WorldWideScience

Sample records for technology virtual reality

  1. 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...

  2. Virtual reality software and technology.

    Science.gov (United States)

    Lin, Ming C; Otaduy, Miguel A; Boulic, Ronan

    2008-01-01

    This special issue contains an introductory survey on 3D user interfaces by leading VR authorities and significantly expanded versions of the four best short papers from the proceedings of the 14th ACM Symposium on Virtual Reality Software and Technology (VRST 07).

  3. 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

  4. Virtual reality

    OpenAIRE

    Zheng, JM; Chan, KW; Gibson, I.

    1998-01-01

    Virtual reality is still in its infancy. However, many contemporary applications already have proven virtual reality to be indispensable to everyday life. For instance, the technology of virtual product design and manufacturing makes the new products better and cheaper. The applications of VR in medicine allow doctors to diagnose a disease more accurately. Without a doubt, it has and will foster more innovative research and applications. High-resolution, low-lag and low-price systems will be ...

  5. World leading virtual reality mining technology

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2007-09-15

    The development of immensely realistic Virtual Reality (VR) underground and surface mining environments resulting from a unique inter-disciplinary collaboration at the University of New South Wales has generated multi-million dollar sales and attracted intense interest across the mining sector. The university is supplying VR technologies to Coal Services Pty Ltd. (CSPL) for safety training. Similar to a giant computer game, each interactive software module recreates mine environments for various training scenarios and is displayed in multiple theatre modes including a 360-degree AVIE version for group training and a 180-degree iDome for individual training sessions. Further information is available from www.nsinnovations.com.au/vrmining. 5 photos.

  6. Virtual Reality Technology Applied in Food Teaching System

    OpenAIRE

    Xu Zhili

    2015-01-01

    The study attempts to apply the virtual reality technology in food processing teaching, to analyze the algorithm in food processing, to improve the teaching quality and efficiency in order to save manpower and material resources. The development of virtual reality technology opens a new road to the progress of the food industry continuously, the development of virtual technology provides the technical support for efficient food processing methods, In the food processing teaching process, it c...

  7. Tecnatom virtual reality experience in nuclear technology

    Energy Technology Data Exchange (ETDEWEB)

    Baeza, Guillermo; Cabrera, Esteban; Salve, Ricardo

    2004-07-01

    TECNATOM is a Spanish company focused in providing support to the energy sector. Training, operation engineering and inspection services in nuclear environments are the main business of the company. Emerging applications based on Virtual Reality (VR) are being demanded by the market as a response to the current cost reduction trend and to the new challenges arising in decommissioning of NPP's, human factors analysis and training of personnel in high risk tasks. On this respect, Tecnatom has launched several initiatives to consolidate its internal capabilities in VR and to acquire consulting skills for the Tecnatom market. The results of theses actions will be shown in this paper. (Author)

  8. Utilization of Virtual Reality Content in Grade 6 Social Studies Using Affordable Virtual Reality Technology

    Directory of Open Access Journals (Sweden)

    Lee Steven O. Zantua

    2017-05-01

    Full Text Available Virtual Reality is fast becoming a breakthrough in education technology and is headed towards a path where learning has become immersive. Virtual reality (VR offers both learners and educators a great opportunity to bridge gaps in the pedagogical sense. With the emergence of the Google Cardboard (GCB platform, a low-cost, virtual reality gadget comes a wide range of opportunities for educators and institutions to bring about an immersive type of learning environment for the 21st-century learner. Using Grade 6 Middle school students, this research explores the learning outcomes and student reactions using the GCB and Google Expeditions application. The study showed no significant difference in pre-test scores of the control and experimental group. There is however, a significant difference in the scores of the experimental group compared to the control group after post-test. Utilizing t-test in comparing the two groups, it was found that the mean of the post-test scores for Group A (experimental was significantly higher than Group B(control. The result of the independent samples t-test was significant, t(18 = 2.33, p = .032, suggesting that the mean of posttest score was significantly different between Groups A and B. This difference in score performance gives light to how VR can be used as a tool that enhances the learning experience. By using VR technology that is low cost and effective, more institutions will be able to help students learn better.

  9. A Virtual Reality Dance Training System Using Motion Capture Technology

    Science.gov (United States)

    Chan, J. C. P.; Leung, H.; Tang, J. K. T.; Komura, T.

    2011-01-01

    In this paper, a new dance training system based on the motion capture and virtual reality (VR) technologies is proposed. Our system is inspired by the traditional way to learn new movements-imitating the teacher's movements and listening to the teacher's feedback. A prototype of our proposed system is implemented, in which a student can imitate…

  10. A Virtual Reality Dance Training System Using Motion Capture Technology

    Science.gov (United States)

    Chan, J. C. P.; Leung, H.; Tang, J. K. T.; Komura, T.

    2011-01-01

    In this paper, a new dance training system based on the motion capture and virtual reality (VR) technologies is proposed. Our system is inspired by the traditional way to learn new movements-imitating the teacher's movements and listening to the teacher's feedback. A prototype of our proposed system is implemented, in which a student can imitate…

  11. Educational Uses of Virtual Reality Technology.

    Science.gov (United States)

    1998-01-01

    Educational Objectives and Felder and Silverman’s classification of learning styles [Bell and Fogler , 1995]. Currently, the Vicher worlds target levels...and after exposure to Vicher, and also provided some general information about the virtual experience [Bell and Fogler , 1995]. User responses after...virtual world and then completed evaluation forms [Bell and Fogler , 1996]. While students’ analyses continue to be studied, initial findings are

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

    Science.gov (United States)

    Pasco, Denis

    2013-01-01

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

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

    Science.gov (United States)

    Pasco, Denis

    2013-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Nigel Foreman

    2014-11-01

    Full Text Available 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 training between real and virtual environments has been found to be reliable. However, input device usage can compromise spatial information acquisition from VEs, and distances in VEs are invariably underestimated. The present review traces the evolution of VET, anticipates future areas in which developments are likely to occur, and highlights areas in which research is needed to optimise usage.

  15. Application of virtual reality technology in clinical medicine

    Science.gov (United States)

    Li, Lan; Yu, Fei; Shi, Dongquan; Shi, Jianping; Tian, Zongjun; Yang, Jiquan; Wang, Xingsong; Jiang, Qing

    2017-01-01

    The present review discusses the application of virtual reality (VR) technology in clinical medicine, especially in surgical training, pain management and therapeutic treatment of mental illness. We introduce the common types of VR simulators and their operational principles in aforementioned fields. The clinical effects are also discussed. In almost every study that dealt with VR simulators, researchers have arrived at the same conclusion that both doctors and patients could benefit from this novel technology. Moreover, advantages and disadvantages of the utilization of VR technology in each field were discussed, and the future research directions were proposed. PMID:28979666

  16. 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.…

  17. 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...

  18. State of the art of using virtual reality technologies in built environment education

    NARCIS (Netherlands)

    Keenaghan, G.; Horvath, I.

    2014-01-01

    This paper reports on our major findings concerning the application of virtual reality technologies in built environment education (BEE). In addition to an analysis of the current trends and developments in current virtual reality technologies and systems, it also evaluates their educational usabili

  19. QuickTime Virtual Reality Technology Applies to Practical Teaching Recording System

    OpenAIRE

    Yongyong Zhu

    2013-01-01

    QTVR is virtual reality technology which is based on static images and we apply it to practical teaching section. Through the practical teaching record system, virtual reality technology is applied to the whole journey of practical teaching. Give full play to the merits of strong sense of reality of the QTVR technology, good interactive performance, impressive immersive experience, convenience of produce and transmission, make seamless integration with the various present online teaching plat...

  20. DJINNI: A Novel Technology Supported Exposure Therapy Paradigm for SAD Combining Virtual Reality and Augmented Reality

    Directory of Open Access Journals (Sweden)

    Maher Ben-Moussa

    2017-04-01

    Full Text Available The present paper explores the benefits and the capabilities of various emerging state-of-the-art interactive 3D and Internet of Things technologies and investigates how these technologies can be exploited to develop a more effective technology supported exposure therapy solution for social anxiety disorder. “DJINNI” is a conceptual design of an in vivo augmented reality (AR exposure therapy mobile support system that exploits several capturing technologies and integrates the patient’s state and situation by vision-based, audio-based, and physiology-based analysis as well as by indoor/outdoor localization techniques. DJINNI also comprises an innovative virtual reality exposure therapy system that is adaptive and customizable to the demands of the in vivo experience and therapeutic progress. DJINNI follows a gamification approach where rewards and achievements are utilized to motivate the patient to progress in her/his treatment. The current paper reviews the state of the art of technologies needed for such a solution and recommends how these technologies could be integrated in the development of an individually tailored and yet feasible and effective AR/virtual reality-based exposure therapy. Finally, the paper outlines how DJINNI could be part of classical cognitive behavioral treatment and how to validate such a setup.

  1. DJINNI: A Novel Technology Supported Exposure Therapy Paradigm for SAD Combining Virtual Reality and Augmented Reality.

    Science.gov (United States)

    Ben-Moussa, Maher; Rubo, Marius; Debracque, Coralie; Lange, Wolf-Gero

    2017-01-01

    The present paper explores the benefits and the capabilities of various emerging state-of-the-art interactive 3D and Internet of Things technologies and investigates how these technologies can be exploited to develop a more effective technology supported exposure therapy solution for social anxiety disorder. "DJINNI" is a conceptual design of an in vivo augmented reality (AR) exposure therapy mobile support system that exploits several capturing technologies and integrates the patient's state and situation by vision-based, audio-based, and physiology-based analysis as well as by indoor/outdoor localization techniques. DJINNI also comprises an innovative virtual reality exposure therapy system that is adaptive and customizable to the demands of the in vivo experience and therapeutic progress. DJINNI follows a gamification approach where rewards and achievements are utilized to motivate the patient to progress in her/his treatment. The current paper reviews the state of the art of technologies needed for such a solution and recommends how these technologies could be integrated in the development of an individually tailored and yet feasible and effective AR/virtual reality-based exposure therapy. Finally, the paper outlines how DJINNI could be part of classical cognitive behavioral treatment and how to validate such a setup.

  2. Alleviating travel anxiety through virtual reality and narrated video technology.

    Science.gov (United States)

    Ahn, J C; Lee, O

    2013-01-01

    This study presents an empirical evidence of benefit of narrative video clips in embedded virtual reality websites of hotels for relieving travel anxiety. Even though it was proven that virtual reality functions do provide some relief in travel anxiety, a stronger virtual reality website can be built when narrative video clips that show video clips with narration about important aspects of the hotel. We posit that these important aspects are 1. Escape route and 2. Surrounding neighborhood information, which are derived from the existing research on anxiety disorder as well as travel anxiety. Thus we created a video clip that showed and narrated about the escape route from the hotel room, another video clip that showed and narrated about surrounding neighborhood. We then conducted experiments with this enhanced virtual reality website of a hotel by having human subjects play with the website and fill out a questionnaire. The result confirms our hypothesis that there is a statistically significant relationship between the degree of travel anxiety and psychological relief caused by the use of embedded virtual reality functions with narrative video clips of a hotel website (Tab. 2, Fig. 3, Ref. 26).

  3. Training in virtual reality: a comparison of technology types

    Energy Technology Data Exchange (ETDEWEB)

    Sebok, Angelia; Nystad, Espen

    2004-11-15

    For maintenance work in the nuclear industry, a primary goal is reducing radiation exposure. Workers need to be trained to perform their tasks quickly and efficiently to minimize their time in the radioactive area, thus limiting their exposure. This requires that workers become familiar with the area in which they will work, the radiation distribution, and the tasks they will perform. Virtual Reality technology can provide this training in a safe environment. VR systems are available in a variety of formats, ranging from desktop VR to fully immersive head-mounted displays. One question regarding the use of VR for training is 'Which technology type best supports training?' This report describes an experiment evaluating different VR display technology types in terms of their ability to support different types of learning. The VR systems include two desktop types (monoscopic and stereoscopic view), a large screen display, and a head-mounted display. Procedural, configuration, and assembly training types were evaluated. Learning was assessed in terms of objective task performance and radiation awareness. Retention and transfer of training were evaluated for procedural learning. In addition, subjective questionnaire data were also gathered. Findings were that technology type did not matter for procedural, configuration, or assembly knowledge. Objective performance, by the end of the training session, was equivalent across display technology types in all of these learning conditions. On the other hand, retention and transfer of training appeared to be better supported by stereoscopic displays, particularly the large screen stereoscopic display. Subjects rated perceived performance and simulator sickness highest in the head-mounted display condition. Sense of presence (SOP) was best in the large screen stereoscopic condition for procedural learning, but there were no differences for SOP in assembly learning. This study suggests that sense of presence and

  4. Virtual Reality

    Directory of Open Access Journals (Sweden)

    Bhavana Gupta

    2012-10-01

    Full Text Available An artificial environment created with co mputer hardware and software and presented to the user in such a way that it appears and feels like a real environment. To "enter" a virtual reality, a user does special gloves, earphones, and goggles, all of which receive their input from the computer system. In this way, at least three of the five senses are controlled by the computer. In addition to feeding sensory input to the user, the devices also monitor the user's actions

  5. 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.

  6. 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…

  7. The Application of Virtual Reality Technology to Ear Microsurgery

    Institute of Scientific and Technical Information of China (English)

    谢叻; 戴培东; 张天宇; 周印; 魏安顺; 王克强; 金德才; 李树峰; 王正敏

    2004-01-01

    The broad application of virtual reality (VR) to medicine has been of great value. The virtual surgery is one of technically difficult applications. With the expansion of the increasingly fine and complicated ear microsurgery, new methods are required to train the doctors. It is necessary and of practical significance to apply VR to the ear micro-operation, which is a functional operation with high precision and great difficulties. In this article,medical VR applications were reviewed. The application of VR to the ear microsurgery was discussed and the virtual ear microsurgery system was designed.

  8. Application progress of virtual reality rehabilitation technology in upper limb dysfunction after stroke

    OpenAIRE

    Li, Bing-Jie; Li, Fang

    2017-01-01

     Virtual reality (VR) rehabilitation technology is a kind of integrated technology which simulates the real world via computer. It has three characteristics: immersion, interaction and imagination. It is widely used in the field of stroke rehabilitation. This review briefly describes the application of virtual reality rehabilitation technology in upper limb dysfunction after stroke. DOI: 10.3969/j.issn.1672-6731.2017.04.002

  9. Application progress of virtual reality rehabilitation technology in upper limb dysfunction after stroke

    Directory of Open Access Journals (Sweden)

    Bing-jie LI

    2017-07-01

    Full Text Available  Virtual reality (VR rehabilitation technology is a kind of integrated technology which simulates the real world via computer. It has three characteristics: immersion, interaction and imagination. It is widely used in the field of stroke rehabilitation. This review briefly describes the application of virtual reality rehabilitation technology in upper limb dysfunction after stroke. DOI: 10.3969/j.issn.1672-6731.2017.04.002

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

    Energy Technology Data Exchange (ETDEWEB)

    Mizuguchi, N. [National Institute for Fusion Science, 322-6 Orochi-cho, Toki, Gifu 509-5292 (Japan)]. E-mail: mizu@nifs.ac.jp; Tamura, Y. [National Institute for Fusion Science, 322-6 Orochi-cho, Toki, Gifu 509-5292 (Japan); Imagawa, S. [National Institute for Fusion Science, 322-6 Orochi-cho, Toki, Gifu 509-5292 (Japan); Sagara, A. [National Institute for Fusion Science, 322-6 Orochi-cho, Toki, Gifu 509-5292 (Japan); Hayashi, T. [National Institute for Fusion Science, 322-6 Orochi-cho, Toki, Gifu 509-5292 (Japan)

    2006-11-15

    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.

  11. 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...

  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 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...

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

    Science.gov (United States)

    Jenson, Carole E; Forsyth, Diane McNally

    2012-06-01

    The use of computerized technology is rapidly growing in the classroom and in healthcare. An emerging computer technology strategy for nursing education is the use of virtual reality simulation. This computer-based three-dimensional educational tool simulates real-life patient experiences in a risk-free environment, allows for repeated practice sessions, requires clinical decision making, exposes students to diverse patient conditions, provides immediate feedback, and is portable. The purpose of this article was to review the importance of virtual reality simulation as a computerized teaching strategy. In addition, a project to explore readiness of nursing faculty at one major Midwestern university for the use of virtual reality simulation as a computerized teaching strategy is described where faculty thought virtual reality simulation would increase students' knowledge of an intravenous line insertion procedure. Faculty who practiced intravenous catheter insertion via virtual reality simulation expressed a wide range of learning experiences from using virtual reality simulation that is congruent with the literature regarding the barriers to student learning. Innovative teaching strategies, such as virtual reality simulation, address barriers of increasing patient acuity, high student-to-faculty ratio, patient safety concerns from faculty, and student anxiety and can offer rapid feedback to students.

  14. QuickTime Virtual Reality Technology Applies to Practical Teaching Recording System

    Directory of Open Access Journals (Sweden)

    Yongyong Zhu

    2013-11-01

    Full Text Available QTVR is virtual reality technology which is based on static images and we apply it to practical teaching section. Through the practical teaching record system, virtual reality technology is applied to the whole journey of practical teaching. Give full play to the merits of strong sense of reality of the QTVR technology, good interactive performance, impressive immersive experience, convenience of produce and transmission, make seamless integration with the various present online teaching platforms, constitute comprehensive teaching material accumulation and resource utilization, uplift the quality of practical teaching, and promote students’ practical skills.

  15. Using virtual reality technology to include field operators in simulation and training

    Energy Technology Data Exchange (ETDEWEB)

    Nystad, E.; Strand, S. [OECD Halden Reactor Project (Norway)]. E-mail: espen.nystad@hrp.no

    2006-07-01

    By using virtual reality technology, field operators can be included in simulator training. A study has been performed where field operators could perform their activities in a virtual plant and communicate with a control room operator who was placed in a physical control room simulator. This paper describes the use of VR technology in the study and how the operators experienced interacting with the virtual plant. (author)

  16. The Simulation of Grinding Wheels and Ground Surface Roughness Based on Virtual Reality Technology

    Institute of Scientific and Technical Information of China (English)

    2002-01-01

    The paper describes the feasibility and method of the application of virtual reality technology to grinding process, and introduces the modeling method of object entity in the environment of virtual reality. The simulation process of grinding wheels and ground surface roughness is discussed, and the computation program system of numerical simulation is compiled with Visual C++ programming language. At the same time, the three-dimensional simulation models of grinding wheels and ground surface roughness are ...

  17. Virtual Reality: The Promise of the Future.

    Science.gov (United States)

    Lanier, Jaron

    1992-01-01

    Defines virtual reality and describes the equipment or clothing necessary to achieve the illusion of being in a virtual world. Recent developments with this technology and current virtual reality applications are discussed, including experiential prototyping, telepresence, and educational applications. (MES)

  18. 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)

  19. Advancements in related technologies bring virtual reality to GIS

    Science.gov (United States)

    Erikson, Craig; Hundley, Wade

    1996-06-01

    Because of technological limitations, commercial software vendors have been unable to develop a real time 3-D visualization and data analysis package that could be widely used by the remote sensing and GIS community. REcent advancements in the areas of 3-D hardware, virtual environment research,and software standards have allowed for the development of a low cost virtual environment package for the first time. Products such as VirtualGIS will allow users to not only visualize their data in 3-D, but also do their analysis in 3-D. This and other virtual environment products may pave the path to high growth and acceptance by the general public for ImagingGIS software solutions.

  20. Assessment method of digital Chinese dance movements based on virtual reality technology

    Science.gov (United States)

    Feng, Wei; Shao, Shuyuan; Wang, Shumin

    2008-03-01

    Virtual reality has played an increasing role in such areas as medicine, architecture, aviation, engineering science and advertising. However, in the art fields, virtual reality is still in its infancy in the representation of human movements. Based on the techniques of motion capture and reuse of motion capture data in virtual reality environment, this paper presents an assessment method in order to evaluate the quantification of dancers' basic Arm Position movements in Chinese traditional dance. In this paper, the data for quantifying traits of dance motions are defined and measured on dancing which performed by an expert and two beginners, with results indicating that they are beneficial for evaluating dance skills and distinctiveness, and the assessment method of digital Chinese dance movements based on virtual reality technology is validity and feasibility.

  1. 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.

  2. 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…

  3. Dissemination of medical applications of nuclear energy with virtual reality technology

    Energy Technology Data Exchange (ETDEWEB)

    Botelho, Felipe M.; Oliveira, Beatriz A.R. [Universidade Federal do Rio de Janeiro (UFRJ), Rio de Janeiro, RJ (Brazil). Escola de Belas Artes]. E-mail: felipemurybotelho@yahoo.com.br; Jorge, Carlos A.F.; Mol, Antonio C.A.; Lapa, Celso M.F. [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)]. E-mail: lapa@ien.gov.br

    2007-07-01

    This work makes use of Virtual Reality technology to disseminate medical applications of nuclear energy, with educational purposes. Virtual Reality is an effective learning tool, since navigation and interaction in virtual worlds can improve motivation in the learning process. With this technology, learning can be achieved in a clearer, joyful and more objective way. Among the existing medical applications of nuclear energy, this work focuses on the use of radiopharmaceuticals. The goal is to simulate this application in a virtual environment, for educational purposes, and to show the absorption of a radiopharmaceutical by the human body, during a diagnostics or treatment procedure. An example has been chosen, for Iodine radiopharmaceutical, which has affinity with the thyroid, and then concentrates in this organ. During the simulation, the concentration of the radioactive Iodine in the thyroid can be emphasized, and in the sequence, the virtual patient can be shown during the imaging procedure. (author)

  4. Virtual reality

    Energy Technology Data Exchange (ETDEWEB)

    Pokras, V. [Liebherr Mining Equipment Co. (US)

    2005-03-01

    The paper weighs up the pros and cons between virtual prototyping and physical prototyping. Liebherr Mining Equipment Co. (LME) started evaluating the multi-body dynamic simulation of a full truck six years ago. LME has developed a series of dynamic models to optimise design of its T282B diesel-electric truck. Also, LME has developed a GPS-based technique called Virtual Mine Site that allows easy obtaining of a haul cycle 3D road profile for a specific mine site. The system can obtain not only a travel path and elevation profile but also body pitch, roll and acceleration components, allowing design optimisation and validation for structural and mechanical components. 2 figs., 2 photos.

  5. 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...

  6. 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)

  7. Effectiveness of Virtual Reality Using Wii Gaming Technology in Children with Down Syndrome

    Science.gov (United States)

    Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung

    2011-01-01

    This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…

  8. Use of Virtual Reality Technology to Enhance Undergraduate Learning in Abnormal Psychology

    Science.gov (United States)

    Stark-Wroblewski, Kim; Kreiner, David S.; Boeding, Christopher M.; Lopata, Ashley N.; Ryan, Joseph J.; Church, Tina M.

    2008-01-01

    We examined whether using virtual reality (VR) technology to provide students with direct exposure to evidence-based psychological treatment approaches would enhance their understanding of and appreciation for such treatments. Students enrolled in an abnormal psychology course participated in a VR session designed to help clients overcome the fear…

  9. State-of-the-Art of Virtual Reality Technologies for Children on the Autism Spectrum

    Science.gov (United States)

    Parsons, Sarah; Cobb, Sue

    2011-01-01

    In the past decade there has been a rapid advance in the use of virtual reality (VR) technologies for leisure, training and education. VR is argued to offer particular benefits for children on the autism spectrum, chiefly because it can offer simulations of authentic real-world situations in a carefully controlled and safe environment. Given the…

  10. Effectiveness of Virtual Reality Using Wii Gaming Technology in Children with Down Syndrome

    Science.gov (United States)

    Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung

    2011-01-01

    This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…

  11. Virtual Reality-Based Technologies in Dental Medicine: Knowledge, Attitudes and Practice among Students and Practitioners

    Science.gov (United States)

    Sabalic, Maja; Schoener, Jason D.

    2017-01-01

    Virtual reality-based technologies have been used in dentistry for almost two decades. Dental simulators, planning software and CAD/CAM (computer-aided design/computer-aided manufacturing) systems have significantly developed over the years and changed both dental education and clinical practice. This study aimed to assess the knowledge, attitudes…

  12. 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...

  13. Virtual reality exposure therapy.

    Science.gov (United States)

    Rothbaum, B O; 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 controlled study of virtual reality in treatment of a psychiatric disorder. A case study supported the efficacy of VR exposure therapy for the fear of flying. The potential for virtual reality exposure treatment for these and other disorders is explored, and therapeutic issues surrounding the delivery of VR exposure are discussed.

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

    Science.gov (United States)

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

    2017-04-01

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

  15. 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.

  16. Virtual Reality Disruption

    National Research Council Canada - National Science Library

    Michael B Horn

    2016-01-01

    ... speculation about virtual reality's readiness to break through to the educational mainstream. The question is whether we should believe the hype. More Broadband, More Investment First, schools are upgrading their Internet connectivity, which is setting the stage for broadband-dependent virtual-reality learning. The federal ConnectED i...

