoloLens hardware for modern, GPU-enabled, high-quality rendering methods for the space-filling model commonly used in molecular visualisation. We also assess the scalability for large molecular data sets. Based on the results, we discuss ideas and possibilities for immersive molecular analytics. Besides more obvious benefits like the stereoscopic rendering offered by the device, this specifically includes natural user interfaces that use physical navigation instead of the traditional virtual one. Furthermore, we consider different scenarios for such an immersive system, ranging from educational use to collaborative scenarios.

  16. FlyAR: augmented reality supported micro aerial vehicle navigation.

    Science.gov (United States)

    Zollmann, Stefanie; Hoppe, Christof; Langlotz, Tobias; Reitmayr, Gerhard

    2014-04-01

    Micro aerial vehicles equipped with high-resolution cameras can be used to create aerial reconstructions of an area of interest. In that context automatic flight path planning and autonomous flying is often applied but so far cannot fully replace the human in the loop, supervising the flight on-site to assure that there are no collisions with obstacles. Unfortunately, this workflow yields several issues, such as the need to mentally transfer the aerial vehicle’s position between 2D map positions and the physical environment, and the complicated depth perception of objects flying in the distance. Augmented Reality can address these issues by bringing the flight planning process on-site and visualizing the spatial relationship between the planned or current positions of the vehicle and the physical environment. In this paper, we present Augmented Reality supported navigation and flight planning of micro aerial vehicles by augmenting the user’s view with relevant information for flight planning and live feedback for flight supervision. Furthermore, we introduce additional depth hints supporting the user in understanding the spatial relationship of virtual waypoints in the physical world and investigate the effect of these visualization techniques on the spatial understanding.

  17. Fast mental states decoding in mixed reality.

    Directory of Open Access Journals (Sweden)

    Daniele eDe Massari

    2014-11-01

    Full Text Available The combination of Brain-Computer Interface technology, allowing online monitoring and decoding of brain activity, with virtual and mixed reality systems may help to shape and guide implicit and explicit learning using ecological scenarios. Real-time information of ongoing brain states acquired through BCI might be exploited for controlling data presentation in virtual environments. In this context, assessing to what extent brain states can be discriminated during mixed reality experience is critical for adapting specific data features to contingent brain activity. In this study we recorded EEG data while participants experienced a mixed reality scenario implemented through the eXperience Induction Machine (XIM. The XIM is a novel framework modeling the integration of a sensing system that evaluates and measures physiological and psychological states with a number of actuators and effectors that coherently reacts to the user's actions. We then assessed continuous EEG-based discrimination of spatial navigation, reading and calculation performed in mixed reality, using LDA and SVM classifiers. Dynamic single trial classification showed high accuracy of LDA and SVM classifiers in detecting multiple brain states as well as in differentiating between high and low mental workload, using a 5 s time-window shifting every 200 ms. Our results indicate overall better performance of LDA with respect to SVM and suggest applicability of our approach in a BCI-controlled mixed reality scenario. Ultimately, successful prediction of brain states might be used to drive adaptation of data representation in order to boost information processing in mixed reality.

  18. Augmented reality implementation methods in mainstream applications

    Directory of Open Access Journals (Sweden)

    David Procházka

    2011-01-01

    Full Text Available Augmented reality has became an useful tool in many areas from space exploration to military applications. Although used theoretical principles are well known for almost a decade, the augmented reality is almost exclusively used in high budget solutions with a special hardware. However, in last few years we could see rising popularity of many projects focused on deployment of the augmented reality on dif­ferent mobile devices. Our article is aimed on developers who consider development of an augmented reality application for the mainstream market. Such developers will be forced to keep the application price, therefore also the development price, at reasonable level. Usage of existing image processing software library could bring a significant cut-down of the development costs. In the theoretical part of the article is presented an overview of the augmented reality application structure. Further, an approach for selection appropriate library as well as the review of the existing software libraries focused in this area is described. The last part of the article out­lines our implementation of key parts of the augmented reality application using the OpenCV library.

  19. Virtual reality training improves balance function.

    Science.gov (United States)

    Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng

    2014-09-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.

  20. Virtual reality training improves balance function

    Science.gov (United States)

    Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng

    2014-01-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function. PMID:25368651