  17. Virtual reality technologies for research and education in obesity and diabetes: research needs and opportunities.

    Science.gov (United States)

    Ershow, Abby G; Peterson, Charles M; Riley, William T; Rizzo, Albert Skip; Wansink, Brian

    2011-03-01

    The rising rates, high prevalence, and adverse consequences of obesity and diabetes call for new approaches to the complex behaviors needed to prevent and manage these conditions. Virtual reality (VR) technologies, which provide controllable, multisensory, interactive three-dimensional (3D) stimulus environments, are a potentially valuable means of engaging patients in interventions that foster more healthful eating and physical activity patterns. Furthermore, the capacity of VR technologies to motivate, record, and measure human performance represents a novel and useful modality for conducting research. This article summarizes background information and discussions for a joint July 2010 National Institutes of Health - Department of Defense workshop entitled Virtual Reality Technologies for Research and Education in Obesity and Diabetes. The workshop explored the research potential of VR technologies as tools for behavioral and neuroscience studies in diabetes and obesity, and the practical potential of VR in fostering more effective utilization of diabetes- and obesity-related nutrition and lifestyle information. Virtual reality technologies were considered especially relevant for fostering desirable health-related behaviors through motivational reinforcement, personalized teaching approaches, and social networking. Virtual reality might also be a means of extending the availability and capacity of health care providers. Progress in the field will be enhanced by further developing available platforms and taking advantage of VR's capabilities as a research tool for well-designed hypothesis-testing behavioral science. Multidisciplinary collaborations are needed between the technology industry and academia, and among researchers in biomedical, behavioral, pedagogical, and computer science disciplines. Research priorities and funding opportunities for use of VR to improve prevention and management of obesity and diabetes can be found at agency websites (National

  18. 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.

  19. Virtual Reality and Special Needs

    Directory of Open Access Journals (Sweden)

    Tara L. Jeffs

    2009-01-01

    Full Text Available The use of virtual environments for special needs is as diverse as the field of Special Educationitself and the individuals it serves. Individuals with special needs often face challenges withattention, language, spatial abilities, memory, higher reasoning and knowledge acquisition.Research in the use of Virtual Learning Environments (VLE targets both cognition and behavior(Rizzo, et.al, 2001. Virtual environments encourage interactive learning and provide avariety of opportunities for the learner to have control over the learning process (Pantelidis,1993. Virtual reality technology is an exciting tool that involves a safe and supportive environmentto transfer knowledge between virtual and real worlds. Through such technology,individuals with special needs can look carefully at their own strengths, abilities, and learningpreferences in comparison to the required learning task and expected learning outcome. Thisarticle reviews relevant research that explores the use of virtual reality for individuals withspecial needs.

  20. Virtual Reality Robotic Programming Software in the Technology Classroom

    Science.gov (United States)

    Geissler, Jason; Knott, Patrick J.; Vazquez, Matthew R.; Wright, John R., Jr.

    2004-01-01

    Robots make a wonderful context for teaching students about many concepts important to technological literacy. They can provide an authentic context and produce high levels of motivation. According to Standards for Technological Literacy: Content for the Study of Technology (STL) (ITEA, 2000, 2002), there are six core concepts that should be…

  1. Virtual reality for engineering

    CERN Document Server

    De Gennaro, Silvano; CERN. Geneva

    1996-01-01

    Virtual Reality for Engineers. Virtual Reality is a very powerful visualization technique for 3D data, which can bring enormous benefits to engineering design. CAD models can be exported to a VR application and used as "Virtual Prototypes". Virtual Prototypes are an ideal replacement for wooden models as they can be generated automatically from most CAD products. They are totally reliable, they can be updated in a matter of minutes, and they allow designers to explore them from inside, on a one-to-one scale and using a 3D-stereo vision. Navigation can be performed using a number of instinctive tools, such as joysticks, spaceballs, VR helmets and 3D mice. The lectures will cover today's Virtual Reality products and methods, and describe how to transform CAD models into Virtual Prototypes. A "hands on" VR experience featuring the LHC detectors models can be organized for people interested.

  2. 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

  3. Virtual reality and virtual bodies

    Science.gov (United States)

    Richards, Catherine; Korba, Larry W.; Shaw, Christopher D.; Green, Mark

    1994-04-01

    There are many ways to produce the sense of `presence' or telepresence in the user of virtual reality. For example attempting to increase the realism of the visual environment is a commonly accepted strategy. In contrast, this paper explores a way for the user to feel present in an unrealistic virtual body. It investigates an unusual approach, proprioceptive illusions. Proprioceptive or body illusions are used to generate and explore the experience of virtuality and presence outside of the normal body limits. These projects are realized in art installations.

  4. Educational Games and Virtual Reality as Disruptive Technologies

    Science.gov (United States)

    Psotka, Joseph

    2013-01-01

    New technologies often have the potential for disrupting existing established practices, but nowhere is this so pertinent as in education and training today. And yet, education has been glacially slow to adopt these changes in a large scale way, and innovations seem to be imposed mainly by students' and their changing social lifestyles than…

  5. Educational Games and Virtual Reality as Disruptive Technologies

    Science.gov (United States)

    Psotka, Joseph

    2013-01-01

    New technologies often have the potential for disrupting existing established practices, but nowhere is this so pertinent as in education and training today. And yet, education has been glacially slow to adopt these changes in a large scale way, and innovations seem to be imposed mainly by students' and their changing social lifestyles than…

  6. Virtual reality technology as a tool for human factors requirements evaluation in design of the nuclear reactors control desks

    Energy Technology Data Exchange (ETDEWEB)

    Grecco, Claudio H.S.; Santos, Isaac J.A.L.; Mol, Antonio C.A.; Carvalho, Paulo V.R.; Silva, Antonio C.F.; Ferreira, Francisco J.O.; Dutra, Marco A.M. [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)]. E-mail: grecco@ien.gov.br; luquetti@ien.gov.br; mol@ien.gov.br; paulov@ien.gov.br; tonico@ien.gov.br; fferreira@ien.gov.br; dutra@ien.gov.br

    2007-07-01

    The Virtual Reality (VR) is an advanced computer interface technology that allows the user to internet or to explore a three-dimensional environment through the computer, as was part of the virtual world. This technology presents great applicability in the most diverse areas of the human knowledge. This paper presents a study on the use of the VR as tool for human factors requirements evaluation in design of the nuclear reactors control desks. Moreover, this paper presents a case study: a virtual model of the control desk, developed using virtual reality technology to be used in the human factors requirements evaluation. This case study was developed in the Virtual Reality Laboratory at IEN, and understands the stereo visualization of the Argonauta research nuclear reactor control desk for a static ergonomic evaluation using check-lists, in accordance to the standards and human factors nuclear international guides (IEC 1771, NUREG-0700). (author)

  7. Virtual Reality: The Future of Animated Virtual Instructor, the Technology and Its Emergence to a Productive E-Learning Environment.

    Science.gov (United States)

    Jiman, Juhanita

    This paper discusses the use of Virtual Reality (VR) in e-learning environments where an intelligent three-dimensional (3D) virtual person plays the role of an instructor. With the existence of this virtual instructor, it is hoped that the teaching and learning in the e-environment will be more effective and productive. This virtual 3D animated…

  8. Procedural training in virtual reality: A comparison of technology types

    Energy Technology Data Exchange (ETDEWEB)

    Sebok, A.; Nystad, E. [Alion Science and Technology, MA and D Operation, 4949 Pearl East Circle, Boulder, CO 80301 OECD Halden Reactor Project, PO Box 173, N-1751 Halden (Norway)

    2006-07-01

    This paper describes a study investigating questions of learning effectiveness in different VR technology types. Four VR display technology types were compared in terms of their ability to support procedural learning. The VR systems included two desktop displays (mono-scopic and stereoscopic view), a large screen stereoscopic display, and a mono-scopic head-mounted display. Twenty-four participants completed procedural training scenarios on these different display types. Training effectiveness was assessed in terms of objective task performance. Following the training session, participants performed the procedure they had just learned using the same VR display type they used for training. Time to complete the procedure and errors were recorded. Retention and transfer of training were evaluated in a talk-through session 24 hours after the training. In addition, subjective questionnaire data were gathered to investigate perceived workload, Sense of Presence, simulator sickness, perceived usability, and ease of navigation. While no difference was found for the short-term learning, the study results indicate that retention and transfer of training were better supported by the large screen stereoscopic condition. (authors)

  9. 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.

  10. 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.

  11. Computer Vision Assisted Virtual Reality Calibration

    Science.gov (United States)

    Kim, W.

    1999-01-01

    A computer vision assisted semi-automatic virtual reality (VR) calibration technology has been developed that can accurately match a virtual environment of graphically simulated three-dimensional (3-D) models to the video images of the real task environment.

  12. Computer Vision Assisted Virtual Reality Calibration

    Science.gov (United States)

    Kim, W.

    1999-01-01

    A computer vision assisted semi-automatic virtual reality (VR) calibration technology has been developed that can accurately match a virtual environment of graphically simulated three-dimensional (3-D) models to the video images of the real task environment.

  13. 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.

  14. A Calligraphy Mastering Support System Using Virtual Reality Technology and its Learning Effects

    Science.gov (United States)

    Muranaka, Noriaki; Yamamoto, Takafumi; Imanishi, Shigeru

    The virtual reality is one in the intelligence information carrier technology. As the application to the education field of the virtual reality, we examine a support system for the calligraphy mastering. The purpose of this system is to realize the model where the information during writing progress can be real time displayed. As a result, we can learn calligraphy casually without being limited to the place and the time. We use 3-D computer graphics (CG) for the virtual image to decrease memory capacity and we examine about the learning effect of this system. We can not get the sense of the writing brush from the tablet pen of the conventional system. Therefore, we developed the writing brush type input device which is near the sense of the writing brush. Moreover, we developed the automatic animation generation processing used 3-D CG. The practice person can experience the subtle writing progress of calligraphy from the eye of calligraphy teacher using this animation. We are using a semitransparent screen and a half mirror instead of HMD to use in general VR. Practice persons improve at the short time by learning their writing brush forming die input pen synchronous with virtual writing brush.

  15. VRdose: an exposure dose evaluation system based on virtual reality technology - current status and future possibilities

    Energy Technology Data Exchange (ETDEWEB)

    Iguchi, Yukihiro; Louka, Michael; Johnsen, Terje

    2004-07-01

    The Fugen Nuclear Power Station (NPS) was shut down permanently in March 2003, and preparatory activities are underway to decommission the Fugen NPS. It is necessary to accomplish the decommissioning economically and rationally by optimizing the workload, exposure dose and waste mass. This is important at the planning stage of the decommissioning. Virtual reality (VR) technology may prove beneficial to this process with regard to minimizing the workers' radiation exposure as well as contributing towards achieving efficient use of manpower. It could also be a valuable tool in the actual dismantling phase. In addition to this, VR provides an effective medium in presentations for public acceptance as well as for communication with relevant engineers. The VRdose project conducted by Japan Nuclear Cycle Development Institute (JNC) and Halden Virtual Reality Centre is doing research and development of VR technology for use in the decommissioning process at the Fugen NPS. This is technically an extensive project, touching on many of the present challenges in the VR area such as visual simulation and animation, interaction with objects in a virtual environment and scenario generation and optimisation. This paper describes the present status and future of the system. (Author)

  16. 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

  17. New technologies applied to surgical processes: Virtual Reality and rapid prototyping.

    Science.gov (United States)

    Suárez-Mejías, Cristina; Gomez-Ciriza, Gorka; Valverde, Israel; Parra Calderón, Carlos; Gómez-Cía, Tomás

    2015-01-01

    AYRA is software of virtual reality for training, planning and optimizing surgical procedures. AYRA was developed under a research, development and innovation project financed by the Andalusian Ministry of Health, called VirSSPA. Nowadays AYRA has been successfully used in more than 1160 real cases and after proving its efficiency it has been introduced in the clinical practice at the Virgen del Rocío University Hospital . Furthermore, AYRA allows generating physical 3D biomodels using rapid prototyping technology. They are used for surgical planning support, intraoperative reference or defect reconstruction. In this paper, some of these tools and some real cases are presented.

  18. Which technology to investigate visual perception in sport: video vs. virtual reality.

    Science.gov (United States)

    Vignais, Nicolas; Kulpa, Richard; Brault, Sébastien; Presse, Damien; Bideau, Benoit

    2015-02-01

    Visual information uptake is a fundamental element of sports involving interceptive tasks. Several methodologies, like video and methods based on virtual environments, are currently employed to analyze visual perception during sport situations. Both techniques have advantages and drawbacks. The goal of this study is to determine which of these technologies may be preferentially used to analyze visual information uptake during a sport situation. To this aim, we compared a handball goalkeeper's performance using two standardized methodologies: video clip and virtual environment. We examined this performance for two response tasks: an uncoupled task (goalkeepers show where the ball ends) and a coupled task (goalkeepers try to intercept the virtual ball). Variables investigated in this study were percentage of correct zones, percentage of correct responses, radial error and response time. The results showed that handball goalkeepers were more effective, more accurate and started to intercept earlier when facing a virtual handball thrower than when facing the video clip. These findings suggested that the analysis of visual information uptake for handball goalkeepers was better performed by using a 'virtual reality'-based methodology. Technical and methodological aspects of these findings are discussed further.

  19. The Application of Virtual Reality Technology and Augmented Reality Technology%虚拟现实技术与增强现实技术的应用

    Institute of Scientific and Technical Information of China (English)

    马卫

    2016-01-01

    Taking the virtual human of Teresa Deng concert and Li Gu Yi singing together ‘own’ in 30 years ago as examples, the characteristics and application of virtual reality technology, 3D front-projected holographic display, augmented reality technology was introduced, thus attempted to discover the mystery star ‘Resurrection’.%以邓丽君虚拟人演唱会和李谷一与30年前“自己”同台演唱为例,介绍虚拟现实技术、3D全息投影、增强现实技术的特点与应用,揭开明星“复活”之谜。

  20. 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)…

  1. Constructing Meaning with Virtual Reality.

    Science.gov (United States)

    Iaonnou-Georgiou, Sophie

    2002-01-01

    Presents a constructivist rationale for introducing virtual reality in language learning and teaching and describes various virtual reality environments that are available. Ways of implementing constuctivist learning through virtual reality are suggested as well as basic guidelines for successful implementation in the classroom. (Author/VWL)

  2. Development and Evaluation of Senior High School Courses on Emerging Technology: A Case Study of a Course on Virtual Reality

    Science.gov (United States)

    Chen, Chi-Tung

    2012-01-01

    In Taiwan, the National Science Council has implemented the High Scope Program (HSP) since 2006. The purpose of this study was to analyze the development and effectiveness of senior high school HSP courses on emerging technology. This study used a course on virtual reality as an example, to investigate the influence of emerging technology courses…

  3. 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...

  4. Recent Trends and Challenges in Virtual Reality

    National Research Council Canada - National Science Library

    Sanjay S; Girish Rao Salanke N

    2017-01-01

    .... The first section of the paper presents a background of Virtual reality followed by the description and classification of the technology and the way the processing of those technologies takes place...

  5. 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.

  6. Training software using virtual-reality technology and pre-calculated effective dose data.

    Science.gov (United States)

    Ding, Aiping; Zhang, Di; Xu, X George

    2009-05-01

    This paper describes the development of a software package, called VR Dose Simulator, which aims to provide interactive radiation safety and ALARA training to radiation workers using virtual-reality (VR) simulations. Combined with a pre-calculated effective dose equivalent (EDE) database, a virtual radiation environment was constructed in VR authoring software, EON Studio, using 3-D models of a real nuclear power plant building. Models of avatars representing two workers were adopted with arms and legs of the avatar being controlled in the software to simulate walking and other postures. Collision detection algorithms were developed for various parts of the 3-D power plant building and avatars to confine the avatars to certain regions of the virtual environment. Ten different camera viewpoints were assigned to conveniently cover the entire virtual scenery in different viewing angles. A user can control the avatar to carry out radiological engineering tasks using two modes of avatar navigation. A user can also specify two types of radiation source: Cs and Co. The location of the avatar inside the virtual environment during the course of the avatar's movement is linked to the EDE database. The accumulative dose is calculated and displayed on the screen in real-time. Based on the final accumulated dose and the completion status of all virtual tasks, a score is given to evaluate the performance of the user. The paper concludes that VR-based simulation technologies are interactive and engaging, thus potentially useful in improving the quality of radiation safety training. The paper also summarizes several challenges: more streamlined data conversion, realistic avatar movement and posture, more intuitive implementation of the data communication between EON Studio and VB.NET, and more versatile utilization of EDE data such as a source near the body, etc., all of which needs to be addressed in future efforts to develop this type of software.

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

    Science.gov (United States)

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

    2017-02-01

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

  8. The Application of the Technology of 3D Satellite Cloud Imaging in Virtual Reality Simulation

    Directory of Open Access Journals (Sweden)

    Xiao-fang Xie

    2007-05-01

    Full Text Available Using satellite cloud images to simulate clouds is one of the new visual simulation technologies in Virtual Reality (VR. Taking the original data of satellite cloud images as the source, this paper depicts specifically the technology of 3D satellite cloud imaging through the transforming of coordinates and projection, creating a DEM (Digital Elevation Model of cloud imaging and 3D simulation. A Mercator projection was introduced to create a cloud image DEM, while solutions for geodetic problems were introduced to calculate distances, and the outer-trajectory science of rockets was introduced to obtain the elevation of clouds. For demonstration, we report on a computer program to simulate the 3D satellite cloud images.

  9. DJINNI: A novel technology supported exposure therapy paradigm for SAD combining virtual reality and augmented reality

    NARCIS (Netherlands)

    Ben-Moussa, M.; Rubo, M.; Debracque, C.; Lange, W.G.

    2017-01-01

    The present paper explores the benefits and the capabilities of various emerging state-of-the-art interactive 3D and Internet of Things (IoT) technologies and investigates how these technologies can be exploited to develop a more effective technology supported exposure therapy solution for Social

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

    Science.gov (United States)

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

    2015-01-01

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

  11. New Dimensions of GIS Data: Exploring Virtual Reality (VR) Technology for Earth Science

    Science.gov (United States)

    Skolnik, S.; Ramirez-Linan, R.

    2016-12-01

    NASA's Science Mission Directorate (SMD) Earth Science Division (ESD) Earth Science Technology Office (ESTO) and Navteca are exploring virtual reality (VR) technology as an approach and technique related to the next generation of Earth science technology information systems. Having demonstrated the value of VR in viewing pre-visualized science data encapsulated in a movie representation of a time series, further investigation has led to the additional capability of permitting the observer to interact with the data, make selections, and view volumetric data in an innovative way. The primary objective of this project has been to investigate the use of commercially available VR hardware, the Oculus Rift and the Samsung Gear VR, for scientific analysis through an interface to ArcGIS to enable the end user to order and view data from the NASA Discover-AQ mission. A virtual console is presented through the VR interface that allows the user to select various layers of data from the server in both 2D, 3D, and full 4pi steradian views. By demonstrating the utility of VR in interacting with Discover-AQ flight mission measurements, and building on previous work done at the Atmospheric Science Data Center (ASDC) at NASA Langley supporting analysis of sources of CO2 during the Discover-AQ mission, the investigation team has shown the potential for VR as a science tool beyond simple visualization.

  12. A succinct overview of virtual reality technology use in Alzheimer’s disease

    Directory of Open Access Journals (Sweden)

    Rebeca I. García-Betances

    2015-05-01

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

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

    Science.gov (United States)

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

    2015-01-01

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

  14. From Geocaching to Virtual Reality: Technology tools that can transform courses into interactive learning expeditions

    Science.gov (United States)

    Moysey, S. M.; Lazar, K.; Boyer, D. M.; Mobley, C.; Sellers, V.

    2016-12-01

    Transforming classrooms into active learning environments is a key challenge in introductory-level courses. The technology explosion over the last decade, from the advent of mobile devices to virtual reality, is creating innumerable opportunities to engage students within and outside of traditional classroom settings. In particular, technology can be an effective tool for providing students with field experiences that would otherwise be logistically difficult in large, introductory earth science courses. For example, we have created an integrated platform for mobile devices using readily accessible "off the shelf" components (e.g., Google Apps, Geocaching.com, and Facebook) that allow individual students to navigate to geologically relevant sites, perform and report on activities at these locations, and share their findings through social media by posting "geoselfies". Students compete with their friends on a leaderboard, while earning incentives for completing extracurricular activities in courses. Thus in addition to exposing students to a wider range of meaningful and accessible geologic field experiences, they also build a greater sense of community and identity within the context of earth science classrooms. Rather than sending students to the field, we can also increasingly bring the field to students in classrooms using virtual reality. Ample mobile platforms are emerging that easily allow for the creation, curation, and viewing of photospheres (i.e., 360o images) with mobile phones and low-cost headsets; Google Street View, Earth, and Expeditions are leading the way in terms of ease of content creation and implementation in the classroom. While these tools are an excellent entry point to show students real-world sites, they currently lack the capacity for students to interact with the environment. We have therefore also developed an immersive virtual reality game that allows students to study the geology of the Grand Canyon using their smartphone and Google

  15. Streaming Virtual Reality Content

    OpenAIRE

    El-Ganainy, Tarek; Hefeeda, Mohamed

    2016-01-01

    The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR headsets, content providers should focus on producing high quality immersive content for these devices. Similarly, multimedia streaming service providers should enable the means to stream 360 VR content on their platforms. In this study, we try to cover different ...

  16. Evaluation of practical exercises using an intravenous simulator incorporating virtual reality and haptics device technologies.

    Science.gov (United States)

    Jung, Eun-Young; Park, Dong Kyun; Lee, Young Ho; Jo, Hyun Sook; Lim, Yong Su; Park, Rae Woong

    2012-05-01

    This study confirmed the educational effectiveness of practical exercises (PE) using intravenous (IV) simulators incorporating virtual reality (VR)/haptics (based on the sense of touch) device technologies. First-year nursing students (n=114) were randomly divided into three PE groups: Group A, utilizing a conventional arm model (IV arm); Group B, utilizing a VR/Haptics IV Simulator (IV sim); and Group C, utilizing both the IV arm and IV sim. Group C scored highest on procedures for conducting venipuncture. Group B was more successful in performing injections than Groups A and C. Group C required significantly less time than Group B to complete a venipuncture injection and was faster than Group A, although this difference was not significant. In conclusion, a new paradigm of PE is suggested using both IV sim and IV arm.

  17. Using virtual reality technology and hand tracking technology to create software for training surgical skills in 3D game

    Science.gov (United States)

    Zakirova, A. A.; Ganiev, B. A.; Mullin, R. I.

    2015-11-01

    The lack of visible and approachable ways of training surgical skills is one of the main problems in medical education. Existing simulation training devices are not designed to teach students, and are not available due to the high cost of the equipment. Using modern technologies such as virtual reality and hands movements fixation technology we want to create innovative method of learning the technics of conducting operations in 3D game format, which can make education process interesting and effective. Creating of 3D format virtual simulator will allow to solve several conceptual problems at once: opportunity of practical skills improvement unlimited by the time without the risk for patient, high realism of environment in operational and anatomic body structures, using of game mechanics for information perception relief and memorization of methods acceleration, accessibility of this program.

  18. 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

  19. A Review on Virtual Reality

    Directory of Open Access Journals (Sweden)

    Pallavi Halarnkar

    2012-11-01

    Full Text Available 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 with a learning perspective. In this review paper, we present our survey about virtual reality: the levels of virtual reality, the components used, the factors affecting the virtual environment, its origin, future and the challenges to overcome in order to obtain an impeccable virtual reality experience.

  20. Implementing Virtual Reality Technology as an Effective Web Based Kiosk: Darulaman's Teacher Training College Tour (Ipda Vr Tour)

    Science.gov (United States)

    Fadzil, Azman

    2006-01-01

    At present, the development of Virtual Reality (VR) technology is expanding due to the importance and needs to use the 3D elements and 360 degrees panorama in expressing a clearer picture to consumers in various fields such as education, military, medicine, entertainment and so on. The web based VR kiosk project in Darulaman's Teacher Training…

  1. The potential of virtual reality technologies to support people with an autism condition: A case study of acceptance, presence and negative effects

    OpenAIRE

    Newbutt, N.; Sung, C; Kuo, H.; Leahy, M. J.

    2016-01-01

    There has been much potential and discussion about the application of virtual reality technologies (VRTs) using head-mounted displays (HMDs) for users with autism However, very few, if any studies, have yet to explore and investigate the acceptance, presence and ecological validity of these platforms. On the other hand, literature is well developed in areas such as virtual environments [18], virtual worlds [9], [19] and virtual reality [20], but few have considered the resurgence in head-moun...

  2. Handbook for evaluation studies in virtual reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore; Koeffel, Christina

    2006-01-01

    Virtual reality (VR) applications are spreading and attract industries since VR technologies are becoming more affordable, powerful and robust. VR applications inherently call for human-computer interaction, which in turn calls for system and usability evaluations, typically through measurement...

  3. Handbook for evaluation studies in virtual reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore; Koeffel, Christina

    2006-01-01

    Virtual reality (VR) applications are spreading and attract industries since VR technologies are becoming more affordable, powerful and robust. VR applications inherently call for human-computer interaction, which in turn calls for system and usability evaluations, typically through measurement...

  4. Effectiveness of Virtual Reality Using Wii Gaming Technology in Stroke Rehabilitation

    Science.gov (United States)

    Saposnik, Gustavo; Teasell, Robert; Mamdani, Muhammad; Hall, Judith; McIlroy, William; Cheung, Donna; Thorpe, Kevin E.; Cohen, Leonardo G.; Bayley, Mark

    2016-01-01

    Background and Purpose Hemiparesis resulting in functional limitation of an upper extremity is common among stroke survivors. Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation. Methods In this pilot, randomized, single-blinded clinical trial with 2 parallel groups involving stroke patients within 2 months, we compared the feasibility, safety, and efficacy of virtual reality using the Nintendo Wii gaming system (VRWii) versus recreational therapy (playing cards, bingo, or “Jenga”) among those receiving standard rehabilitation to evaluate arm motor improvement. The primary feasibility outcome was the total time receiving the intervention. The primary safety outcome was the proportion of patients experiencing intervention-related adverse events during the study period. Efficacy, a secondary outcome measure, was evaluated with the Wolf Motor Function Test, Box and Block Test, and Stroke Impact Scale at 4 weeks after intervention. Results Overall, 22 of 110 (20%) of screened patients were randomized. The mean age (range) was 61.3 (41 to 83) years. Two participants dropped out after a training session. The interventions were successfully delivered in 9 of 10 participants in the VRWii and 8 of 10 in the recreational therapy arm. The mean total session time was 388 minutes in the recreational therapy group compared with 364 minutes in the VRWii group (P=0.75). There were no serious adverse events in any group. Relative to the recreational therapy group, participants in the VRWii arm had a significant improvement in mean motor function of 7 seconds (Wolf Motor Function Test, 7.4 seconds; 95% CI, −14.5, −0.2) after adjustment for age, baseline functional status (Wolf Motor Function Test), and stroke severity. Conclusions VRWii gaming technology represents a safe, feasible, and potentially effective

  5. Testing communication strategies to convey genomic concepts using virtual reality technology.

    Science.gov (United States)

    Kaphingst, Kimberly A; Persky, Susan; McCall, Cade; Lachance, Christina; Beall, Andrew C; Blascovich, Jim

    2009-06-01

    Health professionals need to be able to communicate information about genomic susceptibility in understandable and usable ways, but substantial challenges are involved. We developed four learning modules that varied along two factors: (1) learning mode (active learning vs. didactic learning) and (2) metaphor (risk elevator vs. bridge) and tested them using a 2 x 2 between-subjects, repeated measures design. The study used an innovative virtual reality technology experimental platform; four virtual worlds were designed to convey the concept that genetic and behavioral factors interact to affect common disease risk. The primary outcome was comprehension (recall, transfer). Study participants were 42 undergraduates aged 19-23. The results indicated that the elevator metaphor better supported learning of the concept than the bridge metaphor. Mean transfer score was significantly higher for the elevator metaphor (p learning than active learning (p learning (e.g., motivation), however, were generally higher for the active learning worlds. The results suggested that active learning might not always be more effective than didactic learning in increasing comprehension of health information. The findings also indicated that less complex metaphors might convey abstract concepts more effectively.

  6. Thoughts on "Virtual Education." Virtual Reality vs. Real Experience: Critical Thinking and Outdoor Education. Technology and the Influence of American Culture.

    Science.gov (United States)

    Schatz, Curt; Schaefer, Susan

    1997-01-01

    A finding that environmental educators are eager to accept Virtual Reality (VR) as a teaching tool prompts two responses: one claims that students cannot critically analyze VR information to determine what is relevant because the VR programmer has already done that; the other points out that corporate propaganda taints the technology and that…

  7. Development and application of virtual reality technology to improve hand use and gait of individuals post-stroke.

    Science.gov (United States)

    Deutsch, Judith E; Merians, Alma S; Adamovich, Serge; Poizner, Howard; Burdea, Grigore C

    2004-01-01

    Development and application of virtual reality (VR) systems for rehabilitation is an iterative process produced by collaboration of an inter-disciplinary team of engineers, neuroscientists and clinician-scientists. In this paper the use of virtual reality technology for the rehabilitation of individuals post-stroke is described. The development of the hardware is based on principles of motor control. Development of the software uses findings from the enrichment and motor plasticity and training literatures as well as principles of motor learning. Virtual environments are created to afford individuals post-stroke opportunities to practice tasks for which they require rehabilitation. These tasks, related to hand function and gait, are trained both at the impairment and functional level. The training engages users to allow for the repetitive intensive practice required for behavioral motor plasticity. Results from a series of upper and lower extremity studies indicate that use of VR technology to augment rehabilitation of individuals post-stroke merits further study.

  8. Research into the method for construction of interactive virtual reality scenes based on Ajax technology: a case study

    Science.gov (United States)

    Deng, Jing; Zheng, Xinqi

    2010-11-01

    Nowadays, the development of Digital Earth has made a tremendous impact on all aspects of human social life, and a series of effective work around Digital Earth, which attracted wide attention, have been carried out by people with different background. Meantime, exploitation of the popularized technology is constantly being mature with the development of Google Earth. However, users still have many difficulties in constructing and operating 3D scenes on web, because of the limitation of network speed. This paper aims to provide a more convenient method for the client users to interact with the 3D models, thus to promote popularization of Digital Earth technology and apply it in many aspects of social life. In this research, Ajax was utilized as a newly emerged network technology, since it could provide a good solution for application in developing of virtual reality technology based on Web. This paper analyzed the principles and key technologies of Ajax, explored how Ajax can be used in construction of interactive virtual reality scenes through case study, in order to enhance access speed of virtual scenes on Web page, and increase the authenticity, interactivity and extensibility of virtual scenes. This paper introduced the whole process of virtual model construction and proposed an efficient way to achieve interactive scene. The results showed that the combination of SAI (Scene Access Interface) method and Ajax technology could effectively save network bandwidth and enhance user experience, which laid the foundation for the development of virtual reality technology based on Web and the popularization of Digital Earth technology.

  9. Virtual Reality: A State-of-the-Art Survey

    Institute of Scientific and Technical Information of China (English)

    Ning-Ning Zhou; Yu-Long Deng

    2009-01-01

    This paper presents a survey on virtual reality systems and provides an in-depth understanding toward the notion of immersion, according to the semantic meanings of the terms "virtual" and "reality". The paper analyses the structure and functions of a virtual reality system and takes the three dimensional display as the immersive medium to identify the key issues for construction of virtual environments. The paper also reviews the development of virtual reality technology and introduces new image processing techniques into the design of virtual reality systems and virtual environments.

  10. 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

  11. Virtual Reality in Psychology

    Directory of Open Access Journals (Sweden)

    Nigel Foreman

    2009-01-01

    Full Text Available The benefits of using virtual environments (VEs in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space. The research benefits of using VEs, in areas of psychology such as spatial learning and cognition, include interface flexibility, the reproducibility of virtual experience, and the opportunity for on-line monitoring of performance. Applications of VEs are many and varied, but are especially beneficial where experience can be tailored via augmentation, and where dangerous training situations can be avoided. The use of programmable agents has great future potential in relation to training and interpersonal skill development, also perhaps in clinical diagnosis and therapy. Progress in VE usage in psychological education is limited by cost and availability, though VEs are being used increasingly in classroom and laboratory teaching exercises. Virtual Reality was said to be “an answer waiting for a question”, but questions are being recognized, so that applications of VEs within the behavioural sciences are likely to multiply.

  12. Virtual Reality as Innovative Approach to the Interior Designing

    Science.gov (United States)

    Kaleja, Pavol; Kozlovská, Mária

    2017-06-01

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

  13. Virtual Reality with Haptic Application

    Institute of Scientific and Technical Information of China (English)

    李益明; 吕慧强; 孔繁胜

    2004-01-01

    Virtual reality (VR) is the use of advanced technologies, including computers and various multimedia peripherals (such as haptic), to produce a simulated 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. Haptic interfaces provide carefully controlled force feedback to the fingers of the user so that they feel as though they are touching objects in the virtual landscape. This article presented an overview to the concepts of VR focusing on haptics in a variety of interfaces and applications.

  14. Virtual reality and interactive digital game technology: new tools to address obesity and diabetes.

    Science.gov (United States)

    Skip Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark

    2011-03-01

    The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity.

  15. New technologies, virtual reality and multimedia, in Radiation Protection training; Nuevas tecnologias, realidad virtual y multimedia, aplicadaas a la formacion en proteccion radiologica

    Energy Technology Data Exchange (ETDEWEB)

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

    2003-07-01

    Iberdrola Ingenieria y Consultoria (Iberinco) has developed some computer applications based in New Technologies, Virtual Reality and Multimedia, with the aim to optimise the formation and training of professionally exposed workers as well as to inform the public. The use of the new technologies could be an important help for the workers training. Virtual Reality Projects developed by Iberinco are: a) CIPRES: Interactive Calculations of Radiological Protection in a Simulation Environmental and, b) ACEWO: Workers Control Access to Nuclear Power Plants, virtual Reality could be directly applicable to several aspects related with Radiological Protection Training, for example. An application that workers could used to learn the main aspects of Radiological Protection related with: a) Physical concepts, b) Regulations, c) Use of protective clothing, d) Access into and exit out controlled areas, e) ALARA criterion. An examples is the project ACEWO. A training program based on Virtual Reality systems with simulations of procedures in which the operators could receive high doses. In this way, the operation time and dose could be minimised according to the ALARA criterion owing to the ability of repeating the exercise, or the work, as many times as be necessary, like project CIPRES. Iberinco has been developed an educational CD multimedia on nuclear energy and the protection measures foreseen in the emergency plans for the Spanish Civil Protection Agency, with the aim of being distributed to all the schools placed near a nuclear power plant. (Author) 4 refs.

  16. 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...

  17. Visualization of Vector Field by Virtual Reality

    Science.gov (United States)

    Kageyama, A.; Tamura, Y.; Sato, T.

    A visualization software program is developed in order to analyze three dimensional vector fields by means of today's advanced virtual reality technology. This program enables simulation researchers to interactively visualize stream lines, tracer particle motions, isosurfaces, etc.~with stereo view. The program accepts any kind of vector fields on structured mesh as an input data. A virtual reality hardware system, on which the program operates, and details of the program are described.

  18. 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.

  19. 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…

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

    Science.gov (United States)

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

    2016-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Navid Farahani

    2016-01-01

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

  2. Introduction to Virtual Reality in Education

    Science.gov (United States)

    Dede, Chris

    2009-01-01

    As an emerging technology for learning, virtual reality (VR) dates back four decades, to early work by Ivan Sutherland in the late 1960s. At long last, interactive media are emerging that offer the promise of VR in everyday settings. Quasi-VR already is commonplace in 2-1/2-D virtual environments like Second Life and in massively multiplayer…

  3. Virtual Reality: A New Learning Environment.

    Science.gov (United States)

    Ferrington, Gary; Loge, Kenneth

    1992-01-01

    Discusses virtual reality (VR) technology and its possible uses in military training, medical education, industrial design and development, the media industry, and education. Three primary applications of VR in the learning process--visualization, simulation, and construction of virtual worlds--are described, and pedagogical and moral issues are…

  4. An evaluation of virtual reality technology as an occupational therapy treatment tool in spinal cord injury rehabilitation

    LENUS (Irish Health Repository)

    McNamara, Angela Dr.

    2006-01-01

    The introduction of virtual reality (VR) games as an occupational therapy (OT) treatment tool is an attempt to use technology as purposeful activity that is more relevant to a modern patient population than traditional art and craft based activities. It is unclear however if VR games are suitable for clinical applications and the current project examines the usability of video-capture VR games in spinal cord injury (SCI) rehabilitation.\\r\

  5. Research on Assistant Teaching Based on the Technology of Virtual Reality%虚拟现实技术辅助教学研究

    Institute of Scientific and Technical Information of China (English)

    张菊

    2014-01-01

    虚拟现实技术是近年来兴起的高新技术,本文分析了虚拟现实技术的特点及高职教育的现状,指出了将虚拟现实技术应用于高职教学与实训的必要性及影响。%Virtual reality technology is a new technology developed in recent years. This paper analyzes the characteristics of virtual reality and the status of higher vocational education, points out the necessity and effect of application of virtual reality in the vocational education and training.

  6. Virtual reality in posturography.

    Science.gov (United States)

    Tossavainen, Timo; Toppila, Esko; Pyykkö, Ilmari; Forsman, Pia M; Juhola, Martti; Starck, Jukka

    2006-04-01

    Balance dysfunctions are common, especially among elderly people. Present methods for the diagnosis and evaluation of severity of dysfuntion have limited value. We present a system that makes it easy to implement different visual and mechanical perturbations for clinical investigations of balance and visual-vestibular interaction. The system combines virtual reality visual stimulation with force platform posturography on a moving platform. We evaluate our contruction's utility in a classification task between 33 healthy controls and 77 patients with Ménière's disease, using a series of tests with different visual and mechanical stimuli. Responses of patients and controls differ significantly in parameters computed from stabilograms. We also show that the series of tests achieves a classification accuracy slightly over 80% between controls and patients.

  7. 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.

  8. Virtual reality training improves balance function

    Institute of Scientific and Technical Information of China (English)

    Yurong Mao; Peiming Chen; Le Li; Dongfeng Huang

    2014-01-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a com-puter 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 ifndings suggest that virtual reality training can acti-vate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.

  9. 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.

  10. 浅谈虚拟现实技术在教学中的应用%On The Application Of Virtual Reality Technology In Teaching

    Institute of Scientific and Technical Information of China (English)

    王月蓉

    2013-01-01

    This article briefly discusses the application of virtual reality technology in their teaching, and application of virtual reality technology in teaching future prospects.%本文简单论述了虚拟现实技术在辅助教学方面的应用,并对今后虚拟现实技术在教学中的应用进行了展望。

  11. Virtual reality technology application in landscape architecture design%虚拟现实技术在风景园林设计中的应用

    Institute of Scientific and Technical Information of China (English)

    黄剑锋

    2015-01-01

    This article mainly according to the connotation, basic characteristics of the virtual reality technology, the application of virtual reality technology in landscape design, and the future outlook for analysis.%本文主要结合虚拟现实技术的的内涵、基本特征,对虚拟现实技术在风景园林设计中的应用及未来展望进行探析。

  12. Development of a cognitive function test using virtual reality technology: examination in healthy participants.

    Science.gov (United States)

    Sakai, Hiromi; Nagano, Akinori; Seki, Keiko; Okahashi, Sayaka; Kojima, Maki; Luo, Zhiwei

    2017-07-13

    We developed a virtual reality test to assess the cognitive function of Japanese people in near-daily-life environment, namely, a virtual shopping test (VST). In this test, participants were asked to execute shopping tasks using touch panel operations in a "virtual shopping mall." We examined differences in VST performances among healthy participants of different ages and correlations between VST and screening tests, such as the Mini-Mental State Examination (MMSE) and Everyday Memory Checklist (EMC). We included 285 healthy participants between 20 and 86 years of age in seven age groups. Therefore, each VST index tended to decrease with advancing age; differences among age groups were significant. Most VST indices had a significantly negative correlation with MMSE and significantly positive correlation with EMC. VST may be useful for assessing general cognitive decline; effects of age must be considered for proper interpretation of the VST scores.

  13. [Virtual reality therapy in anxiety disorders].

    Science.gov (United States)

    Mitrousia, V; Giotakos, O

    2016-01-01

    During the last decade a number of studies have been conducted in order to examine if virtual reality exposure therapy can be an alternative form of therapy for the treatment of mental disorders and particularly for the treatment of anxiety disorders. Imaginal exposure therapy, which is one of the components of Cognitive Behavioral Therapy, cannot be easily applied to all patients and in cases like those virtual reality can be used as an alternative or a supportive psychotherapeutic technique. Most studies using virtual reality have focused on anxiety disorders, mainly in specific phobias, but some extend to other disorders such as eating disorders, drug dependence, pain control and palliative care and rehabilitation. Main characteristics of virtual reality therapy are: "interaction", "immersion", and "presence". High levels of "immersion" and "presence" are associated with increased response to exposure therapy in virtual environments, as well as better therapeutic outcomes and sustained therapeutic gains. Typical devices that are used in order patient's immersion to be achieved are the Head-Mounted Displays (HMD), which are only for individual use, and the computer automatic virtual environment (CAVE), which is a multiuser. Virtual reality therapy's disadvantages lie in the difficulties that arise due to the demanded specialized technology skills, devices' cost and side effects. Therapists' training is necessary in order for them to be able to manipulate the software and the hardware and to adjust it to each case's needs. Devices' cost is high but as technology continuously improves it constantly decreases. Immersion during virtual reality therapy can induce mild and temporary side effects such as nausea, dizziness or headache. Until today, however, experience shows that virtual reality offers several advantages. Patient's avoidance to be exposed in phobic stimuli is reduced via the use of virtual reality since the patient is exposed to them as many times as he

  14. 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.

  15. 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.

  16. Comparing Stage Presence and Virtual Reality Presence

    Directory of Open Access Journals (Sweden)

    Sebastian Xavier Samur

    2016-05-01

    Full Text Available Reflecting on the impending release of new Head Mounted Display virtual reality (VR technologies, the article examines definitions and techniques for digital presence, and compares them with research into stage presence. It opens with an outline of definitions of digital presence, comparing them with Cormac Power’s fictional, auratic, and literal modes of presence in performance. The article then looks at techniques used in VR and on stage to achieve presence. Finally, performance examples that use virtual reality technologies are presented. The article concludes that even if the technology falls short, discourse on digital presence is useful in providing insights into presence on stage.

  17. 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.

  18. Phenomenological classification of cultural heritage: role of virtual reality

    National Research Council Canada - National Science Library

    Hyuk-Jin Lee

    2017-01-01

    .... With the emergence of Virtual Reality (VR) technologies in cultural heritage field, it is necessary to understand how and why different cognitive media such as realor visual reality including VR, are differently recognized by people...

  19. Medical applications of virtual reality.

    Science.gov (United States)

    Satava, R M

    1995-06-01

    Medical applications for virtual reality (VR) are just beginning to emerge. These include VR surgical simulators, telepresence surgery, complex medical database visualization, and rehabilitation. These applications are mediated through the computer interface and as such are the embodiment of VR as an integral part of the paradigm shift in the field of medicine. The Green Telepresence Surgery System consists of two components, the surgical workstation and remote worksite. At the remote site there is a 3-D camera system and responsive manipulators with sensory input. At the workstation there is a 3-D monitor and dexterous handles with force feedback. The VR surgical simulator is a stylized recreation of the human abdomen with several essential organs. Using a helmet mounted display and DataGlove, a person can learn anatomy from a new perspective by 'flying' inside and around the organs, or can practice surgical procedures with a scalpel and clamps. Database visualization creates 3-D images of complex medical data for new perspectives in analysis. Rehabilitation medicine permits impaired individuals to explore worlds not otherwise available to them, allows accurate assessment and therapy for their disabilities, and helps architects understand their critical needs in public or personal space. And to support these advanced technologies, the operating room and hospital of the future will be first designed and tested in virtual reality, bringing together the full power of the digital physician.

  20. A survey on virtual reality

    Institute of Scientific and Technical Information of China (English)

    ZHAO QinPing

    2009-01-01

    Virtual reality (VR) Is a scientific method and technology created during the exploration of the nature by human beings to understand,simulate,and better adapt and use the nature.Based on the analysis on the whole process of VR,this paper presents different categories of VR problems and a type of theoretical expression,and abstracts three kinds of scientific and technical problems in VR field.On the basis of foresaid content,this paper also studies current major research objectives,research results and development trend of VR in the aspects of VR modeling method,VR representation technology,human-machine interaction and devices,VR development suites and supporting infrastructure,as well as VR applications.Finally,several theoretical and technical problems that need to be further studied and solved are addressed.

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

    Science.gov (United States)

    Cornell, Richard; Bailey, Dan

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

  2. Avatars, Affordances, and Interfaces: Virtual Reality Tools for Learning.

    Science.gov (United States)

    McLellan, Hilary

    Virtual reality technology offers the promise of interaction with a computer-based environment that engages visual, auditory, and tactile perception. Three interrelated virtual reality design topics are particularly relevant to visual literacy. The first is the concept of avatars. Avatars are agents that appear in a virtual world representing the…

  3. 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.

  4. Design and Application of a Novel Virtual Reality Navigational Technology (VRNChair

    Directory of Open Access Journals (Sweden)

    Ahmad Byagowi

    2014-01-01

    Full Text Available This paper presents a novel virtual reality navigation (VRN input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. However, in case of immersive VR environment experiments, such as our recent VRN assessment, the user may feel kinetosis (motion sickness as a result of the disagreement between vestibular response and the optical flow. In addition, experience in using a joystick or any of the existing computer input devices may cause a bias in the accuracy of participant performance in VR environment experiments. Therefore, we have designed a VR navigational environment that is operated using a wheelchair (VRNChair. The VRNChair translates the movement of a manual wheelchair to feed any VR environment. We evaluated the VRNChair by testing on 34 young individuals in two groups performing the same navigational task with either the VRNChair or a joystick; also one older individual (55 years performed the same experiment with both a joystick and the VRNChair. The results indicate that the VRNChair does not change the accuracy of the performance; thus removing the plausible bias of having experience using a joystick. More importantly, it significantly reduces the effect of kinetosis. While we developed VRNChair for our spatial cognition study, its application can be in many other studies involving neuroscience, neurorehabilitation, physiotherapy, and/or simply the gaming industry.

  5. 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.

  6. The ethnography of virtual reality

    OpenAIRE

    2004-01-01

    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 ...

  7. Virtual Reality Technology in The Application of the Yacht Show%虚拟现实技术在游艇展示中的应用

    Institute of Scientific and Technical Information of China (English)

    张超; 刘李明; 葛金龙

    2012-01-01

    本文阐述了相较于传统展示方式,虚拟现实技术所表现出的优势,并对各主流虚拟现实软件的特点进行比较。然后探讨了基于VR-Platform虚拟现实平台的游艇虚拟展示中涉及到的关键技术以及在这些技术运用过程中所需注意的一些问题。%This paper elaborates the traditional way than show, the virtual reality technology showed what advantage, and the main characteristics of the virtual reality software comparison. Then discusses the VR-Platform based on virtual reality platform cruise virtual display the key technologies involved in these technologies and in the process of using needed atten- tion to some problems.

  8. Augmented semi-virtual reality cockpit technology%增强半虚拟现实座舱技术

    Institute of Scientific and Technical Information of China (English)

    汤勇; 顾宏斌; 李鹏

    2012-01-01

    为提高半虚拟现实座舱中用户视觉真实感与人-座舱交互性能,提出了一种增强半虚拟现实座舱技术,将手图像实时融合到虚拟座舱环境中,使用户能实时看到自己的真实手。通过肤色检测算法实时分割摄像机采集图像,应用改进的自适应加权立体匹配算法与视图变形算法对图像进行视点校正,通过虚实匹配与虚实融合将手图像无缝融合到虚拟环境中,为用户提供增强虚拟环境中的可视化图像。测试结果表明:增强半虚拟现实座舱技术方案中触觉与视觉反馈真实,在头盔式虚拟环境中用户交互能点击到的最小方块边长为8mm。采用增强半虚拟现实技术方案完成座舱内典型交互动作的时间比传统数据手套方案与半虚拟交互方案平均分别降低约50%与18%,极大提高了人-座舱交互性能,可有效增强虚拟现实座舱系统实用性,并降低开发成本。%In order to enhance the visual sense of users and the interaction performance of human-cockpit system in the semi-virtual reality cockpit system,an augmented semi-virtual reality cockpit technolgy was presented,which incorporated a realistic view of hand into the virtual environments and made user see his own real hand in real time.The captured images by using camera were real-time segmented by skin color detecting algorithm.The segmented foreground images were rectified by using adaptive weighted stereo matching algorithm and view morphing algorithm.Hand images were seamlessly integrated into virtual environment by using virtual-real matching and virtual-real fusion methods,which can provide user with the visual images in augmented virtual environment.Experimental result shows that augmented semi-virtual reality cockpit technology make users feel true for the feedback of touch and vision.The smallest side length of the square clicked by users is 8 mm in head-mounted virtual environment.In augmented semi-virtual reality

  9. Using of virtual reality technology in acute cerebral stroke and their influense on post-stroke affective disorders

    Directory of Open Access Journals (Sweden)

    Maslyuk О.А.

    2014-12-01

    Full Text Available Aim. The study of virtual reality technology in the rehabilitation of patients with cerebral stroke and influence on post stroke affective disorder. Materials and methods. The study included 88 patients with ischemic stroke: 59 men (67% and 29 women (33%. The average age of the patients was 62,05 ± 11,74 years. In the study group included 46 patients, 44 patients in the control group. The groups were matched by age, time from the begin of disease, severity of disease, the severity of motor, affective and cognitive impairments. In addition, in the study group to the program of early rehabilitation to use individual training with virtual reality technology (BTS NIRVANA. The duration of the training was 21 days, 3 times a week for 40 minutes. Results. On the background of rehabilitation in the study group patients had a significant reduced of neurological deficit (p <0,05. Significantly improved neurodynamic and executive cognitive function (p <0,01. In the study group was a statistically significant decrease symptoms of depression on a scale of BDI was 31,7% vs. 20.9% in the control group, anxiety on a scale of HADS was 18,46% (p <0,05 vs. 12,23% (p <0,05 in the control group. Increase motivation and decrease symptoms of apathy in the study group of patients on a scale of AES-C was 13,78% (p <0,05 vs. 1,01 % in the control group. On the background of rehabilitation patients in the study group was no difference between the rates of pathological muscle and mental fatigue. On the background there is rehabilitation of the quality of life due to mobility and activities of daily living. Conclusion. The study showed the positive effect of virtual reality technology for the correction of post-stroke mood disorders.

  10. 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.

  11. Virtual Reality in Psychology

    National Research Council Canada - National Science Library

    Nigel Foreman

    2009-01-01

    The benefits of using virtual environments (VEs) in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space...

  12. Virtual reality application in agriculture field

    Science.gov (United States)

    Hu, Weixi; Pan, Zhigeng; Guo, Xinyu; Zhao, Chunjiang

    2004-03-01

    The recent study of agriculture has faced more and more time-consuming problems and digitalizing problems. In order to solve these problems, we raise our proposal of creating a new virtual agriculture system using the technologies of the virtual reality and artificial intelligence. In this paper, we will not only introduce the composition and the control mechanism of this new agriculture system, but also prove its promising future. We will also discuss the wide application fields of this new system.

  13. Proprioception rehabilitation training system for stroke patients using virtual reality technology.

    Science.gov (United States)

    Kim, Sun I; Song, In-Ho; Cho, Sangwoo; Kim, In Young; Ku, Jeonghun; Kang, Youn Joo; Jang, Dong Pyo

    2013-01-01

    We investigated a virtual reality (VR) proprioceptive rehabilitation system that could manipulate the visual feedback of upper-limb during training and could do training by relying on proprioception feedback only. Virtual environments were designed in order to switch visual feedback on/off during upper-limb training. Two types of VR training tasks were designed for evaluating the effect of the proprioception focused training compared to the training with visual feedback. In order to evaluate the developed proprioception feedback virtual environment system, we recruited ten stroke patients (age: 54.7± 7.83years, on set: 3.29± 3.83 years). All patients performed three times PFVE task in order to check the improvement of proprioception function just before training session, after one week training, and after all training. In a comparison between FMS score and PFVE, the FMS score had a significant relationship with the error distance(r = -.662, n=10, p = .037) and total movement distance(r = -.726, n=10, p = .018) in PFVE. Comparing the training effect between in virtual environment with visual feedback and with proprioception, the click count, error distance and total error distance was more reduced in PFVE than VFVE. (Click count: p = 0.005, error distance: p = 0.001, total error distance: p = 0.007). It suggested that the proprioception feedback rather than visual feedback could be effective means to enhancing motor control during rehabilitation training. The developed VR system for rehabilitation has been verified in that stroke patients improved motor control after VR proprioception feedback training.

  14. A Virtual Environment Using Virtual Reality and Artificial Neural Network

    OpenAIRE

    Abdul Rahaman Wahab Sait; Mohammad Nazim Raza

    2011-01-01

    In this paper we describe a model, which gives a virtual environment to a group of people who uses it. The model is integrated with an Immersible Virtual Reality (IVR) design with an Artificial Neural Network (ANN) interface which runs on internet. A user who wants to participate in the virtual environment should have the hybrid IVR and ANN model with internet connection. IVR is the advanced technology used in the model to give an experience to the people to feel a virtual environment as a re...

  15. Testing the effects of educational strategies on comprehension of a genomic concept using virtual reality technology.

    Science.gov (United States)

    Kaphingst, Kimberly A; Persky, Susan; McCall, Cade; Lachance, Christina; Loewenstein, Johanna; Beall, Andrew C; Blascovich, Jim

    2009-11-01

    Applying genetic susceptibility information to improve health will likely require educating patients about abstract concepts, for which there is little existing research. This experimental study examined the effect of learning mode on comprehension of a genomic concept. 156 individuals aged 18-40 without specialized knowledge were randomly assigned to either a virtual reality active learning or didactic learning condition. The outcome was comprehension (recall, transfer, mental models). Change in recall was greater for didactic learning than for active learning (pconcepts. Didactic, interpersonal health education approaches may be more effective than interactive games in educating patients about abstract, unfamiliar concepts. These findings indicate the importance of traditional health education approaches in emerging areas like genomics.

  16. Application of Medical Education Based on the Virtual Reality Technology%基于虚拟现实技术的医学教育应用

    Institute of Scientific and Technical Information of China (English)

    田茵

    2013-01-01

    As a top technology, virtual reality is a computer systems which can create and experience the virtual world, has been widely applied in many fields. This paper introduces the features of virtual reality technology and discusses the application and re-alization of virtual reality in medical education.%虚拟现实作为一项尖端科技,是一种可以创建和体验虚拟世界的计算机系统,在许多领域得到了广泛的应用。该文主要介绍虚拟现实技术的特点,并对虚拟现实在医学教育中的应用和实现进行探讨。

  17. Virtual Reality: theoretical basis, practical applications

    Directory of Open Access Journals (Sweden)

    Philip Barker

    1993-12-01

    Full Text Available Virtual reality (VR is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems.

  18. 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.

  19. Virtual reality and interactive gaming technology for obese and diabetic children: is military medical technology applicable?

    Science.gov (United States)

    Talbot, Thomas Brett

    2011-03-01

    The Telemedicine and Advanced Technology Research Center has pursued a number of technologies that may have application to the problems of obesity and diabetes management in children. Children are getting fatter because of increased caloric intake and less physical activity. Furthermore, technology advances have failed to significantly improve metabolic control of type 1 diabetes. Behavioral strategies should target video games, mobile phones, and other popular items used by children and seen by them as necessities. Exergaming is considerably more active than traditional video gaming and can be equivalent to moderate-intensity exercise. Diabetes equipment such as continuous glucose monitors and insulin pumps lack integration and live connectivity and suffer from a poor user interface. In contrast, mobile phones offer wireless connectivity, an excellent voice-enabled interface, and cloud connectivity that could possibly serve as a motivational and compliance tool for diabetes patients through text messaging to the patient, parents, and physician. Mobile phones have the potential to motivate and educate obese children as well. Exergaming for obese children could also be integrated into award systems of game consoles and game play time. The key to successful implementation of these strategies depends on the ability to integrate and connect the various technologies.

  20. Virtual Technologies Trends in Education

    Science.gov (United States)

    Martín-Gutiérrez, Jorge; Mora, Carlos Efrén; Añorbe-Díaz, Beatriz; González-Marrero, Antonio

    2017-01-01

    Virtual reality captures people's attention. This technology has been applied in many sectors such as medicine, industry, education, video games, or tourism. Perhaps its biggest area of interest has been leisure and entertainment. Regardless the sector, the introduction of virtual or augmented reality had several constraints: it was expensive, it…

  1. Virtual Technologies Trends in Education

    Science.gov (United States)

    Martín-Gutiérrez, Jorge; Mora, Carlos Efrén; Añorbe-Díaz, Beatriz; González-Marrero, Antonio

    2017-01-01

    Virtual reality captures people's attention. This technology has been applied in many sectors such as medicine, industry, education, video games, or tourism. Perhaps its biggest area of interest has been leisure and entertainment. Regardless the sector, the introduction of virtual or augmented reality had several constraints: it was expensive, it…

  2. Virtual Reality in Psychology

    Science.gov (United States)

    Foreman, Nigel

    2009-01-01

    The benefits of using virtual environments (VEs) in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space. The research benefits of using VEs, in areas of psychology such as spatial learning and cognition, include…

  3. Virtual Reality Enhanced Instructional Learning

    Science.gov (United States)

    Nachimuthu, K.; Vijayakumari, G.

    2009-01-01

    Virtual Reality (VR) is a creation of virtual 3D world in which one can feel and sense the world as if it is real. It is allowing engineers to design machines and Educationists to design AV [audiovisual] equipment in real time but in 3-dimensional hologram as if the actual material is being made and worked upon. VR allows a least-cost (energy…

  4. Virtual Reality in Education The next challenge

    Directory of Open Access Journals (Sweden)

    Jonathan Carlos Samaniego Villarroel

    2016-08-01

    Full Text Available Virtual reality is a very interesting topic, but quite far from us apparently the Latin American reality is too far to technological advances and therefore costs us understand how they serve educational purposes. This paper will seek to publicize what is virtual reality, how the peripherals used to use, works and of course educational implications in first world countries, and how we could in our country use these technologies with pilot programs that allow our children and young people supplement their knowledge. What role do smartphones in this concept and how companies like Google and Samsung are playing an important play in the popularization of these tools, although many see them as a game or fad, there is no doubt that within a few years will be very important in the educational field.

  5. 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…

  6. 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.

  7. 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 costs

  8. 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)

  9. 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"

  10. Treatment of Complicated Grief Using Virtual Reality: A Case Report

    Science.gov (United States)

    Botella, C.; Osma, J.; Palacios, A. Garcia; Guillen, V.; Banos, R.

    2008-01-01

    This is the first work exploring the application of new technologies, concretely virtual reality, to facilitate emotional processing in the treatment of Complicated Grief. Our research team has designed a virtual reality environment (EMMA's World) to foster the expression and processing of emotions. In this study the authors present a description…

  11. SYNTHETIC DESIGN AND THE ART OF VIRTUAL REALITY IN ...

    African Journals Online (AJOL)

    This article delves into the field of Virtual. Reality (VR), a current ... influence modern design in both theatre and film productions. This paper is of the view that ... lighting technology, it is popularly known as virtual reality. (4). This study is aimed ...

  12. Marshall Engineers Use Virtual Reality

    Science.gov (United States)

    1993-01-01

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

  13. 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.

  14. 虚拟现实技术对教育领域的启示%The Enlightenment of virtual reality technology to the education field

    Institute of Scientific and Technical Information of China (English)

    胡光夏

    2016-01-01

    In the past few years,a way of exchanging information once again become the focus of attention of the industry,that is,virtual reality(VR)technology, especially Facebook with $20 billion acquisition of virtual reality helmet manufacturer oculus,instantly improve the market value of the cake,and detonated the whole industry chain.In contrast,the virtual reality technology is only in the stage of scientific research in Colleges and universities,in the stage of general education with virtual reality technology is also facing enormous challenges,the field of education of virtual reality technology with talk about their own understanding,for your reference.%这几年,一种信息交换方式再次成为业界关注的热点,那就是虚拟现实技术(Virtual Reality),特别是Facebook用20亿美元收购虚拟现实头盔制造商Oculus,让这块蛋糕的市场价值瞬间提升,同时也引爆了整个产业链.相比之下,我国虚拟现实技术还仅仅处于高校科研阶段,在普通教育阶段运用虚拟现实技术还面临着巨大的难题,本文将对教育领域的虚拟现实技术的运用谈谈自己的理解,供大家参考.

  15. 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....

  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. Assessing the impact of previous experience, and attitudes towards technology, on levels of engagement in a virtual reality based occupational therapy intervention for spinal cord injury rehabilitation

    LENUS (Irish Health Repository)

    McCaughey, Manus Dr.

    2007-01-01

    The aim of the current research project was to determine if there were significant differences between patients with higher or lower levels of experience with technology in terms of their level of engagement with virtual reality (VR) in occupational therapy, their future uptake of VR technology in therapy, and their attitudes towards technology. Patients’ experience of technology was also examined in relation to demographic characteristics such as age and education level.\\r\

  18. A Virtual Tomb for Kelvingrove: Virtual Reality, Archaeology and Education

    Directory of Open Access Journals (Sweden)

    Melissa M. Terras

    1999-11-01

    Full Text Available The use of computers as an educational resource in museums is becoming increasingly popular as more and more institutions realise that multimedia displays are very successful in imparting a broad variety of information. Although three-dimensional reconstructions of sites and structures have been used in archaeology for many years, the majority of museum computer installations have dealt with two-dimensional media because of the costs, equipment and labour involved in producing interactive 3D scenes. The birth of VRML (Virtual Reality Modeling Language has changed the way virtual reality is implemented and viewed. As an internet protocol, VRML can be used on most major platforms and implemented by anyone with a word-processing package, an internet browser, and the relevant plug-in. There is no reason why this new technology cannot be adopted by archaeologists and museums to produce virtual reality models of structures, sites and objects to aid the research of specialists and the education of the public. This project (undertaken at the Humanities Advanced Technology and Information Institute, University of Glasgow, Scotland, between May and October 1998 investigated the practicalities involved in using VRML to create a virtual reality model for use in a public space. A model of the Egyptian tomb of Sen-nedjem was developed for installation in the Egyptian Gallery of the Kelvingrove Museum and Art Gallery, Glasgow, in the hope that the introduction of this computer display would encourage the museum visitor's interest in the gallery's existing artefacts. Creation of the model would also investigate the possibility of using VRML to build accurate archaeological reconstructions cheaply and efficiently using publicly available software and existing archaeological resources. A fully functioning virtual reality model of the tomb of Sen-nedjem has been created, incorporating interactive elements, photorealistic representation, and animation, and this

  19. The Virtual Reality Conjecture

    CERN Document Server

    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 impossible ways. Cosmology even tells us that our entire physical universe just "popped up", from nowhere, about 14 billion years ago. This is not how an objectively real world should behave! Yet traditional alternatives don't work much better. That the world is just an illusion of the mind doesn't explain its consistent realism and Descartes dualism, that another reality beyond the physical exists, just doubles the existential problem. It is time to consider an option we might normally dismiss out of hand. This essay exp...

  20. Virtual reality: using the virtual world to improve quality of life in the real world.

    Science.gov (United States)

    Anderson, P L; Rothbaum, B O; Hodges, L

    2001-01-01

    Mental health professionals are increasingly integrating advances in technology to improve the health of those in their care (American Psychological Association, 2000). The authors describe the immersive properties of virtual reality and its importance for clinical purposes and then review the literature describing current clinical applications of virtual reality (VR) and research documenting its efficacy. Virtual reality has been used in the treatment of specific phobias, posttraumatic stress disorder, eating disorders, and pain management.

  1. Integrating Spherical Panoramas and Maps for Visualization of Cultural Heritage Objects Using Virtual Reality Technology.

    Science.gov (United States)

    Koeva, Mila; Luleva, Mila; Maldjanski, Plamen

    2017-04-11

    Development and virtual representation of 3D models of Cultural Heritage (CH) objects has triggered great interest over the past decade. The main reason for this is the rapid development in the fields of photogrammetry and remote sensing, laser scanning, and computer vision. The advantages of using 3D models for restoration, preservation, and documentation of valuable historical and architectural objects have been numerously demonstrated by scientists in the field. Moreover, 3D model visualization in virtual reality has been recognized as an efficient, fast, and easy way of representing a variety of objects worldwide for present-day users, who have stringent requirements and high expectations. However, the main focus of recent research is the visual, geometric, and textural characteristics of a single concrete object, while integration of large numbers of models with additional information-such as historical overview, detailed description, and location-are missing. Such integrated information can be beneficial, not only for tourism but also for accurate documentation. For that reason, we demonstrate in this paper an integration of high-resolution spherical panoramas, a variety of maps, GNSS, sound, video, and text information for representation of numerous cultural heritage objects. These are then displayed in a web-based portal with an intuitive interface. The users have the opportunity to choose freely from the provided information, and decide for themselves what is interesting to visit. Based on the created web application, we provide suggestions and guidelines for similar studies. We selected objects, which are located in Bulgaria-a country with thousands of years of history and cultural heritage dating back to ancient civilizations. The methods used in this research are applicable for any type of spherical or cylindrical images and can be easily followed and applied in various domains. After a visual and metric assessment of the panoramas and the evaluation of

  2. A Virtual Environment Using Virtual Reality and Artificial Neural Network

    Directory of Open Access Journals (Sweden)

    Abdul Rahaman Wahab Sait

    2011-12-01

    Full Text Available In this paper we describe a model, which gives a virtual environment to a group of people who uses it. The model is integrated with an Immersible Virtual Reality (IVR design with an Artificial Neural Network (ANN interface which runs on internet. A user who wants to participate in the virtual environment should have the hybrid IVR and ANN model with internet connection. IVR is the advanced technology used in the model to give an experience to the people to feel a virtual environment as a real one and ANN used to give a shape for the characters in the virtual environment (VE. This model actually gives an illusion to the user that as if they are in the real communication environment.

  3. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

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

    2015-02-12

    Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles have been rapidly adopted in clinical settings. This is an update of a Cochrane Review published in 2011. To determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity. To determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance activity, global motor function, cognitive function, activity limitation, participation restriction and quality of life, voxels or regions of interest identified via imaging, and adverse events. Additionally, we aimed to comment on the feasibility of virtual reality for use with stroke patients by reporting on patient eligibility criteria and recruitment. We searched the Cochrane Stroke Group Trials Register (October 2013), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2013, Issue 11), MEDLINE (1950 to November 2013), EMBASE (1980 to November 2013) 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 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 investigators to obtain missing information. We included 37 trials that involved 1019 participants. Study sample sizes were generally small and interventions

  4. Virtual Reality for Research in Social Neuroscience.

    Science.gov (United States)

    Parsons, Thomas D; Gaggioli, Andrea; Riva, Giuseppe

    2017-04-16

    The emergence of social neuroscience has significantly advanced our understanding of the relationship that exists between social processes and their neurobiological underpinnings. Social neuroscience research often involves the use of simple and static stimuli lacking many of the potentially important aspects of real world activities and social interactions. Whilst this research has merit, there is a growing interest in the presentation of dynamic stimuli in a manner that allows researchers to assess the integrative processes carried out by perceivers over time. Herein, we discuss the potential of virtual reality for enhancing ecological validity while maintaining experimental control in social neuroscience research. Virtual reality is a technology that allows for the creation of fully interactive, three-dimensional computerized models of social situations that can be fully controlled by the experimenter. Furthermore, the introduction of interactive virtual characters-either driven by a human or by a computer-allows the researcher to test, in a systematic and independent manner, the effects of various social cues. We first introduce key technical features and concepts related to virtual reality. Next, we discuss the potential of this technology for enhancing social neuroscience protocols, drawing on illustrative experiments from the literature.

  5. Virtual Reality for Research in Social Neuroscience

    Science.gov (United States)

    Parsons, Thomas D.; Gaggioli, Andrea; Riva, Giuseppe

    2017-01-01

    The emergence of social neuroscience has significantly advanced our understanding of the relationship that exists between social processes and their neurobiological underpinnings. Social neuroscience research often involves the use of simple and static stimuli lacking many of the potentially important aspects of real world activities and social interactions. Whilst this research has merit, there is a growing interest in the presentation of dynamic stimuli in a manner that allows researchers to assess the integrative processes carried out by perceivers over time. Herein, we discuss the potential of virtual reality for enhancing ecological validity while maintaining experimental control in social neuroscience research. Virtual reality is a technology that allows for the creation of fully interactive, three-dimensional computerized models of social situations that can be fully controlled by the experimenter. Furthermore, the introduction of interactive virtual characters—either driven by a human or by a computer—allows the researcher to test, in a systematic and independent manner, the effects of various social cues. We first introduce key technical features and concepts related to virtual reality. Next, we discuss the potential of this technology for enhancing social neuroscience protocols, drawing on illustrative experiments from the literature. PMID:28420150

  6. Virtual, augmented reality and serious games for healthcare

    CERN Document Server

    Jain, Lakhmi; Anderson, Paul

    2014-01-01

    There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia, and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality, or serious games in a variety of medical applications.   This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to th...

  7. Virtual Reality and Public Administration

    OpenAIRE

    Tózsa, István

    2013-01-01

    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 bre...

  8. Reality in Virtual Learning

    DEFF Research Database (Denmark)

    Lindberg, Frank; Pettersson, Michael

    /1996; "Being and Time"), and the successors Hans-Georg Gadamer and Paul Ricoeur. The work is also inspired of the father of culturalism - Jerome Bruner (1996) and Wenger's (1998) community of practice. Thompson (1997) is an inspiration through his initiator of hermeneutical endeavor within consumer research...... challenges our pedagogical reasoning in many ways. However, old pedagogical models often prevail. We see practices where lectures, notes and course information are published on the Internet, where ICT helps professor-student communication, and online based student tests. These attempts are based on old...... and develop understandings of what it might mean to be a student when learning occurs within a virtual problem based learning landscape. When students are used to the traditional classroom, challenges appear in the twilight zone between two pedagogical practices. How do the students cope with challenges...

  9. The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic Development

    National Research Council Canada - National Science Library

    Chen, Yu-Li

    2016-01-01

    Virtual reality (VR) has brought about numerous alternative learning opportunities in the last decade, and with modern products such as Oculus Rift and other wearable Virtual Reality technologies being introduced...

  10. The use of virtual reality in visualizing land property | Quaye-Ballard ...

    African Journals Online (AJOL)

    Journal of Science and Technology (Ghana) ... a developed application medium, as if they are inside the virtual environment presenting the application. Virtual reality as a presentational medium offers different views of reality ... Article Metrics.

  11. The Virtual Tablet: Virtual Reality as a Control System

    Science.gov (United States)

    Chronister, Andrew

    2016-01-01

    In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of

  12. Physics Education in Virtual Reality: An Example

    Directory of Open Access Journals (Sweden)

    Hannes Kaufmann

    2009-01-01

    Full Text Available We present an immersive virtual reality (VR application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths and other properties of objects before, during and after experiments. Innovative teaching content is presented thatexploits the strengths of the 3D virtual environment. Physics Playground serves as an example of how current technologies can be combined to deliver a new quality in physics education.

  13. Virtual Reality in Denmark

    Science.gov (United States)

    2005-12-01

    Learning In cooperation with Vestas and Zenaria is VR Media Lab developing a pilot project in order to clarify the use of VR-technology in various...learning situations. This particular pilot project involves teaching of Vestas electricians thus enabling them to perform a more accurate repair of the...the course. For further information contact John Tørring. 2.2.2.7 Vestas One of the learning projects at VR Media Lab is called Vestas . Project

  14. A preliminary report on the use of virtual reality technology to elicit craving and cue reactivity in cocaine dependent individuals.

    Science.gov (United States)

    Saladin, Michael E; Brady, Kathleen T; Graap, Ken; Rothbaum, Barbara Olasov

    2006-10-01

    In the present feasibility study, we developed a 3-dimensional virtual "crack" cocaine environment and evaluated the environment's ability to elicit subjective craving and cue reactivity (i.e., subjective emotional responding, heart rate and skin conductance) in 11 crack cocaine dependent individuals. Each of the seven 3-D crack cocaine scenes in the cocaine environment depicted actors engaging in a range of using-related behaviors (i.e., smoking crack) whereas the neutral environment contained scenes depicted 3-D aquariums with active aquatic life (baseline measures were obtained following immersion in the neutral environment). Results indicated that craving was significantly elevated during the cocaine-related scenes as compared to baseline. Craving varied by scene content, with scenes depicting active cocaine use eliciting the highest levels of craving. Heart rate was significantly higher in four of the scenes with drug use content and positive affect (i.e., happiness) ratings were significantly lower during cocaine scenes as compared to baseline. Overall, the results suggest that a standardized and stimulus rich virtual reality environment effectively elicits craving and physiologic reactivity. Such technology has potential utility in the development and refinement of exposure-based behavioral and pharmacological interventions for substance use disorders.

  15. Pedagogy: Instructivism to Socio-Constructivism through Virtual Reality

    National Research Council Canada - National Science Library

    Moses O. Onyesolu; Victor C. Nwasor; Obiajulu E. Ositanwosu; Obinna N. Iwegbuna

    2013-01-01

    .... These theories no doubt were applied in education and they had their effects on learners. Technology advanced, created a paradigm shift by creating new ways of teaching and learning as found in virtual reality (VR...

  16. Application of Virtual Reality to Radiation Protection

    Energy Technology Data Exchange (ETDEWEB)

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

    2004-07-01

    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.

  17. Discussion on the Virtual Reality Technology and its Development Application%浅谈虚拟现实技术及其发展应用

    Institute of Scientific and Technical Information of China (English)

    陈娟

    2012-01-01

      虚拟现实技术是一种模拟人在自然环境中的视觉,听觉,触觉等行为的高度逼真的人机交互技术,是利用人类感知能力和操作能力的新方法。该文首先简要阐述虚拟现实技术的概念及其特点。其次介绍了虚拟现实技术的分类及其主要技术构成,并概括了虚拟现实技术在城市规划、旅游景观、医学、艺术教育、生物力学、工业仿真等方面的技术应用,最后对虚拟现实技术的发展及应用进行了总结展望。%  Virtual reality technology is a simulation of behavior of people in the natural environment, visual, auditory, tactile highly realistic human-computer interaction technology, human perception and the ability to operate the new method. This pa⁃per briefly elaborated the concept of virtual reality technology and its characteristics. Secondly, the classification and its main tech⁃nology of virtual reality technology constitute, and outlines the technical applications of virtual reality technology in urban plan⁃ning, tourism, landscape, medicine, arts education, biomechanics, industrial simulation, etc. Finally, the development of virtual re⁃ality technology and application of the concluding outlook.

  18. 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.

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

    Science.gov (United States)

    Kim, Youngjun; Kim, Hannah

    2017-01-01

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

  20. 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...

  1. 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...

  2. Review of Virtual Reality Technology Application in Fire and Medical Exercise for Development of VR based Radiological Emergency Exercise System

    Energy Technology Data Exchange (ETDEWEB)

    Song, Sub Lee; Lee, Byung Il; Park, Seong Jun; Lee, Dewhey; Park, Younwon [BEES Inc., Daejeon (Korea, Republic of)

    2016-10-15

    The article of Act on Physical Protection and Radiological Emergency (APPRE) was amended as a nuclear licensee shall formulate a radiological emergency exercise plan as prescribed by the Ordinance of the Prime minister and execute such plan with the approval of the Nuclear Safety and Security Commission (NSSC). Current radiological emergency exercise is basically conducting in the field. The field exercise essentially requires participation of mass population. Due to lack of time, cost, communication and participation, the field exercise necessarily causes several limitations in an aspect of effectiveness. The public participants often misunderstood the situation as real though it is just an exercise so several conflicts are occurring. Furthermore, the exercise program is too ideal to reflect the real accident situation. In this point of view, application of virtual reality (VR) technology is highlighted with its many advantages. VR technology is expected to resolve those existing problems. Our research team is currently developing VR based radiological emergency exercise system. In this paper, the advantages and actual application of VR based training were introduced. With those advantages and improvement of existing disadvantages, our VR based radiological emergency exercise system will be developed. Not only physical interactive features, but also interactive fail-considered real-like scenarios will be adopted in the system. The ultimate goal of the system is safe and perfect evacuation of residents in case of radioactive accident.

  3. 虚拟现实技术在散打运动中的应用研究%On the Application of Virtual Reality Technology in Sanshou Movement

    Institute of Scientific and Technical Information of China (English)

    章海晨

    2012-01-01

      Virtual reality technology is an application technology involving multitudinous disciplines in information age, has a bright prospect in sports education and training. The study applies the virtual reality technology into Sanshou sport, for research and improving the athlete's training level of skill and tactics provide certain theoretical basis and methods.%  虚拟现实技术是信息化时代的一项涉及众多学科的高新应用技术,在体育教育训练方面有着广阔的应用前景。文章将虚拟现实技术运用在散手运动中,为研究和提高运动员的技、战术训练水平提供一定的理论依据和方法

  4. Exploring Urban Environments Using Virtual and Augmented Reality

    Directory of Open Access Journals (Sweden)

    Stelios Papakonstantinou

    2007-02-01

    Full Text Available In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location and orientation of the user, while the augmented reality interface uses computer vision techniques to capture patterns from the real environment and overlay additional way-finding information, aligned with real imagery, in real-time. The knowledge obtained from the evaluation of the virtual reality navigational experience has been used to inform the design of the augmented reality interface. Initial results of the user testing of the experimental augmented reality system for navigation are presented.

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

    Science.gov (United States)

    Yellowlees, Peter M.; Cook, James N.

    2006-01-01

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

  6. Virtual Reality for Training and Lifelong Learning

    Directory of Open Access Journals (Sweden)

    Daniel Mellet-d'Huart

    2009-01-01

    Full Text Available This article covers the application of virtual reality (VR to training and lifelong learning. A number of considerations concerning the design of VR applications are included. The introduction is dedicated to the more general aspects of applying VR to training. From multiple perspectives, we will provide an overview of existing applications with their main purposes and go into more depth on certain learning areas. Recent developments of virtual environments for training and lifelong learning are analyzed, followed by an analytical viewpoint on design, advocating more explicit paradigmatic considerations and development of generic design methods. These approaches and proposals are aimed at better exploiting the uniqueness of VR and designing more effective virtual environments. Finally, a number of conclusions will be drawn for future technology-enhanced training and for lifelong learning using VR.

  7. Exploring 3-D Virtual Reality Technology for Spatial Ability and Chemistry Achievement

    Science.gov (United States)

    Merchant, Z.; Goetz, E. T.; Keeney-Kennicutt, W.; Cifuentes, L.; Kwok, O.; Davis, T. J.

    2013-01-01

    We investigated the potential of Second Life® (SL), a three-dimensional (3-D) virtual world, to enhance undergraduate students' learning of a vital chemistry concept. A quasi-experimental pre-posttest control group design was used to conduct the study. A total of 387 participants completed three assignment activities either in SL or using…

  8. Exploring 3-D Virtual Reality Technology for Spatial Ability and Chemistry Achievement

    Science.gov (United States)

    Merchant, Z.; Goetz, E. T.; Keeney-Kennicutt, W.; Cifuentes, L.; Kwok, O.; Davis, T. J.

    2013-01-01

    We investigated the potential of Second Life® (SL), a three-dimensional (3-D) virtual world, to enhance undergraduate students' learning of a vital chemistry concept. A quasi-experimental pre-posttest control group design was used to conduct the study. A total of 387 participants completed three assignment activities either in SL or using…

  9. Augmented-Virtual Reality: How to improve education systems

    Directory of Open Access Journals (Sweden)

    Manuel Fernandez

    2017-06-01

    Full Text Available This essay presents and discusses the developing role of virtual and augmented reality technologies in education. Addressing the challenges in adapting such technologies to focus on improving students’ learning outcomes, the author discusses the inclusion of experiential modes as a vehicle for improving students’ knowledge acquisition. Stakeholders in the educational role of technology include students, faculty members, institutions, and manufacturers. While the benefits of such technologies are still under investigation, the technology landscape offers opportunities to enhance face-to-face and online teaching, including contributions in the understanding of abstract concepts and training in real environments and situations. Barriers to technology use involve limited adoption of augmented and virtual reality technologies, and, more directly, necessary training of teachers in using such technologies within meaningful educational contexts. The author proposes a six-step methodology to aid adoption of these technologies as basic elements within the regular education: training teachers; developing conceptual prototypes; teamwork involving the teacher, a technical programmer, and an educational architect; and producing the experience, which then provides results in the subsequent two phases wherein teachers are trained to apply augmented- and virtual-reality solutions within their teaching methodology using an available subject-specific experience and then finally implementing the use of the experience in a regular subject with students. The essay concludes with discussion of the business opportunities facing virtual reality in face-to-face education as well as augmented and virtual reality in online education.

  10. Virtual Reality Today on a PC.

    Science.gov (United States)

    Christel, Michael

    1992-01-01

    Describes a microcomputer-based digital video course that uses virtual reality to teach the code inspection (i.e., formal software technical review) process. Use of virtual reality for group process activities that involve interpersonal and group dynamic skills is discussed, and research indicating that realism improves course effectiveness is…

  11. 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…

  12. The virtual reality framework for engineering objects

    OpenAIRE

    Ivankov, Petr R.; Ivankov, Nikolay P.

    2006-01-01

    A framework for virtual reality of engineering objects has been developed. This framework may simulate different equipment related to virtual reality. Framework supports 6D dynamics, ordinary differential equations, finite formulas, vector and matrix operations. The framework also supports embedding of external software.

  13. 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…

  14. Computer Communications Analysis on Virtual Reality Technology%基于虚拟现实技术的计算机通信浅析

    Institute of Scientific and Technical Information of China (English)

    孟庆超

    2011-01-01

    Virtual reality technology mainly refers to computer technology as the core,the use of modem science and technology to produce high vivid touch,hearing,visual integration of the virtual environment,users with the appropriate tools(such as special shoes,gloves,helmets and clothing)in a natural way to interact with virtual objects,interactions,resulting in the ground, experience and feelings of empathy.Based on the concept of virtual reality technology, features are introduced to an analysis of its application in computer communications technology.%虚拟现实技术主要是指以计算机技术为核心,采用现代高科学技术制作出栩栩如生的触觉、听觉、视觉一体化的虚拟环境,用户借助相应的工具(如特制的鞋、手套、头盔和服装)以自然方式与虚拟客体进行相互影响、交互作用,从而产生身临其境、感同身受的体验和感受。本文通过对虚拟现实技术的概念、特点进行介绍,从而分析了其在计算机通信中的应用技术。

  15. 虚拟现实技术在采矿专业教学中的应用%Application of Virtual Reality Technology on Mining Specialty Teaching

    Institute of Scientific and Technical Information of China (English)

    李建忠

    2012-01-01

    As one hotspot of computer technique, virtual reality technology has been used in the field of education and teaching, and acquires remarkable effect. On the basis of introducing to virtual reality technology, the writer dis- cusses mostly its application in Mining Specialty Teaching.%虚拟现实技术作为计算机技术中的热点之一,已经应用到教育教学领域,并取得了显著效果。在介绍了虚拟现实技术的基础上,着重探讨其在采矿专业教学中的应用。

  16. Development of Public Training System for Emergency Exercise Using Virtual Reality Technology Based on Radioactive Release Accident

    Energy Technology Data Exchange (ETDEWEB)

    Lee, Byung Il; Park, Seong Jun; Lee, Dewhey; Song, Sub Lee; Park, Younwon [BEES Inc., Daejeon (Korea, Republic of)

    2016-10-15

    An exercise is normally conducted for a day or two days depending on the scale of the exercise. What we have experienced up to date there are several limitations in the radiological emergency exercises such as low public acceptance, poor enthusiasm in the exercise participation, not very attracting exercise scenarios, low efficiency in conducting an exercise, and so on. In order to overcome the limitations of the present exercising system, we would like to develop a radiological emergency exercise system using VR (virtual reality) technology based on a radioactive release accident. In this paper, we just introduce some basic development methods and event tree based scenario as a beginning stage. After the accident in Fukushima Daiichi NPP, the importance of emergency exercise especially for the public is far more emphasized around the world more and more. However, the human labor focused radiological emergency exercise up to now has many limitations. After developing this system properly and by using it, we could even expect to estimate the weak points of the emergency arrangements and strategy we have.

  17. Really, Really Real...Almost——Virtual Reality

    Institute of Scientific and Technical Information of China (English)

    杨仲言

    1995-01-01

    Shana Collier, 17, is running fast; a hungry pterodactyl is on her trail. She ducks behind a giant pillar and waves her arms to ward off the predator. but it’s too late. One more teen becomes prehistoric pet food. Sound like a bad dream? Actually, it’s Dactyl Nightmare, a new arcade game that employs the technology of virtual reality(VR).Virtual reality uses

  18. Exploring Urban Environments Using Virtual and Augmented Reality

    OpenAIRE

    Liarokapis, Fotis; Brujic-Okretic, Vesna; Papakonstantinou, Stelios

    2006-01-01

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

  19. New advances in virtual reality technology applied in medical education%虚拟现实技术在医学教育应用中的新进展

    Institute of Scientific and Technical Information of China (English)

    李森; 张力; 卞亚红; 罗虹; 陈晨

    2012-01-01

    This paper discusses the characteristics of virtual reality technology and medical education and advantages of virtual reality technology in medical education. Then it introduces the advances in virtual learning theories, research achievements of virtual learning evaluation, and research on virtual learning effectiveness assessment. Finally, it introduces some new cases of application of virtual reality technology in medical education.%在分析虚拟现实技术和医学教育特点,以及虚拟现实技术在医学教育中优势的基础上,介绍了虚拟学习理论进展、虚拟学习评价的研究成果、虚拟学习效果检验研究以及医学虚拟学习系统新案例.

  20. 基于虚拟现实技术的体育教学模式探究%Based on virtual reality technology PE teaching mode

    Institute of Scientific and Technical Information of China (English)

    刘桂文

    2014-01-01

    虚拟现实技术是计算机仿真领域里的新型学科,并成功应用于各个领域。在高校体育教学中应用这一先进的计算机虚拟技术,无疑会对教学课堂带来风暴式的变化。本文主要利用三维图像建模技术、模型驱动技术、视觉跟踪与视点感应技术以及立体声合成等技术,构建了基于虚拟现实技术的新型体育教学模式,从而为体育教学质量的提高提供可靠性依据。%Virtual reality technology is a computer simulation in the field of new disciplines,and successfully applied to various fields.This advanced computer applications in College Physical Education in virtual technology,classroom teaching will undoubtedly bring turmoil style changes.In this paper,the use of three-dimensional image modeling,model-driven technology,visual tracking and sensor technology viewpoint, and stereo synthesis technology,based on virtual reality technology to build a new sports teaching mode, which provides the basis for improving the reliability of PE teaching quality.

  1. ATLASrift - a Virtual Reality application

    CERN Document Server

    Bianchi, Riccardo-Maria; 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...

  2. 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...

  3. Exploring Moral Action Using lmmersive Virtual Reality

    Science.gov (United States)

    2016-10-01

    Award Number: N62909-14-l-Nl 19 Exploring Moral Actions Using lmmersive Virtual Reality event LAB Entorns virtuals en neurociencias i tecnologia...Entornos virtua/es en neurociencias y tecnologfa Experimental virtual environments for neuroscience University of Barcelona, Barcelona, Spain

  4. Virtual reality simulation mechanism on WWW

    Science.gov (United States)

    Wang, Fei; Feng, Yuncheng; Wei, Youshuang

    2000-06-01

    This paper addresses a fundamental, easy but powerful mechanism of Virtual Reality Simulation system on World Wide Web. The basic idea is to use Virtual Reality Modeling Language (VRML) to build the virtual world, and design a specific simulator to complete the common simulation work and drive the VR animation. According to the achievable mathematics and animation function, two types of this VR Simulation system are founded. The first one is to use VRMLScript or JavaScript to code the specific simulator. This mechanism really can be realized, however, the mathematical operations and the simulation model scale are limited. The other is to apply Java for coding the simulator, then use HTML to combine the VR scene and the simulator in the same WebPage, which can harmonize the VR animation running according to the simulation logic. Because Java is fully mathematics functioned and the Java code modules are entirely reusable, this VR simulation system, which is mainly recommended, can be easily realized on desktop PC and meet the basic interactive requirements of VR Technology without any extra hardware. A VR M/M/1/k Queuing simulation system is given to explain the mechanism. Finally, the overall Integrated Development Environment for this VR simulation system is also discussed.

  5. Organizational Learning Goes Virtual?: A Study of Employees' Learning Achievement in Stereoscopic 3D Virtual Reality

    Science.gov (United States)

    Lau, Kung Wong

    2015-01-01

    Purpose: This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or…

  6. Organizational Learning Goes Virtual?: A Study of Employees' Learning Achievement in Stereoscopic 3D Virtual Reality

    Science.gov (United States)

    Lau, Kung Wong

    2015-01-01

    Purpose: This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or…

  7. The Future of Virtual Reality in the Classroom

    Science.gov (United States)

    Vance, Amelia

    2016-01-01

    As state boards of education and other state policymakers consider the future of schools, sorting fad technology from technology that accelerates learning is key. Virtual reality (VR) is one such technology with promise that seems unlikely to fizzle. Hailed as potentially transformative for education and still in the early stages of application,…

  8. Training in virtual reality: qualitative results from a comparison of technology types

    Energy Technology Data Exchange (ETDEWEB)

    Sebok, Angelia; Nystad, Espen

    2005-08-15

    The study described in HWR-734 consisted of three experiments. The first experiment compared procedural and configuration learning using four display technology types; the second experiment compared these same four technology types in a retention and transfer of training condition, and the third experiment compared assembly learning using three types of displays. The purpose of the study was to determine if the technology types differed in their ability to support learning. Thus, several different types of learning tasks were included (i.e., procedures, configuration and assembly). For all types of learning, short term training effectiveness was evaluated: subjects were tested immediately after the training session, in the same conditions in which they had been trained. In addition, procedural learning was also evaluated in a retention and transfer of training condition, where subjects were tested 24 hours after the initial training, in a real-world talk-through condition. In the Procedural / Configuration knowledge conditions, four technology types were evaluated. These include a desktop monoscopic display (DM), a desktop stereoscopic display (DS), a large-screen stereoscopic display (LS-S), and a head-mounted display with orientation tracking. In the Assembly knowledge condition, three technology types were evaluated: a desktop monoscopic display (DM), a large-screen monoscopic display (LS-M), and a head-mounted display without orientation tracking (HMD-nt). Twenty-four employees at the Halden Boiling Water Reactor (HBWR) participated in the study. The study lasted for one week, so all subjects attended for multiple days. Prior to starting the experiment, subjects attended a briefing where they were given instructions on how to use the equipment. They were allowed 10 minutes practice to get familiar with each technology type before each experimental session. During and after the experimental sessions, data were collected. These included objective data, such as

  9. TOWARDS A PHILOSOPHY OF HUMAN TECHNOLOGY: Outlook on cognitive enhancements in Avatar/ Virtual Reality schizophrenia therapy

    OpenAIRE

    Gerner, Alexander

    2016-01-01

    This article hinges on a complex and interdisciplinary field of study named “Philosophy of Human Technology” in which a first non-exhaustive map of ethical, legal and social, technological issues is presented: Technologies constitute, magnify, amplify human experiences, but can also enslave or put human experience and life at risk for example what concerns the right to a “private Life”. The second part of this paper proposes to think three possible interfaces of the topic of Human Cognitive E...

  10. Role of virtual reality for cerebral palsy management.

    Science.gov (United States)

    Weiss, Patrice L Tamar; Tirosh, Emanuel; Fehlings, Darcy

    2014-08-01

    Virtual reality is the use of interactive simulations to present users with opportunities to perform in virtual environments that appear, sound, and less frequently, feel similar to real-world objects and events. Interactive computer play refers to the use of a game where a child interacts and plays with virtual objects in a computer-generated environment. Because of their distinctive attributes that provide ecologically realistic and motivating opportunities for active learning, these technologies have been used in pediatric rehabilitation over the past 15 years. The ability of virtual reality to create opportunities for active repetitive motor/sensory practice adds to their potential for neuroplasticity and learning in individuals with neurologic disorders. The objectives of this article is to provide an overview of how virtual reality and gaming are used clinically, to present the results of several example studies that demonstrate their use in research, and to briefly remark on future developments.

  11. Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit

    OpenAIRE

    Juan Mateu; María José Lasala; Xavier Alamán

    2015-01-01

    © 2015 by MDPI (http://www.mdpi.org). Reproduction is permitted for noncommercial purposes. In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, ab...

  12. Beyond Point Clouds and Virtual Reality. Innovative Methods and Technologies for the Protection and Promotion of Cultural Heritage

    Science.gov (United States)

    Canevese, E. P.; De Gottardo, T.

    2017-05-01

    The morphometric and photogrammetric knowledge, combined with the historical research, are the indispensable prerequisites for the protection and enhancement of historical, architectural and cultural heritage. Nowadays the use of BIM (Building Information Modeling) as a supporting tool for restoration and conservation purposes is becoming more and more popular. However this tool is not fully adequate in this context because of its simplified representation of three-dimensional models, resulting from solid modelling techniques (mostly used in virtual reality) causing the loss of important morphometric information. One solution to this problem is imagining new advanced tools and methods that enable the building of effective and efficient three-dimensional representations backing the correct geometric analysis of the built model. Twenty-year of interdisciplinary research activities implemented by Virtualgeo focused on developing new methods and tools for 3D modeling that go beyond the simplified digital-virtual reconstruction used in standard solid modeling. Methods and tools allowing the creation of informative and true to life three-dimensional representations, that can be further used by various academics or industry professionals to carry out diverse analysis, research and design activities. Virtualgeo applied research activities, in line with the European Commission 2013's directives of Reflective 7 - Horizon 2020 Project, gave birth to GeomaticsCube Ecosystem, an ecosystem resulting from different technologies based on experiences garnered from various fields, metrology in particular, a discipline used in the automotive and aviation industry, and in general mechanical engineering. The implementation of the metrological functionality is only possible if the 3D model is created with special modeling techniques, based on surface modeling that allow, as opposed to solid modeling, a 3D representation of the manufact that is true to life. The advantages offered by

  13. BEYOND POINT CLOUDS AND VIRTUAL REALITY. INNOVATIVE METHODS AND TECHNOLOGIES FOR THE PROTECTION AND PROMOTION OF CULTURAL HERITAGE

    Directory of Open Access Journals (Sweden)

    E. P. Canevese

    2017-05-01

    Full Text Available The morphometric and photogrammetric knowledge, combined with the historical research, are the indispensable prerequisites for the protection and enhancement of historical, architectural and cultural heritage. Nowadays the use of BIM (Building Information Modeling as a supporting tool for restoration and conservation purposes is becoming more and more popular. However this tool is not fully adequate in this context because of its simplified representation of three-dimensional models, resulting from solid modelling techniques (mostly used in virtual reality causing the loss of important morphometric information. One solution to this problem is imagining new advanced tools and methods that enable the building of effective and efficient three-dimensional representations backing the correct geometric analysis of the built model. Twenty-year of interdisciplinary research activities implemented by Virtualgeo focused on developing new methods and tools for 3D modeling that go beyond the simplified digital-virtual reconstruction used in standard solid modeling. Methods and tools allowing the creation of informative and true to life three-dimensional representations, that can be further used by various academics or industry professionals to carry out diverse analysis, research and design activities. Virtualgeo applied research activities, in line with the European Commission 2013’s directives of Reflective 7 – Horizon 2020 Project, gave birth to GeomaticsCube Ecosystem, an ecosystem resulting from different technologies based on experiences garnered from various fields, metrology in particular, a discipline used in the automotive and aviation industry, and in general mechanical engineering. The implementation of the metrological functionality is only possible if the 3D model is created with special modeling techniques, based on surface modeling that allow, as opposed to solid modeling, a 3D representation of the manufact that is true to life. The

  14. Introduction to Virtual Reality in Education

    Directory of Open Access Journals (Sweden)

    Chris Dede

    2009-01-01

    Full Text Available As an emerging technology for learning, virtual reality (VR dates back four decades, to earlywork by Ivan Sutherland in the late 1960s. At long last, interactive media are emerging thatoffer the promise of VR in everyday settings. Quasi-VR already is commonplace in 2-1/2-Dvirtual environments like Second Life and in massively multiplayer online role-playing games(e.g., World of Warcraft. Realizing the potential of VR for education, however, is much morecomplex than simply making its interface practical and affordable. Learning applications arenot like fire, a wonderful technology that provides a benefit from merely standing in its vicinity.In education, technologies achieve their power indirectly, as catalysts for deeper content,more engaging activities, more active forms of learning and instruction, and richer types ofassessment.

  15. Controlling Social Stress in Virtual Reality Environments

    OpenAIRE

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

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual r...

  16. Controlling social stress in virtual reality environments

    OpenAIRE

    Hartanto, D.; Kampmann, I.L.; Morina, N; Emmelkamp, P.G.M.; Neerincx, M.A.; Brinkman, W.P.

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual r...

  17. Controlling social stress in virtual reality environments

    OpenAIRE

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

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual r...

  18. Virtual reality: Avatars in human spaceflight training

    Science.gov (United States)

    Osterlund, Jeffrey; Lawrence, Brad

    2012-02-01

    With the advancements in high spatial and temporal resolution graphics, along with advancements in 3D display capabilities to model, simulate, and analyze human-to-machine interfaces and interactions, the world of virtual environments is being used to develop everything from gaming, movie special affects and animations to the design of automobiles. The use of multiple object motion capture technology and digital human tools in aerospace has demonstrated to be a more cost effective alternative to the cost of physical prototypes, provides a more efficient, flexible and responsive environment to changes in the design and training, and provides early human factors considerations concerning the operation of a complex launch vehicle or spacecraft. United Space Alliance (USA) has deployed this technique and tool under Research and Development (R&D) activities on both spacecraft assembly and ground processing operations design and training on the Orion Crew Module. USA utilizes specialized products that were chosen based on functionality, including software and fixed based hardware (e.g., infrared and visible red cameras), along with cyber gloves to ensure fine motor dexterity of the hands. The key findings of the R&D were: mock-ups should be built to not obstruct cameras from markers being tracked; a mock-up toolkit be assembled to facilitate dynamic design changes; markers should be placed in accurate positions on humans and flight hardware to help with tracking; 3D models used in the virtual environment be striped of non-essential data; high computational capable workstations are required to handle the large model data sets; and Technology Interchange Meetings with vendors and other industries also utilizing virtual reality applications need to occur on a continual basis enabling USA to maintain its leading edge within this technology. Parameters of interest and benefit in human spaceflight simulation training that utilizes virtual reality technologies are to

  19. Virtual Education: Guidelines for Using Games Technology

    Science.gov (United States)

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  20. Physics Education in Virtual Reality: An Example

    National Research Council Canada - National Science Library

    Hannes Kaufmann; Bernd Meyer

    2009-01-01

    We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately...

  1. Spatial augmented reality merging real and virtual worlds

    CERN Document Server

    Bimber, Oliver

    2005-01-01

    Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented reality approaches that exploit optical elements, video projectors, holograms, radio frequency tags, and tracking technology, as well as interactive rendering algorithms and calibration techniques in order to embed synthetic supplements into the real

  2. 3. Halden Reactor Project Workshop; Virtual reality

    Energy Technology Data Exchange (ETDEWEB)

    Louka, Michael N.

    2005-09-15

    A workshop was held in Halden 2nd-3rd March 2005 to discuss 'VR in the Future Industrial Workplace: Working Together - Regardless of Distance'. The workshop sessions and discussions focused on design, operations and maintenance, training, and engineering virtual reality systems, and provided useful insights into the current state of the art of research and development in the fields of virtual and augmented reality. (Author)

  3. 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…

  4. The Physical World as a Virtual Reality

    CERN Document Server

    Whitworth, Brian

    2008-01-01

    This paper explores the idea that the universe is a virtual reality created by information processing, and relates this strange idea to the findings of modern physics about the physical world. The virtual reality concept is familiar to us from online worlds, but our world as a virtual reality is usually a subject for science fiction rather than science. Yet logically the world could be an information simulation running on a three-dimensional space-time screen. Indeed, if the essence of the universe is information, matter, charge, energy and movement could be aspects of information, and the many conservation laws could be a single law of information conservation. If the universe were a virtual reality, its creation at the big bang would no longer be paradoxical, as every virtual system must be booted up. It is suggested that whether the world is an objective reality or a virtual reality is a matter for science to resolve. Modern information science can suggest how core physical properties like space, time, lig...

  5. The Application of Virtual Reality on Distance Education

    Science.gov (United States)

    Zhan, Zehui

    The features and classifications of Virtual Reality Techniques have been summarized and recommendation of applying Virtual Reality on distance education has been made. Future research is needed on the design and implementation of virtual classroom and courseware.

  6. 虚拟现实技术在环境教育中的应用%Applications of Virtual Reality Technology in Environmental Education

    Institute of Scientific and Technical Information of China (English)

    冯建平

    2014-01-01

    环境以及环境问题已越来越成为人们关注的焦点。本文将虚拟现实技术应用到环境教育中,能够在一定程度上提高环境教育的效果,解决当前环境教育与实践环节相脱节的问题。通过虚拟现实技术在大学环境教育中的应用,学生能亲身体会在课堂教学中不能达到的意境,观察到现实中难以观察到的现象,从而加强了教学的直观性与实践性。%Environment and environmental issues have increasingly become the focus of attention . In this paper , the virtual reality technology is applied to environmental education , can improve the effect of environmental education to some extent ,solve the current problems that the disconnection of en‐vironmental education and practical links .The students can experience the artistic conception cannot be gained in classroom via the application of virtual reality technology education in the university environ‐ment ,the mood ,observe the phenomenon that difficult to be observed in the reality ,thereby strengthe‐ning the intuition and practicalness of the teaching .

  7. Augmented Virtual Reality: How to Improve Education Systems

    Science.gov (United States)

    Fernandez, Manuel

    2017-01-01

    This essay presents and discusses the developing role of virtual and augmented reality technologies in education. Addressing the challenges in adapting such technologies to focus on improving students' learning outcomes, the author discusses the inclusion of experiential modes as a vehicle for improving students' knowledge acquisition.…

  8. Virtual reality technology used to estimate radiation doses in nuclear installations; Utilizacao de ambientes virtuais na estimativa de dose de radiacao em instalacoes nucleares

    Energy Technology Data Exchange (ETDEWEB)

    Augusto, Silas Cordeiro

    2008-03-15

    The physical integrity of people when walking in places subjected to radiation can be preserved by following some rules. Among these rules are safe limits of radiation level, proximity of radiation sources, time of exposition to radiation sources, and a combination of these factors. In this way, previous training and simulations of operation proceedings to be executed in places subjected to radiation help to better prepare the course in such places, minimizing the absorbed dose. On the other hand, virtual reality is a technology applicable in several areas, enabling the training and simulation of real places and hypothetical scenarios, with a good level of realism, but without danger if compared to the same activities in the real world. As a virtual environment does not presents any health risks, it is possible to train workers beforehand to several operation or maintenance scenarios. In this virtual environment, the dose tax distribution can be visualized, and the dose absorbed by the worker, represented and simulated in the virtual environment by a virtual character (avatar) can be shown. Therefore, the tasks to be done can be better planned, evaluating the workers actions and the performance so to reduce failures and health risks. Finally, this work presents a tool to build and navigate in virtual environments, enabling the training of activities in nuclear facilities. To that end is proposed a methodology to modify and adapt a free game engine. (author)

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

    OpenAIRE

    Veronica S. Pantelidis

    2009-01-01

    Many studies have been conducted on the use of virtual reality in education and training. Thisarticle 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 onwhen to use and when not to use virtual reality. A model that can be used to determine whento use virtual reality in an education or training course is presented.

  10. Learning Science in a Virtual Reality Application: The Impacts of Animated-Virtual Actors' Visual Complexity

    Science.gov (United States)

    Kartiko, Iwan; Kavakli, Manolya; Cheng, Ken

    2010-01-01

    As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (VR) applications become increasingly rich and complex. Cognitive Theory of Multimedia Learning (CTML) suggests that complex visual materials could hinder novice learners from attending to the lesson properly. On the other hand, previous studies have…

  11. Controlling social stress in virtual reality environments

    NARCIS (Netherlands)

    Hartanto, D.; Kampmann, I.L.; Morina, N.; Emmelkamp, P.G.M.; Neerincx, M.A.; Brinkman, W.P.

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: t

  12. Presence in Virtual Reality Exposure Therapy Systems

    NARCIS (Netherlands)

    Ling, Y.

    2014-01-01

    Experiencing anxiety is essential for virtual reality exposure therapy (VRET) to be effective in curing patients suffering from anxiety disorders. However, some patients drop out in VRET due to the lack of feeling anxiety. Presence - which refers to the feeling of being in the virtual environment -

  13. Virtual reality technology training reduces occupational exposure%应用虚拟现实技术培训降低职业暴露的发生

    Institute of Scientific and Technical Information of China (English)

    王靖; 罗伟; 周红

    2012-01-01

    目的 应用虚拟现实技术模拟职业防护的各种场景进行培训,降低医务人员职业暴露的发生.方法 采用虚拟现实技术在医院感染管理中开展教学培训,通过模拟职业暴露控制方面的不同场景,进行直观培训.结果 培训后全院职业暴露发生率明显低于培训前,从0.07%减少为0.03%,差异有统计学意义(P<0.05).结论 虚拟现实技术培训能够提高受训者的职业防护技巧,纠正不良的职业习惯,降低职业暴露的发生.%OBJECTIVE To apply the virtual reality technology to simulate various kinds of scene trainings in occupational protection in order to reduce the occupational exposure. METHODS Using the virtual reality technology, training of nosocomial infection management was carried out . Through the simulation of different scenes in controlling occupational exposure, intuitive training was carried out. All trainees participated directly in gamer identity in order to carry on the man-machine conversation. RESULTS After the training, the rate of the whole hospital's occupational exposure was obviously lower than before. It dropped from 0. 07% to 0. 03%. CONCLUSION Training with the virtual reality technology can enhance the trainees' occupational protection skills, correct bad professional habits and reduce the occurrence of occupational exposure.

  14. The Influence of the Virtual Reality Technology on the Network Teaching%虚拟现实技术对网络教学的影响

    Institute of Scientific and Technical Information of China (English)

    安俊伟; 孙雯; 亓冬

    2012-01-01

    The emergence and development of the virtual reality technology have created the new development space for many new areas, and influenced the teaching field a lot, especially network teaching. The three main characteristics of the virtual reality technology have played the positive effectiveness to the development of the network teaching in different degrees and directions, but the technology has still been restricted in the practical promotion and application by some factors such as.the expenditure of the funds, the level of development on technology and so on.%虚拟现实技术的出现和发展为很多领域开创了新的发展空间,在教学领域尤其是网络教学中造成了一定的影响。虚拟现实技术的三大特性对网络教学的发展带来了不同程度、不同方向的积极效能,但在实际的推广应用中仍受经费开支、技术发达程度等因素的制约。

  15. 基于虚拟现实技术在教育系统中的运用%The use of virtual reality technology in the education system

    Institute of Scientific and Technical Information of China (English)

    鲍礼铭

    2015-01-01

    The virtual reality technology is a kind of high – end comprehensive information technology has a history of 50 years.This technology has used in military,scientific research,etc,then gradually widely used in military, medical,entertainment etc.The use of virtual reality technology in the education system has great practical significance.We try to analyze detailed about this question in the treatise.%虚拟现实技术是一种高端的综合性信息技术,从诞生到现在已经经历了50多年的历史,从最开始的这种技术集中运用于军事、科研等领域,到后来逐渐应用于军事、医学、娱乐等各个领域。虚拟现实技术在教育系统中的应用也有非常大的现实意义,本文将对这方面进行深入研究分析。

  16. Virtual reality technology for liver construction%虚拟现实技术中的肝脏组织构建

    Institute of Scientific and Technical Information of China (English)

    刘怡; 曾照芳

    2008-01-01

    基于X86架构开发的一套用于肝脏的教学、影像诊断与治疗的专业软件系统.利用MAYA为三维建模工具,以DirectX3D技术为主要的虚拟技术,人工智能、J2EE网络通信技术为辅助手段在计算机平台上建立肝脏模型.采用前沿的建模技术、人机交互技术和数据库系统,建立了一个关于肝脏的虚拟现实工作平台,实现了在虚拟工作台上对人体肝脏进行交互式的二维可视化,为远程医疗和教学提供了切实可行的解决方案,给虚拟环境下的肝脏研究提供广阔的应用空间.%Based on X86 architecture,a specialized software system was developed for liver teaching,imaging diagnosis and treatment.With MAYA as 3D modeling tool and DirectX3D as major virtual technology,a virtual liver model was created assisted by artificial intelligence and J2EE network communication.In addition,a virtual reality workstation about liver was established based on advanced modelling technology,human-computer interaction and database system to achieve a three-dimensional visualization of the liver on the virtual reality workstation.This system offers a feasible project for real-time chiri-cal consmlfation and teaching,and provides an extensive application of liver study under virtual condition.

  17. 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.

  18. Implementing virtual reality interfaces for the geosciences

    Energy Technology Data Exchange (ETDEWEB)

    Bethel, W.; Jacobsen, J. [Lawrence Berkeley National Laboratory, CA (United States); Austin, A.; Lederer, M. [BP Exploration, Houston, TX (United States); Little, T. [Landmark Graphics Corp., Houston, TX (United States)

    1996-06-01

    For the past few years, a multidisciplinary team of computer and earth scientists at Lawrence Berkeley National Laboratory has been exploring the use of advanced user interfaces, commonly called {open_quotes}Virtual Reality{close_quotes} (VR), coupled with visualization and scientific computing software. Working closely with industry, these efforts have resulted in an environment in which VR technology is coupled with existing visualization and computational tools. VR technology may be thought of as a user interface. It is useful to think of a spectrum, ranging the gamut from command-line interfaces to completely immersive environments. In the former, one uses the keyboard to enter three or six-dimensional parameters. In the latter, three or six-dimensional information is provided by trackers contained either in hand-held devices or attached to the user in some fashion, e.g. attached to a head-mounted display. Rich, extensible and often complex languages are a vehicle whereby the user controls parameters to manipulate object position and location in a virtual world, but the keyboard is the obstacle in that typing is cumbersome, error-prone and typically slow. In the latter, the user can interact with these parameters by means of motor skills which are highly developed. Two specific geoscience application areas will be highlighted. In the first, we have used VR technology to manipulate three-dimensional input parameters, such as the spatial location of injection or production wells in a reservoir simulator. In the second, we demonstrate how VR technology has been used to manipulate visualization tools, such as a tool for computing streamlines via manipulation of a {open_quotes}rake.{close_quotes} The rake is presented to the user in the form of a {open_quotes}virtual well{close_quotes} icon, and provides parameters used by the streamlines algorithm.

  19. Virtual reality for freely moving animals.

    Science.gov (United States)

    Stowers, John R; Hofbauer, Maximilian; Bastien, Renaud; Griessner, Johannes; Higgins, Peter; Farooqui, Sarfarazhussain; Fischer, Ruth M; Nowikovsky, Karin; Haubensak, Wulf; Couzin, Iain D; Tessmar-Raible, Kristin; Straw, Andrew D

    2017-08-21

    Standard animal behavior paradigms incompletely mimic nature and thus limit our understanding of behavior and brain function. Virtual reality (VR) can help, but it poses challenges. Typical VR systems require movement restrictions but disrupt sensorimotor experience, causing neuronal and behavioral alterations. We report the development of FreemoVR, a VR system for freely moving animals. We validate immersive VR for mice, flies, and zebrafish. FreemoVR allows instant, disruption-free environmental reconfigurations and interactions between real organisms and computer-controlled agents. Using the FreemoVR platform, we established a height-aversion assay in mice and studied visuomotor effects in Drosophila and zebrafish. Furthermore, by photorealistically mimicking zebrafish we discovered that effective social influence depends on a prospective leader balancing its internally preferred directional choice with social interaction. FreemoVR technology facilitates detailed investigations into neural function and behavior through the precise manipulation of sensorimotor feedback loops in unrestrained animals.

  20. Study of virtual reality application in training programs on nuclear technology; Estudo da aplicacao de realidade virtual em programas de treinamento sobre tecnologia nuclear

    Energy Technology Data Exchange (ETDEWEB)

    Pastura, Valeria da Fonseca e Silva

    2016-07-01

    The activities developed in the units which organize the National Nuclear Energy Commission (CNEN) are present in various sectors of the Brazilian society, being them in medicine, industry, electricity generation, mining, and among the others. Based on the assumption that the employees are CNEN's mayor differential and the training programs play an important role in the process of organizational development, because they align the professionals with the strategies of the institution properly. Focusing on these matters, this master's thesis aimed to evaluate the training programs which are applied by CNEN, in order to propose and evaluate the use of the Virtual Reality (VR) expertise as a new method to be applied in the training programs. To accomplish this purpose, we performed two methodological approaches through questionnaires. And from the analysis of the results obtained, we could realize that there was no efficient training program which is systematically applied by CNEN, and the use of the RV technique improves the training programs in the understanding of themes whose assimilation is challengeable, such as those related to nuclear power. In this sense, for a better functional performance, the training programs adopted by CNEN must be structured so as to enable the development of each server's skills as well as abilities and, it is actually hoped that the virtual reality tools could be inserted in these programs to pursue only this purpose. (author)

  1. The virtues of virtual reality in exposure therapy.

    Science.gov (United States)

    Gega, Lina

    2017-04-01

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

  2. Virtual Reality: An Efficient Way in GIS Classroom Teaching

    Directory of Open Access Journals (Sweden)

    Jiangfan Feng

    2013-01-01

    Full Text Available Although geographic information system (GIS education has been spread widely, it becomes increasingly apparent that two-dimensional maps cannot be precisely present multidimensional and dynamic spatial phenomena. It seems that merging GIS and Virtual Reality (VR is a way to deal with these issues in terms of GIS classroom teaching. Virtual learning environment is the simulation of teaching method, thinking model, cognition manner and control means in the actual learning environment. This paper introduces virtual reality technology and the necessity of applying in GIS education and instruction, which explain the basic method and achieving a way of VR technology applying in the GIS classroom teaching with the instance of VR. The purpose of this paper is to analyze the application of virtual realistic learning environment for GIS education and establish a classroom teaching model accordingly.

  3. Application of Medical Education About Heart Base on the Virtual Reality Technology%虚拟现实技术在心脏医学教学中的应用与实现

    Institute of Scientific and Technical Information of China (English)

    田茵

    2014-01-01

    Virtual reality is a computer systems which can create and experience the virtual world. People can operate, control and reach some special purposes in this system. The application of technology about virtual reality in medicial fields has been paid close attention to. This paper investigates the application and realization about technology of virtual reality used in heart medical education.%虚拟现实是一种可以创建和体验虚拟世界的计算机系统,人们可在此进行操作或控制,实现特殊的目的。虚拟现实技术在医学领域的应用备受关注。该文主要探讨虚拟现实技术在心脏医学教学中的应用与实现。

  4. 基于虚拟现实技术的虚拟教学系统设计探究%Research on the design of virtual teaching system based on virtual reality technology

    Institute of Scientific and Technical Information of China (English)

    杨旭超

    2016-01-01

    The educational characteristics of virtual reality include multi-perception, interactivity, immersion and imagination. To design the virtual reality system, the advanced education idea should be taken as the guidance, a virtual perceptive teaching system should be built by giving full play to the virtual reality technology, to design the virtualized scene, classroom, experiment, roles and situation, and the student should be allowed as a role to experience the virtualized natural phenomena and process of things evolution, so as to support student learning, exploration and discovery.%虚拟现实的教育特性包括多感知性、交互性、沉浸性以及构想性。虚拟教学系统的设计:①由先进教育学习理念作指导;②充分发挥虚拟现实技术,对场景、课堂、实验、角色、情境进行虚拟设计,打造虚拟感知教学系统;③必须结合有效的教学策略,如运用案例学习、情境学习、协作学习、自主学习、探索学习等学习策略,允许学生以角色的身份,体验虚拟的自然现象及事物的演变过程,支持学生学习、探索和发现。

  5. Application research of virtual reality technology in teaching of chemical experiments%虚拟现实技术在化学实验教学中的应用研究

    Institute of Scientific and Technical Information of China (English)

    朱亚辉; 闫亚星

    2014-01-01

    The application of virtual experiment spreads widely. The related technologies supporting it become hotspot in the research. The future development trends of the virtual chemistry experiments and virtual reality technology are analyzed in this paper. The theoretical foundations of U-nity3D techniques, the enhancing reality technology and the Kinect somatosensory interactive technology are discussed. Application and development trend of virtual chemistry experiments are introduced. Take the virtual technology fusion method as orientation, simulating real-time environment, the virtual experiments become simplistic, intuitive. Application prospects of virtual reality convergence technology in the field of virtual experiment technology have been proved. The virtual fusion technology is conducive to promoting the development of intelligent virtual chemistry experiments, which is a new starting point for reform of virtual experiments.%虚拟实验应用日益广泛,而支持虚拟实验的相关技术成为了研究热点。分析了虚拟化学实验及其在未来虚拟现实技术上的发展趋势,综述了U-nity3D技术、增强现实技术和Kinect体感交互技术的理论基础以及在虚拟化学实验中的应用与发展,以虚拟技术融合的方法为导向,仿真化学实验的实时环境,使虚拟实验简单化、直观化。展望了虚实融合技术在虚拟实验领域的应用前景。虚实融合技术有利于推动虚拟化学实验朝智能化发展,是虚拟实验改革的一个新起点。

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

    Science.gov (United States)

    Apostolellis, Panagiotis; Daradoumis, Thanasis

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

  7. Integration of immersive virtual reality in Communication Degrees

    Directory of Open Access Journals (Sweden)

    Dr. Ubaldo Cuesta Cambra

    2016-07-01

    Full Text Available The European Higher Education Area promotes the integration of new technologies in didactic innovation and it aims to improve skills. It has been requested by students at the Complutense University of Madrid, who have a digital native profile or millennial. This article is a study about implementation of immersive virtual reality in the practical part of the subjects related to business communication. Specifically, it applied in the subject Crisis Communication. The methodology is a survey and three focus groups for professors and students. The conclusions say that the implementation of immersive virtual reality improves the expectations and interest of students. It also improves the skills acquired and the practical part of the subjects of communication improve employment of students of the Degree, which is one of their main causes of dissatisfaction. The full implementation of mobile telephony suggests using virtual reality devices adapted to them rather than “caves” (C.A.V.E. or consoles.

  8. Simulation of Emergency Evacuation in Virtual Reality

    Institute of Scientific and Technical Information of China (English)

    REN Aizhu; CHEN Chi; LUO Yuan

    2008-01-01

    A virtual reality system was developed to simulate emergency evacuations during fires.The spreading of the flame and smoke in the virtual fire was modeled based on numerical fire simulations,so that the conditions are similar to real life.A multi-grid,multi-base-state database model was used to overcome the disadvantages of traditional smoke spreading simulations.Textured images and particle systems provide visualization of the flame and smoke.The system immerses the user in a virtual environment with detailed interactions between the users and the virtual environment.The system can show which evacuation methods are effective for building safety evaluations.

  9. Language Learning in Virtual Reality Environments: Past, Present, and Future

    Science.gov (United States)

    Lin, Tsun-Ju; Lan, Yu-Ju

    2015-01-01

    This study investigated the research trends in language learning in a virtual reality environment by conducting a content analysis of findings published in the literature from 2004 to 2013 in four top ranked computer-assisted language learning journals: "Language Learning & Technology," "CALICO Journal," "Computer…

  10. Virtual Reality in Psychological, Medical and Pedagogical Applications

    Science.gov (United States)

    Eichenberg, Christiane, Ed.

    2012-01-01

    This book has an aim to present latest applications, trends and developments of virtual reality technologies in three humanities disciplines: in medicine, psychology and pedagogy. Studies show that people in both educational as well as in the medical therapeutic range expect more and more that modern media are included in the corresponding demand…

  11. Language Learning in Virtual Reality Environments: Past, Present, and Future

    Science.gov (United States)

    Lin, Tsun-Ju; Lan, Yu-Ju

    2015-01-01

    This study investigated the research trends in language learning in a virtual reality environment by conducting a content analysis of findings published in the literature from 2004 to 2013 in four top ranked computer-assisted language learning journals: "Language Learning & Technology," "CALICO Journal," "Computer…

  12. Virtual Reality in Psychological, Medical and Pedagogical Applications

    Science.gov (United States)

    Eichenberg, Christiane, Ed.

    2012-01-01

    This book has an aim to present latest applications, trends and developments of virtual reality technologies in three humanities disciplines: in medicine, psychology and pedagogy. Studies show that people in both educational as well as in the medical therapeutic range expect more and more that modern media are included in the corresponding demand…

  13. Designing a Virtual Reality Game for the CAVE

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2006-01-01

    Virtual Reality has for many years been a technology which has stagnated in application and software development for games. What was possible and created ten years ago for games in VR environments is still being developed. The applications available for VR environments have increased...

  14. A Constructivist Approach to Virtual Reality for Experiential Learning

    Science.gov (United States)

    Aiello, P.; D'Elia, F.; Di Tore, S.; Sibilio, M.

    2012-01-01

    Consideration of a possible use of virtual reality technologies in school contexts requires gathering together the suggestions of many scientific domains aimed at "understanding" the features of these same tools that let them offer valid support to the teaching-learning processes in educational settings. Specifically, the present study is aimed at…

  15. Magnetic resonance urography by virtual reality modelling.

    Science.gov (United States)

    Beigi, Navid; Sangild, Thomas; Terkildsen, Søren Vorre; Deding, Dorthe; Stødkilde-Jørgensen, Hans; Pedersen, Michael

    2003-01-01

    The purpose of this study was to create a 3D visualization of the urinary tract by a novel virtual reality approach, and to evaluate the usefulness of this method for papillary classification as compared with 2D urogram obtained by maximum intensity projection (MIP). In one healthy pig, magnetic resonance urography was performed using a T1-weighted 3D gradient echo pulse sequence. Post-processing was performed by means of an MIP algorithm and by using 3D virtual reality modelling, followed by manual classification of papillae as being either simple or compound. The 2D MIP urogram demonstrated 6 simple and 6 compound papillae, whereas the 3D urogram demonstrated 5 simple and 7 compound papillae. In both urograms, some papillae were unsuccessfully classified. The possibility of using virtual reality devices allowed 3D rotation and offered additional diagnostic information. However, further studies should reveal its feasibility in diseased kidneys.

  16. På rejse med Virtual Reality i billedkunst

    DEFF Research Database (Denmark)

    Majgaard, Gunver; Lyk, Patricia

    2015-01-01

    , de skulle have. Fokus. I artiklen er der særligt fokus på hvordan læringscentrede designprocesser og Virtual Reality tilsammen kan understøtte erfaringslæring. Konklusion. Eleverne fik en større forståelse af teknologi og kreative designprocesser ved at fungere som informanter og designpartnere i...... designforløbet. Eleverne fik igennem design af de fysiske modeller og besøget i Virtual Reality formidlet to oplevelser af deres modeller, som styrkede grundlaget for erfaringsbaseret læring. Erfaringsbaseret læring kombinerer oplevelse, refleksion, abstraktion og aktiv eksperimenteren i en proces, som...

  17. Enhancing User Immersion and Virtual Presence in Interactive Multiuser Virtual Environments through the Development and Integration of a Gesture-Centric Natural User Interface Developed from Existing Virtual Reality Technologies

    OpenAIRE

    Emma-Ogbangwo, C; Cope, N; Behringer, R.; Fabri, M

    2014-01-01

    Immersion, referring to the level of physical or psychological submergence of a user within a virtual space relative to that user's consciousness of the real-world environment, has predominantly been established as an indispensable part of interactive media designs. This is most prevalent in Virtual Reality (VR) platforms, as their applications are typically reliant on user believability. With a wide variation of possible methodologies for the enhancement of this feature, the collectively rec...

  18. Review of the Application of Virtual Reality Technology in Tourism in Foreign Countries%国外虚拟现实技术在旅游中应用的研究综述

    Institute of Scientific and Technical Information of China (English)

    王思; 颜慧慧; 王凤霞

    2016-01-01

    Virtual reality technology,as a new technology in recent years,has penetrated into people's life. Nowa-days,with the development of technology,virtual reality technology has exerted more and more influences on tourism. This paper studies and sorts the literature on virtual reality and virtual tourism during the past 50 years,and discusses the definition of virtual reality and the development of virtual reality technology. The paper sorts out the litera-ture chronologically and sums up four development stages of the virtual tourism. Finally the paper summarizes the cur-rent development and deficiencies in the virtual tourism and puts forward some suggestions for its future development.%虚拟现实技术作为近些年来新兴的一门技术,已经渗透到人们的生产和生活领域。如今,随着技术的发展进步,虚拟现实技术对旅游业的影响也日益明显。本文就近50年虚拟现实与虚拟旅游的文献进行梳理与研究,讨论了虚拟现实的定义和虚拟现实技术的发展,按时间顺序梳理虚拟旅游文献,总结出虚拟旅游的四个发展阶段。最后归纳了现有的发展与不足,并提出未来发展的一些建议。

  19. Virtual Reality and Special Needs

    Science.gov (United States)

    Jeffs, Tara L.

    2009-01-01

    The use of virtual environments for special needs is as diverse as the field of Special Education itself and the individuals it serves. Individuals with special needs often face challenges with attention, language, spatial abilities, memory, higher reasoning and knowledge acquisition. Research in the use of Virtual Learning Environments (VLE)…

  20. Using virtual reality to assess user experience.

    Science.gov (United States)

    Rebelo, Francisco; Noriega, Paulo; Duarte, Emília; Soares, Marcelo

    2012-12-01

    The aim of this article is to discuss how user experience (UX) evaluation can benefit from the use of virtual reality (VR). UX is usually evaluated in laboratory settings. However, considering that UX occurs as a consequence of the interaction between the product, the user, and the context of use, the assessment of UX can benefit from a more ecological test setting. VR provides the means to develop realistic-looking virtual environments with the advantage of allowing greater control of the experimental conditions while granting good ecological validity. The methods used to evaluate UX, as well as their main limitations, are identified.The currentVR equipment and its potential applications (as well as its limitations and drawbacks) to overcome some of the limitations in the assessment of UX are highlighted. The relevance of VR for UX studies is discussed, and a VR-based framework for evaluating UX is presented. UX research may benefit from a VR-based methodology in the scopes of user research (e.g., assessment of users' expectations derived from their lifestyles) and human-product interaction (e.g., assessment of users' emotions since the first moment of contact with the product and then during the interaction). This article provides knowledge to researchers and professionals engaged in the design of technological interfaces about the usefulness of VR in the evaluation of UX.

  1. 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.

  2. Application of Virtual Reality in a Learning Experience

    Directory of Open Access Journals (Sweden)

    Victor U. Obrist

    2016-02-01

    Full Text Available The project is an application that allows users to interact in a virtual environment via a web interface, in which models are in three dimensions to simulate different activities. The application focuses on education with virtual reality technology, enriching the student's perception through the interaction with objects in an artificial world, facilitating their learning. A website was designed for this purpose, on which the application can be executed directly in the web browser with the help of a plugin or downloaded and run as a native application. The user navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of the simulations.

  3. IBM bringing virtual reality to electronic tete-a-tetes

    National Research Council Canada - National Science Library

    Wexler, Joanie

    1995-01-01

    .... to provide virtual reality conferencing services. Beginning in the 4th quarter, the companies plan to deploy in the next 2 years about 120 TeleSuites for hosting virtual reality conferences in 40 US cities...

  4. Virtual Reality Applications for Stress Management Training in the Military.

    Science.gov (United States)

    Pallavicini, Federica; Argenton, Luca; Toniazzi, Nicola; Aceti, Luciana; Mantovani, Fabrizia

    2016-12-01

    Stress Management Training programs are increasingly being adopted in the military field for resilience empowerment and primary stress prevention. In the last several years, advanced technologies (virtual reality in particular) have been integrated in order to develop more innovative and effective stress training programs for military personnel, including soldiers, pilots, and other aircrew professionals. This systematic review describes experimental studies that have been conducted in recent years to test the effectiveness of virtual reality-based Stress Management Training programs developed for military personnel. This promising state-of-the-art technology has the potential to be a successful new approach in empowering soldiers and increasing their resilience to stress. To provide an overview from 2001 to 2016 of the application of virtual reality for Stress Management Training programs developed for the military, a computer-based search for relevant publications was performed in several databases. Databases used in the search were PsycINFO, Web of Science (Web of Knowledge), PubMed, and Medline. The search string was: ("Virtual Reality") AND ("Military") AND ["Stress Training" OR ("Stress Management")]. There were 14 studies that met the inclusion criteria and were included in the review. The main observation to be drawn from this review is that virtual reality can provide interactive Stress Management Training to decrease levels of perceived stress and negative affect in military personnel. This technology appears to be a promising tool for assessing individuals' resilience to stress and for identifying the impact that stress can have on physiological reactivity and performance.Pallavicini F, Argenton L, Toniazzi N, Aceti L, Mantovani F. Virtual realtiy applications for stress management training in the military. Aerosp Med Hum Perform. 2016; 87(12):1021-1030.

  5. Health Education capabilities Based on Virtual Reality

    OpenAIRE

    Paiva, Paulo Vinícius de Farias; Machado,Liliane dos Santos; Santos,Sérgio Ribeiro dos; Romero, Renata Olívia Gadelha

    2013-01-01

    The main goal of virtual reality is to create three-dimensional environments that users can explore and manipulate with the feeling of being immersed in realistic simulations. VR systems are mainly characterized by a high degree of realism in their simulation of real world experiences or even fictitious situations. Medicine and healthcare are benefiting from VR, especially the collaborative virtual environments for teaching various procedures that enable distance education as well as collabor...

  6. Virtual reality: a retrospective analysis of the concept

    Directory of Open Access Journals (Sweden)

    A. K. Fandejeva

    2014-01-01

    Full Text Available The article is devoted to such an ambiguous concept as «virtual reality». The growth of interest in the idea of virtual reality has caused widespread use of the term in different meanings. But it is not developed a unified philosophical concept of this phenomenon still. It is possible to speak about virtuality only contextually. In this paper we study the main stages of formation and development of the «virtual» concept in the field of scientific knowledge from European antiquity to the postmodern era. As a result two tenches of interpretation of a concept of virtus which are based on Plato or Aristotle’s interpretation of the over – empirical one were revealed. In the modern knowledge it was allocated three approaches to the interpretation of virtuality: ontological, private­scientific and approach, shaped by the development of computer and information technologies. Along with it, the retrospective analysis of the Indian philosophical thought for signs ideas virtuality in the ancient texts is carried out. These features were found in the concept of Maya. For the analysis were used the signs of virtual reality  developed by N. A. Nosov: porozhdennost (produced by, a relevanced; an autonomy; an integrative.

  7. Utilization of virtual reality technology in acetabular surgery%虚拟现实技术在髋臼手术中的应用

    Institute of Scientific and Technical Information of China (English)

    王玫; 张月东; 张兰华

    2011-01-01

    BACKGROUND: At present, abroad has carried out some research and practice on the medical virtual reality technology,especially in a virtual medical simulation training and other aspects of surgery, but it does not fully meet the needs of clinical orthopedic surgery. The acetabular fractures are difficult to treat because of its com plexity. Clinicians select appropriate treatment options and surgical approaches according to imaging studies, which are difficult to accurately determine the spatial three-dimensional relationship.OBJECTIVE: To review the application of virtual reality technology in acetabular surgery.METHODS: CNKI, PubMed, Wanfang and VIP databases were searched for papers addressing application of virtual reality in acetabular surgery using key words of "finite element model, acetabular fracture, and virtual surgery" both in English and Chinese.The repetitive studies or papers with blur parameter were removed.RESULTS AND CONCLUSION: Totally 115 documents were initial searched by computer, and 32 papers were included in this review. Acetabular virtual surgery system can analyze the complex of acetabulum and simulate the actual situation, thus, provides a 3-dimensional virtual procedure for clinical operations. A virtual platform can provide guidance for making preoperative plan,which has good prospect in medical surgery teaching and simulation training.%背景:目前国外已经对医学虚拟现实,尤其是在虚拟医学手术仿真训练等方面都进行了一定的研究和实践,但并不能完全适应骨科手术的临床需要.而髋臼骨折因其复杂性治疗困难,临床医师选择适当治疗方案和手术入路的主要依据来源于影像学检查,常难以准确判断空间立体关系.目的:综合分析虚拟现实技术在髋臼手术中的应用情况.方法:作者于2010-10通过互联网计算机检索了中国期刊全文数据库(CNKI)、PubMed数据库、万方数据库及维普数据库1980-01/2010-10以中文或英文

  8. Virtual reality and the CAVE: Taxonomy, interaction challenges and research directions

    OpenAIRE

    Muhanna A. Muhanna

    2015-01-01

    One of the main goals of virtual reality is to provide immersive environments that take participants away from the real life into a virtual one. Many investigators have been interested in bringing new technologies, devices, and applications to facilitate this goal. Few, however, have focused on the specific human–computer interaction aspects of such environments. In this article we present our literature review of virtual reality and the Cave Automated Virtual Environment (CAVE). In particula...

  9. 虚拟现实技术在高中通用技术课程应用初探%Virtual reality technology used in general technology subjects of high schools

    Institute of Scientific and Technical Information of China (English)

    李光雷

    2011-01-01

    In view of the current situation of general technology course teaching, we introduced virtual reality technology and constructed a virtual reality platform specially for automobile driving and maintenance module for this course. It provides a new way of thinking for teaching reform and solves the problem of inadequate experiment conditions in underdeveloped areas.%针对通用技术课程教学现状,引入虚拟现实技术,并构建了一个专门用于该课程汽车驾驶与保养模块的虚拟现实平台.该平台为教学改革提供了一种新的思路,有助于解决经济欠发达地区因实验条件不足所造成的各种难题.

  10. The use of virtual reality in acrophobia research and treatment.

    Science.gov (United States)

    Coelho, Carlos M; Waters, Allison M; Hine, Trevor J; Wallis, Guy

    2009-06-01

    Acrophobia, or fear of heights, is a widespread and debilitating anxiety disorder affecting perhaps 1 in 20 adults. Virtual reality (VR) technology has been used in the psychological treatment of acrophobia since 1995, and has come to dominate the treatment of numerous anxiety disorders. It is now known that virtual reality exposure therapy (VRET) regimens are highly effective for acrophobia treatment. This paper reviews current theoretical understanding of acrophobia as well as the evolution of its common treatments from the traditional exposure therapies to the most recent virtually guided ones. In particular, the review focuses on recent innovations in the use of VR technology and discusses the benefits it may offer for examining the underlying causes of the disorder, allowing for the systematic assessment of interrelated factors such as the visual, vestibular and postural control systems.

  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. Virtual Reality: Toward Fundamental Improvements in Simulation-Based Training.

    Science.gov (United States)

    Thurman, Richard A.; Mattoon, Joseph S.

    1994-01-01

    Considers the role and effectiveness of virtual reality in simulation-based training. The theoretical and practical implications of verity, integration, and natural versus artificial interface are discussed; a three-dimensional classification scheme for virtual reality is described; and the relationship between virtual reality and other…

  13. Visualizing Cumulus Clouds in Virtual Reality

    NARCIS (Netherlands)

    Griffith, E.J.

    2010-01-01

    This thesis focuses on interactively visualizing, and ultimately simulating, cumulus clouds both in virtual reality (VR) and with a standard desktop computer. The cumulus clouds in question are found in data sets generated by Large-Eddy Simulations (LES), which are used to simulate a small section

  14. Virtual Reality for Training and Lifelong Learning

    Science.gov (United States)

    Mellet-d'Huart, Daniel

    2009-01-01

    This article covers the application of virtual reality (VR) to training and lifelong learning. A number of considerations concerning the design of VR applications are included. The introduction is dedicated to the more general aspects of applying VR to training. From multiple perspectives, we will provide an overview of existing applications with…

  15. Physics Education in Virtual Reality: An Example

    Science.gov (United States)

    Kaufmann, Hannes; Meyer, Bernd

    2009-01-01

    We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths…

  16. Visualizing Cumulus Clouds in Virtual Reality

    NARCIS (Netherlands)

    Griffith, E.J.

    2010-01-01

    This thesis focuses on interactively visualizing, and ultimately simulating, cumulus clouds both in virtual reality (VR) and with a standard desktop computer. The cumulus clouds in question are found in data sets generated by Large-Eddy Simulations (LES), which are used to simulate a small section o

  17. Evaluation of Virtual Reality Training Using Affect

    Science.gov (United States)

    Tichon, Jennifer

    2012-01-01

    Training designed to support and strengthen higher-order mental abilities now often involves immersion in Virtual Reality (VR) where dangerous real world scenarios can be safely replicated. However, despite the growing popularity of VR to train cognitive skills such as decision-making and situation awareness, methods for evaluating their use rely…

  18. Interaction Methods for Virtual Reality Applications

    Science.gov (United States)

    2006-06-01

    34Echtzeitfähige Kollisionserkennung für Virtual Reality Anwendungen", dissertation at Universität des Saarlandes , 1998. [4] Matthias Buck, "Simulation...interaktiv bewegter Objekte mit Hinderniskontakten", dissertation at Universität des Saarlandes , 1999. [5] http://en.wikipedia.org/wiki/Line

  19. Collaborative architectural design in virtual reality

    NARCIS (Netherlands)

    Hubers, J.C.

    2008-01-01

    In this PhD research a method and software prototype is developed for COLlaborative Architectural Design In VIRtual reality. The method consists of developing versions of a concept for a building and the evaluation of them with criteria. Every team member makes his own versions; otherwise they wou

  20. Dynamic 3D echocardiography in virtual reality.

    NARCIS (Netherlands)

    A.E. van den Bosch (Annemien); A.H.J. Koning (Anton); F.J. Meijboom (Folkert); J.S. McGhie (Jackie); M.L. Simoons (Maarten); P.J. van der Spek (Peter); A.J.J.C. Bogers (Ad)

    2005-01-01

    textabstractBACKGROUND: 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 d

  1. Development of SMATER Virtual Reality Simulator

    Energy Technology Data Exchange (ETDEWEB)

    Chung, Byoung Ha; Chung, B. H.; You, H. Y.; Kim, Y. M.; Park, J. B.; Choi, I. S.; Won, T. W.; Bae, J. B.; Kang, H. K.; Jang, J. M.; Heo, J. W.; Park, M. Y.; Kyun, H. S.; Lee, C. J. [Post Media Ltd., Taejon (Korea, Republic of)

    1997-11-01

    In this research task, we want to develop the most suitable design of Spent Fuel Management Facility and develop 3D simulator for our illustration by applying method as such as graphics, simulation, kinematics, dynamics, and collision detection in virtual reality. Through this, we set the capability of making verification on modifying existing conceptual design as our final objective. 6 tabs., 35 figs. (author)

  2. Surgery, Virtual Reality, and the Future*

    OpenAIRE

    Vosburgh, Kirby G.; Golby, Alexandra; Pieper, Steven D.

    2013-01-01

    MMVR has provided the leading forum for the multidisciplinary interaction and development of the use of Virtual Reality (VR) techniques in medicine, particularly in surgical practice. Here we look back at the foundations of our field, focusing on the use of VR in Surgery and similar interventional procedures, sum up the current status, and describe the challenges and opportunities going forward.

  3. Virtual Reality: Visualization in Three Dimensions.

    Science.gov (United States)

    McLellan, Hilary

    Virtual reality is a newly emerging tool for scientific visualization that makes possible multisensory, three-dimensional modeling of scientific data. While the emphasis is on visualization, the other senses are added to enhance what the scientist can visualize. Researchers are working to extend the sensory range of what can be perceived in…

  4. Surgery, virtual reality, and the future.

    Science.gov (United States)

    Vosburgh, Kirby G; Golby, Alexandra; Pieper, Steven D

    2013-01-01

    MMVR has provided the leading forum for the multidisciplinary interaction and development of the use of Virtual Reality (VR) techniques in medicine, particularly in surgical practice. Here we look back at the foundations of our field, focusing on the use of VR in Surgery and similar interventional procedures, sum up the current status, and describe the challenges and opportunities going forward.

  5. Virtual reality simulation of basic pulmonary procedures

    DEFF Research Database (Denmark)

    Konge, Lars; Arendrup, Henrik; von Buchwald, Christian

    2011-01-01

    Background: Virtual reality (VR) bronchoscopy simulators have been available for more than a decade, and have been recognized as an important aid in bronchoscopy training. The existing literature has only examined the role of VR simulators in diagnostic bronchoscopy. The aim of this study...

  6. Evaluation of Virtual Reality Training Using Affect

    Science.gov (United States)

    Tichon, Jennifer

    2012-01-01

    Training designed to support and strengthen higher-order mental abilities now often involves immersion in Virtual Reality (VR) where dangerous real world scenarios can be safely replicated. However, despite the growing popularity of VR to train cognitive skills such as decision-making and situation awareness, methods for evaluating their use rely…

  7. Virtual reality simulation in endovascular surgical training.

    LENUS (Irish Health Repository)

    Tsang, J S

    2008-08-01

    Shortened trainingtimes duetothe European Working Time Directive (EWTD) and increased public scrutiny of surgical competency have led to a move away from the traditional apprenticeship model of training. Virtual reality (VR) simulation is a fascinating innovation allowing surgeons to develop without the need to practice on real patients and it may be a solution to achieve competency within a shortened training period.

  8. Virtual Reality Simulation of the International Space Welding Experiment

    Science.gov (United States)

    Phillips, James A.

    1996-01-01

    Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) It involves 3-dimensional computer graphics; (2) It includes real-time feedback and response to user actions; and (3) It must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, and we have therefore implemented a VR trainer for the International Space Welding Experiment. My role in the development of the ISWE trainer consisted of the following: (1) created texture-mapped models of the ISWE's rotating sample drum, technology block, tool stowage assembly, sliding foot restraint, and control panel; (2) developed C code for control panel button selection and rotation of the sample drum; (3) In collaboration with Tim Clark (Antares Virtual Reality Systems), developed a serial interface box for the PC and the SGI Indigo so that external control devices, similar to ones actually used on the ISWE, could be used to control virtual objects in the ISWE simulation; (4) In collaboration with Peter Wang (SFFP) and Mark Blasingame (Boeing), established the interference characteristics of the VIM 1000 head-mounted-display and tested software filters to correct the problem; (5) In collaboration with Peter Wang and Mark Blasingame, established software and procedures for interfacing the VPL DataGlove and the Polhemus 6DOF position sensors to the SGI Indigo serial ports. The majority of the ISWE modeling effort was conducted on a PC-based VR Workstation, described below.

  9. Controlling social stress in virtual reality environments.

    Science.gov (United States)

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

    2014-01-01

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

  10. Controlling social stress in virtual reality environments.

    Directory of Open Access Journals (Sweden)

    Dwi Hartanto

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

  11. Controlling Social Stress in Virtual Reality Environments

    Science.gov (United States)

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

    2014-01-01

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

  12. 基于Flex的虚拟现实技术在语音视频课程中的应用%Application of virtual reality technology in Flex based voice and video course

    Institute of Scientific and Technical Information of China (English)

    钱允凤; 冯忠庆

    2014-01-01

    随着信息化的发展,虚拟现实技术作为当前新兴的技术,正在被广泛的应用到教育、体育等多个领域,如体育运动训练仿真系统等。而借助虚拟现实技术,以建构主义、情景认知理论等为基础,可创造出与现实环境逼真的环境。本文对虚拟现实技术进行简介,并以基于Flex的虚拟现实技术3DMAX在语音视频课程中的应用与实现进行探讨。%Along with the development of information technology,virtual reality technology is the emerging technology,is being widely applied to many fields such as education,physical education,sports training simulation system.The use of virtual reality technology,based on the constructivism,situated cognition theory,we can create real environment and realistic environment.The paper introduces the virtual reality technology,and in the 3DMAX virtual reality technology based on Flex application in audio and video in the curriculum and implementation are discussed.

  13. The Impact of Virtual Reality Programs in Career and Technical Education

    Science.gov (United States)

    Catterson, Anna J.

    2013-01-01

    Instructional technology has evolved from blackboards with chalk to in some cases three-dimensional virtual reality environments in which students are interacting and engaging with other students worldwide. The use of this new instructional methodology, known as "virtual reality," has experienced substantial growth in higher education…

  14. Synthetic design and the art of virtual reality in theatre and film ...

    African Journals Online (AJOL)

    Synthetic design and the art of virtual reality in theatre and film productions. ... EJOTMAS: Ekpoma Journal of Theatre and Media Arts ... However, in more recent times, occasioned by technological breakthrough, another kind of ... of Virtual Reality and how they influence modern design in both theatre and film productions.

  15. The Use of Virtual Reality Tools in the Reading-Language Arts Classroom

    Science.gov (United States)

    Pilgrim, J. Michael; Pilgrim, Jodi

    2016-01-01

    This article presents virtual reality as a tool for classroom literacy instruction. Building on the traditional use of images as a way to scaffold prior knowledge, we extend this idea to share ways virtual reality enables experiential learning through field trip-like experiences. The use of technology tools such Google Street view, Google…

  16. The Impact of Virtual Reality Programs in Career and Technical Education

    Science.gov (United States)

    Catterson, Anna J.

    2013-01-01

    Instructional technology has evolved from blackboards with chalk to in some cases three-dimensional virtual reality environments in which students are interacting and engaging with other students worldwide. The use of this new instructional methodology, known as "virtual reality," has experienced substantial growth in higher education…

  17. Poster: Virtual reality interaction using mobile devices

    KAUST Repository

    Aseeri, Sahar A.

    2013-03-01

    In this work we aim to implement and evaluate alternative approaches for interacting with virtual environments on mobile devices for navigation, object selection and manipulation. Interaction with objects in virtual worlds using traditional input such as current state-of-the-art devices is often difficult and could diminish the immersion and sense of presence when it comes to 3D virtual environment tasks. We have developed new methods to perform different kinds of interactions using a mobile device (e.g. a smartphone) both as input device, performing selection and manipulation of objects, and as output device, utilizing the screen as an extra view (virtual camera or information display). Our hypothesis is that interaction via mobile devices facilitates simple tasks like the ones described within immersive virtual reality systems. We present here our initial implementation and result. © 2013 IEEE.

  18. A Virtual Reality-Based Simulation of Abdominal Surgery

    Science.gov (United States)

    1994-06-30

    Graphics V 24, #2 March 1990 Pp 235-243 Netter , Frank, H MD, Atlas of Human Anatomy , CIBA-Geigy Corp., New Jersey, 1989 Ouh-Young, Ming -Force Display...applications of this technology. Virtual reality systems can be used to teach surgical anatomy , diagnose surgical problems, plan operations. simulate and...bladder procedures performed. and because of suitability of the relevant anatomy to the technology. The open rather than laparoscopic procedure was

  19. Virtual Training System for Hydraulic Pump Cart Based on Virtual Reality

    Directory of Open Access Journals (Sweden)

    Wusha Huang

    2013-08-01

    Full Text Available This paper dissertates the application of Virtual Reality Technology in the training process. Virtual training system has more advantages than traditional training system. The design of virtual training system based on PTC DIVISION Mockup software, position tracker and 3-D mouse is proposed. The system is divided into two parts: directing part and operating part. Collision detection is discussed to improve the sense of reality in the virtual environment .This system is applied to the training process of hydraulic pump cart’s assembly and disassembly. More immersive training effect is obtained in this system. The goal of reducing training costs and improving the efficiency of training can be achieved in the virtual training system.  

  20. Using Virtual Reality For Outreach Purposes in Planetology

    Science.gov (United States)

    Civet, François; Le Mouélic, Stéphane; Le Menn, Erwan; Beaunay, Stéphanie

    2016-10-01

    2016 has been a year marked by a technological breakthrough : the availability for the first time to the general public of technologically mature virtual reality devices. Virtual Reality consists in visually immerging a user in a 3D environment reproduced either from real and/or imaginary data, with the possibility to move and eventually interact with the different elements. In planetology, most of the places will remain inaccessible to the public for a while, but a fleet of dedicated spacecraft's such as orbiters, landers and rovers allow the possibility to virtually reconstruct the environments, using image processing, cartography and photogrammetry. Virtual reality can then bridge the gap to virtually "send" any user into the place and enjoy the exploration.We are investigating several type of devices to render orbital or ground based data of planetological interest, mostly from Mars. The most simple system consists of a "cardboard" headset, on which the user can simply use his cellphone as the screen. A more comfortable experience is obtained with more complex systems such as the HTC vive or Oculus Rift headsets, which include a tracking system important to minimize motion sickness. The third environment that we have developed is based on the CAVE concept, were four 3D video projectors are used to project on three 2x3m walls plus the ground. These systems can be used for scientific data analysis, but also prove to be perfectly suited for outreach and education purposes.

  1. A Displacement of Virtual Reality Positioning Technology Based on FPGA%基于FPGA的虚拟现实定位系统设计

    Institute of Scientific and Technical Information of China (English)

    史典阳; 高俊雄; 王耘波; 郑世涛

    2013-01-01

    虚拟现实技术是目前计算机信息科学中的前沿学科,文中设计了一种以FPGA为核心的数据采集处理系统.利用HMC5883L和ADXL345对虚拟场景中物体的方位和朝向进行确定并通过以太网给虚拟场景主机发送数据.整个系统以FPGA作为主控制器,配以传感器数据采集,内部FIFO存储,以太网高速传输,从而把定位系统参数实时传送到上位机中,具有传输速度快、实时性等优点,实现了虚拟现实高精度定位的功能.%Virtual reality technology is the advanced subjects in the current computer and information sciences. A FPGA-core data acquisition system is designed in this paper, the scene direction and orientation were identified by use of HMC5883L and ADXL345 and the data is sent to the virtual scene host through Ethernet. By using FPGA as a host controller, as well as sensor data acquisition, FIFO internal storage, the entire system transmits the positioning data to PC in real time and at a high speed, to achieve the virtual reality positioning with a high accuracy.

  2. Pedagogy: Instructivism to Socio-Constructivism through Virtual Reality

    Directory of Open Access Journals (Sweden)

    Moses O. Onyesolu

    2013-10-01

    Full Text Available learning theories evolved with time, beginning with instructivism, constructivism, to social constructivism. These theories no doubt were applied in education and they had their effects on learners. Technology advanced, created a paradigm shift by creating new ways of teaching and learning as found in virtual reality (VR. VR provided creative ways in which students learn, provides opportunity to achieve learning goals by presenting artificial environments. We developed and simulated a virtual reality system on a desktop by deploying Visual Basic.NET, Java and Macromedia Flash. This simulated environment enhanced students’ understanding by providing a degree of reality unattainable in a traditional two-dimensional interface, creating a sensory-rich interactive learning environment.

  3. Mental care and virtual reality technology. Toward a tender children`s hospital; Mental care to VR. Yasashii shoni iryo wo motomete kara

    Energy Technology Data Exchange (ETDEWEB)

    Hirose, M. [Tokyo Univ. (Japan)

    1997-07-05

    A virtual reality (VR) technique concerning mental aspects of medical services, origin of the project in the title initiated by Ministry of International Trade and Industry, is reported. Upon self-examination on the way of life in hospitals isolated from outer society, the usefulness of a virtual experience of hospitalized children given through the VR stimulation of information as a means of improving their quality of life, in particular, by dissolving isolation from information is described. Video-interactive versions of `Let`s go to zoo` and `recreation ground` systems are introduced together with descriptions on examples of `television of dream` and `television in which you can intrude`, materialized lest the children loose their interest, by connecting 2 locations far apart as if they were actually presented there including their reactions. And the fact that a high popularity is gained by children with fatal diseases in camp for a virtual soccer linked with a real soccer play field by high-vision circuits is introduced and a new way to be opened for emotional transmission in the use of computer is indicated with a mention on the relationship between body and soul. In the last, it is suggested that a steady continuous research and development as well as a radical change of technology system are indispensable to improve this kind matters. 4 refs., 4 figs.

  4. Design on the Control System of a Gait Rehabilitation Training Robot based on Brain-Computer Interface and Virtual Reality Technology

    Directory of Open Access Journals (Sweden)

    Hui Wang

    2012-10-01

    Full Text Available In this paper a control system of a gait rehabilitation training robot based on Brain-Computer Interface (BCI and virtual reality technology is proposed, which makes the patients’ rehabilitation training process more interesting. A technique for measuring the mental states of the human and associated applications based on normal brain signals are examined and evaluated firstly. Secondly, the virtual game starts with the information from the BCI and then it runs in the form of a thread, with the singleton design pattern as the main mode. Thirdly, through the synergistic cooperation with the main software, the virtual game can achieve quick and effective access to blood oxygen, heart rate and other physiological information of the patients. At the same time, by means of the hardware control system, the start‐up of the gait rehabilitation training robot could be controlled accurately and effectively. Therefore, the plantar pressure information and the velocity information, together with the physiological information of the patients, would be properly reflected in the game lastly and the physical condition of the patients participating in rehabilitation training would also be reflected to a great extent.

  5. Design on the Control System of a Gait Rehabilitation Training Robot Based on Brain-Computer Interface and Virtual Reality Technology

    Directory of Open Access Journals (Sweden)

    Hui Wang

    2012-10-01

    Full Text Available In this paper a control system of a gait rehabilitation training robot based on Brain-Computer Interface (BCI and virtual reality technology is proposed, which makes the patients' rehabilitation training process more interesting. A technique for measuring the mental states of the human and associated applications based on normal brain signals are examined and evaluated firstly. Secondly, the virtual game starts with the information from the BCI and then it runs in the form of a thread, with the singleton design pattern as the main mode. Thirdly, through the synergistic cooperation with the main software, the virtual game can achieve quick and effective access to blood oxygen, heart rate and other physiological information of the patients. At the same time, by means of the hardware control system, the start-up of the gait rehabilitation training robot could be controlled accurately and effectively. Therefore, the plantar pressure information and the velocity information, together with the physiological information of the patients, would be properly reflected in the game lastly and the physical condition of the patients participating in rehabilitation training would also be reflected to a great extent.

  6. Magical Stories: Blending Virtual Reality and Artificial Intelligence.

    Science.gov (United States)

    McLellan, Hilary

    Artificial intelligence (AI) techniques and virtual reality (VR) make possible powerful interactive stories, and this paper focuses on examples of virtual characters in three dimensional (3-D) worlds. Waldern, a virtual reality game designer, has theorized about and implemented software design of virtual teammates and opponents that incorporate AI…

  7. 基于虚拟现实技术的颅脑虚拟解剖的应用%Application of virtual anatomy based on virtual reality technology in brain structures

    Institute of Scientific and Technical Information of China (English)

    欧阳汉斌; 黄文华

    2011-01-01

    目的:探讨基于医学图像数据集的颅脑三维重建模型在虚拟解剖中的应用.方法:通过收集虚拟人颅脑图像数据集,采用Photoshop CS 8.0对图像进行分割、兴趣区域选择,然后利用Mimics软件重建颅脑解剖结构,将建立的三维模型单元导入Cult3D软件平台,应用虚拟现实建模语言(VRML)实现颅脑虚拟解剖.结果:三维重建与VR相结合的颅脑虚拟解剖有别于传统解剖,在教学演示方面具有高仿真度以及较强的可推广性的优势.结论:利用Mimics软件对颅脑解剖结构进行三维重建,再通过VR技术而建立的颅脑结构的虚拟解剖平台,在解剖教学及手术设计等领域具有广阔的应用前景.%Objective: To investigate the application of three-dimensional reconstruction based on brain structures image dataset in virtual anatomy. Methods: The virtual human brain structures images were collected first And regions of interest among all images were segmented and isolated. Then Mimics were used to reconstruct brain structures and 3D-models were imported into Cult3D platform, then achieved the virtual anatomy via virtual reality modeling language. Results: Reconstructed models combined with virtual reality technology differed from traditional anatomy structures with their higher simulation in educational demonstration and extension in wider fields. Conclusion: The virtual anatomy platform based on virtual reality and three-dimensional reconstruction has wide application perspective in anatomy education, surgery design and other fields.

  8. Water-friendly virtual reality pain control during wound care.

    Science.gov (United States)

    Hoffman, Hunter G; Patterson, David R; Magula, Jeff; Carrougher, Gretchen J; Zeltzer, Karen; Dagadakis, Stephen; Sharar, Sam R

    2004-02-01

    Recent research suggests that entering an immersive virtual environment can serve as a powerful nonpharmacologic analgesic for severe burn pain. The present case study describes an attempt to use water-friendly virtual reality (VR) technology with a burn patient undergoing wound care in a hydrotherapy tub. The patient was a 40-year-old male with 19% total body surface area deep flame/flash burns to his legs, neck, back, and buttocks. The virtual reality treatment decreased the patient's sensory and affective pain ratings and decreased the amount of time spent thinking about his pain during wound care. We believe that VR analgesia works by drawing attention away from the wound care, leaving less attention available to process incoming pain signals. The water-friendly VR helmet dramatically increases the number of patients with severe burns that could potentially be treated with VR (see http://www.vrpain.com).

  9. Molecular Rift: Virtual Reality for Drug Designers.

    Science.gov (United States)

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

    2015-11-23

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

  10. 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.

  11. Research on key techniques of virtual reality applied in mining industry

    Institute of Scientific and Technical Information of China (English)

    LIAO Jun; LU Guo-bin

    2009-01-01

    Based on the applications of virtual reality technology in many fields, introduced the virtual reality technical basic concept, structure type, related technique development, etc., tallied up applications of virtual reality technique in the present mining industry, inquired into core techniques related software and hardware, especially the optimization in the setup of various 3D models technique, and carried out a virtual scene to travel extensively in real-time by stereoscopic manifestation technique and so on. Then it brought forward the solution of virtual reality technique with software and hardware to the mining industry that can satisfy the demand of different aspects and levers. Finally, it show a fine prospect of virtual reality technique applied in the mining industry.

  12. Application of virtual reality technology in English teaching, the design of courseware%虚拟现实技术在英语教学课件设计中的应用

    Institute of Scientific and Technical Information of China (English)

    田杨; 董娜; 申艳星; 曲倩倩; 史文君

    2014-01-01

    随着教育信息技术的迅速发展,虚拟现实技术在教学课件中的应用也越来越广泛。本文对虚拟现实技术进行了简介,分析了虚拟现实的结构和关键技术,分析了基于虚拟现实的课件开发技术,最后分析了其在制作英语教学课件中的应用。%Along with the rapid development of information technology in education,the application of virtual reality technology in teaching courseware is more and more widely.The paper briefly introduces the virtual reality technology,analyses the structure and key technology of virtual reality,analyzes the development of courseware based on virtual reality,and finally analyzes its application in the production of English teaching courseware.

  13. LONG-TERM PRESERVATION OF THE PHYSICAL REMAINS OF THE DESTROYED BUDDHA FIGURES IN BAMIYAN (AFGHANISTAN USING VIRTUAL REALITY TECHNOLOGIES FOR PREPARATION AND EVALUATION OF RESTORATION MEASURES

    Directory of Open Access Journals (Sweden)

    G. Toubekis

    2017-08-01

    Full Text Available In March 2001, the world’s largest depictions of standing Buddha figures located in Bamiyan (Afghanistan were destroyed during a campaign of the Taliban leadership against all non-Muslim heritage in the country. Bamiyan and its archaeological remains have been nominated a World Heritage also to commemorate the events of destruction the site has experienced over the centuries. More than fifteen years after the Giant Buddha figures turned into dust, the UNESCO Safeguarding campaign for the preservation of the Bamiyan World Heritage property has made considerable progress. Upon continued request by the local population and the national government, the international community is asked to contribute proposals for the future presentation of the physical remains including the options of reassembling the original fragments. The achievements and backlashes of the UNESCO campaign are discussed and a proposal is given, how virtual technology can contribute to the ongoing discussion regarding the future of the site. At a time when deliberate raids during military conflicts against heritage places have become commonplace, the Bamiyan case has become emblematic and is considered now a key turning point in the heritage community on the question, which roles reconstruction can have especially in the aftermath of conflict situations. It is argued that immersive virtual reality technologies offer the chance to investigate how values attributed to cultural heritage are produced and experienced among different stakeholder groups.

  14. Long-Term Preservation of the Physical Remains of the Destroyed Buddha Figures in Bamiyan (afghanistan) Using Virtual Reality Technologies for Preparation and Evaluation of Restoration Measures

    Science.gov (United States)

    Toubekis, G.; Jansen, M.; Jarke, M.

    2017-08-01

    In March 2001, the world's largest depictions of standing Buddha figures located in Bamiyan (Afghanistan) were destroyed during a campaign of the Taliban leadership against all non-Muslim heritage in the country. Bamiyan and its archaeological remains have been nominated a World Heritage also to commemorate the events of destruction the site has experienced over the centuries. More than fifteen years after the Giant Buddha figures turned into dust, the UNESCO Safeguarding campaign for the preservation of the Bamiyan World Heritage property has made considerable progress. Upon continued request by the local population and the national government, the international community is asked to contribute proposals for the future presentation of the physical remains including the options of reassembling the original fragments. The achievements and backlashes of the UNESCO campaign are discussed and a proposal is given, how virtual technology can contribute to the ongoing discussion regarding the future of the site. At a time when deliberate raids during military conflicts against heritage places have become commonplace, the Bamiyan case has become emblematic and is considered now a key turning point in the heritage community on the question, which roles reconstruction can have especially in the aftermath of conflict situations. It is argued that immersive virtual reality technologies offer the chance to investigate how values attributed to cultural heritage are produced and experienced among different stakeholder groups.

  15. Interactive Scientific Visualization in 3D Virtual Reality Model

    Directory of Open Access Journals (Sweden)

    Filip Popovski

    2016-11-01

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

  16. The social construction of virtual reality

    Directory of Open Access Journals (Sweden)

    Golubinskaya Anastasia Valerievna

    2016-10-01

    Full Text Available The article is aimed to rethinking the theory of social construction of P. Berger and T. Luckmann in the context of digital society. The conception of virtual reality helps to find new traits of the world in everyday life: intersubjectivity, temporality, schemes of typification and other social-constructivist concepts that receive new meanings. The author proposes to research the way of the world transformation “here and now” in the age of virtualization of social acts, and how these changes effect human social nature and reflective processes.

  17. Distributed Virtual Reality: System Concepts for Cooperative Training and Commanding in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Eckhard Freund

    2003-02-01

    Full Text Available The general aim of the development of virtual reality technology for automation applications at the IRF is to provide the framework for Projective Virtual Reality which allows users to "project" their actions in the virtual world into the real world primarily by means of robots but also by other means of automation. The framework is based on a new task-oriented approach which builds on the "task deduction" capabilities of a newly developed virtual reality system and a task planning component. The advantage of this new approach is that robots which work at great distances from the control station can be controlled as easily and intuitively as robots that work right next to the control station. Robot control technology now provides the user in the virtual world with a "prolonged arm" into the physical environment, thus paving the way for a new quality of userfriendly man machine interfaces for automation applications. Lately, this work has been enhanced by a new structure that allows to distribute the virtual reality application over multiple computers. With this new step, it is now possible for multiple users to work together in the same virtual room, although they may physically be thousands of miles apart. They only need an Internet or ISDN connection to share this new experience. Last but not least, the distribution technology has been further developed to not just allow users to cooperate but to be able to run the virtual world on many synchronized PCs so that a panorama projection or even a cave can be run with 10 synchronized PCs instead of high-end workstations, thus cutting down the costs for such a visualization environment drastically and allowing for a new range of applications.

  18. Advances in Robotics and Virtual Reality

    CERN Document Server

    Hassanien, Aboul

    2012-01-01

    A beyond human knowledge and reach, robotics is strongly involved in tackling challenges of new emerging multidisciplinary fields. Together with humans, robots are busy exploring and working on the new generation of ideas and problems whose solution is otherwise impossible to find. The future is near when robots will sense, smell and touch people and their lives. Behind this practical aspect of human-robotics, there is a half a century spanned robotics research, which transformed robotics into a modern science. The Advances in Robotics and Virtual Reality is a compilation of emerging application areas of robotics. The book covers robotics role in medicine, space exploration and also explains the role of virtual reality as a non-destructive test bed which constitutes a premise of further advances towards new challenges in robotics. This book, edited by two famous scientists with the support of an outstanding team of fifteen authors, is a well suited reference for robotics researchers and scholars from related ...

  19. Feedback from video for virtual reality Navigation

    Energy Technology Data Exchange (ETDEWEB)

    Tsap, L V

    2000-10-27

    Important preconditions for wide acceptance of virtual reality (VR) systems include their comfort, ease and naturalness to use. Most existing trackers super from discomfort-related issues. For example, body-based trackers (hand controllers, joysticks, helmet attachments, etc.) restrict spontaneity and naturalness of motion, while ground-based devices (e.g., hand controllers) limit the workspace by literally binding an operator to the ground. There are similar problems with controls. This paper describes using real-time video with registered depth information (from a commercially available camera) for virtual reality navigation. Camera-based setup can replace cumbersome trackers. The method includes selective depth processing for increased speed, and a robust skin-color segmentation for accounting illumination variations.

  20. Haptics for Virtual Reality and Teleoperation

    CERN Document Server

    Mihelj, Matjaž

    2012-01-01

    This book covers all topics relevant for the design of haptic interfaces and teleoperation systems. The book provides the basic knowledge required for understanding more complex approaches and more importantly it introduces all issues that must be considered for designing efficient and safe haptic interfaces. Topics covered in this book provide insight into all relevant components of a haptic system. The reader is guided from understanding the virtual reality concept to the final goal of being able to design haptic interfaces for specific tasks such as nanomanipulation.  The introduction chapter positions the haptic interfaces within the virtual reality context. In order to design haptic interfaces that will comply with human capabilities at least basic understanding of human sensors-motor system is required. An overview of this topic is provided in the chapter related to human haptics. The book does not try to introduce the state-of-the-art haptic interface solutions because these tend to change quickly. On...

  1. Virtual reality for physical and motor rehabilitation

    CERN Document Server

    Weiss, Patrice L (Tamar); Levin, Mindy F

    2014-01-01

    While virtual reality (VR) has influenced fields as varied as gaming, archaeology, and the visual arts, some of its most promising applications come from the health sector. Particularly encouraging are the many uses of VR in supporting the recovery of motor skills following accident or illness. Virtual Reality for Physical and Motor Rehabilitation reviews two decades of progress and anticipates advances to come. It offers current research on the capacity of VR to evaluate, address, and reduce motor skill limitations, and the use of VR to support motor and sensorimotor function, from the most basic to the most sophisticated skill levels. Expert scientists and clinicians explain how the brain organizes motor behavior, relate therapeutic objectives to client goals, and differentiate among VR platforms in engaging the production of movement and balance. On the practical side, contributors demonstrate that VR complements existing therapies across various conditions such as neurodegenerative diseases, traumatic bra...

  2. High Quality Virtual Reality for Architectural Exhibitions

    DEFF Research Database (Denmark)

    Kreutzberg, Anette

    2016-01-01

    This paper will summarise the findings from creating and implementing a visually high quality Virtual Reality (VR) experiment as part of an international architecture exhibition. It was the aim to represent the architectural spatial qualities as well as the atmosphere created from combining natural...... and artificial lighting in a prominent not yet built project. The outcome is twofold: Findings concerning the integration of VR in an exhibition space and findings concerning the experience of the virtual space itself. In the exhibition, an important aspect was the unmanned exhibition space, requiring the VR...... and quantitative methods at two different occasions and setups after the exhibition, both showing a high degree of immersion and experience of reality....

  3. Physics Education in Virtual Reality: An Example

    OpenAIRE

    Hannes Kaufmann; Bernd Meyer

    2009-01-01

    We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths and other properties of objects before, during and after experiments. Innovative teaching content is presented thatexploits the strengths of the 3D...

  4. Virtual Reality and Haptics for Product Assembly

    Directory of Open Access Journals (Sweden)

    Maria Teresa Restivo

    2012-01-01

    Full Text Available Haptics can significantly enhance the user's sense of immersion and interactivity. An industrial application of virtual reality and haptics for product assembly is described in this paper, which provides a new and low-cost approach for product assembly design, assembly task planning and assembly operation training. A demonstration of the system with haptics device interaction was available at the session of exp.at'11.

  5. [Virtual reality in MR colonography].

    Science.gov (United States)

    Schoenfelder, D; Debatin, J F

    2000-03-01

    Early detection and subsequent removal of colorectal polyps have been shown to constitute an effective approach for decreasing the incidence of colorectal cancer. The lack of an ideal modality for colorectal polyp screening stimulated interest in the development of CT-colonography and MR-colonography. Both techniques allow the colon to be analyzed in a cross-sectional as well as a virtual endoscopic format. Causing no side-effects and not concerning for radiation exposure MR-colonography warrants further consideration. Additional to detecting polyps down to 6 mm in size the inner wall contour and the morphology of the colonic wall itself can be assessed. New developments like fecal tagging will increase patients acceptance comparing to other diagnostic techniques. In search of an ideal modality for polyp screening MR-colonography will become a potent option in the diagnostic arsenal.

  6. The Reality of Virtual Supersymmetry

    CERN Document Server

    Beccaria, M; Verzegnassi, Claudio

    2002-01-01

    We consider the high energy behaviour of the amplitudes for production of leptons, quarks, Higgs bosons, sleptons, squarks, gauge bosons, charginos, neutralinos. We concentrate our discussion on the universal (process independent) logarithmic terms which factorize the Born amplitude and which are typically of the form [a ln(s/m^2)-ln^2(s/m^2)]. We perform a systematic determination of the coefficient "a" for the various final states and we emphasize the striking features which differentiate the SM and the MSSM cases. We show that a comparison with experiments at future colliders should provide a clean way to test the gauge and Higgs structures of the electroweak interactions owing to the presence of sizeable (visible) virtual logarithmic supersymmetric contributions.

  7. Virtual reality disaster training: translation to practice.

    Science.gov (United States)

    Farra, Sharon L; Miller, Elaine T; Hodgson, Eric

    2015-01-01

    Disaster training is crucial to the mitigation of both mortality and morbidity associated with disasters. Just as clinical practice needs to be grounded in evidence, effective disaster education is dependent upon the development and use of andragogic and pedagogic evidence. Educational research findings must be transformed into useable education strategies. Virtual reality simulation is a teaching methodology that has the potential to be a powerful educational tool. The purpose of this article is to translate research findings related to the use of virtual reality simulation in disaster training into education practice. The Ace Star Model serves as a valuable framework to translate the VRS teaching methodology and improve disaster training of healthcare professionals. Using the Ace Star Model as a framework to put evidence into practice, strategies for implementing a virtual reality simulation are addressed. Practice guidelines, implementation recommendations, integration to practice and evaluation are discussed. It is imperative that health educators provide more exemplars of how research evidence can be moved through the various stages of the model to advance practice and sustain learning outcomes. Copyright © 2013 Elsevier Ltd. All rights reserved.

  8. Subsurface data visualization in Virtual Reality

    Science.gov (United States)

    Krijnen, Robbert; Smelik, Ruben; Appleton, Rick; van Maanen, Peter-Paul

    2017-04-01

    Due to their increasing complexity and size, visualization of geological data is becoming more and more important. It enables detailed examining and reviewing of large volumes of geological data and it is often used as a communication tool for reporting and education to demonstrate the importance of the geology to policy makers. In the Netherlands two types of nation-wide geological models are available: 1) Layer-based models in which the subsurface is represented by a series of tops and bases of geological or hydrogeological units, and 2) Voxel models in which the subsurface is subdivided in a regular grid of voxels that can contain different properties per voxel. The Geological Survey of the Netherlands (GSN) provides an interactive web portal that delivers maps and vertical cross-sections of such layer-based and voxel models. From this portal you can download a 3D subsurface viewer that can visualize the voxel model data of an area of 20 × 25 km with 100 × 100 × 5 meter voxel resolution on a desktop computer. Virtual Reality (VR) technology enables us to enhance the visualization of this volumetric data in a more natural way as compared to a standard desktop, keyboard mouse setup. The use of VR for data visualization is not new but recent developments has made expensive hardware and complex setups unnecessary. The availability of consumer of-the-shelf VR hardware enabled us to create an new intuitive and low visualization tool. A VR viewer has been implemented using the HTC Vive head set and allows visualization and analysis of the GSN voxel model data with geological or hydrogeological units. The user can navigate freely around the voxel data (20 × 25 km) which is presented in a virtual room at a scale of 2 × 2 or 3 × 3 meters. To enable analysis, e.g. hydraulic conductivity, the user can select filters to remove specific hydrogeological units. The user can also use slicing to cut-off specific sections of the voxel data to get a closer look. This slicing

  9. Data Visualization Using Immersive Virtual Reality Tools

    Science.gov (United States)

    Cioc, Alexandru; Djorgovski, S. G.; Donalek, C.; Lawler, E.; Sauer, F.; Longo, G.

    2013-01-01

    The growing complexity of scientific data poses serious challenges for an effective visualization. Data sets, e.g., catalogs of objects detected in sky surveys, can have a very high dimensionality, ~ 100 - 1000. Visualizing such hyper-dimensional data parameter spaces is essentially impossible, but there are ways of visualizing up to ~ 10 dimensions in a pseudo-3D display. We have been experimenting with the emerging technologies of immersive virtual reality (VR) as a platform for a scientific, interactive, collaborative data visualization. Our initial experiments used the virtual world of Second Life, and more recently VR worlds based on its open source code, OpenSimulator. There we can visualize up to ~ 100,000 data points in ~ 7 - 8 dimensions (3 spatial and others encoded as shapes, colors, sizes, etc.), in an immersive virtual space where scientists can interact with their data and with each other. We are now developing a more scalable visualization environment using the popular (practically an emerging standard) Unity 3D Game Engine, coded using C#, JavaScript, and the Unity Scripting Language. This visualization tool can be used through a standard web browser, or a standalone browser of its own. Rather than merely plotting data points, the application creates interactive three-dimensional objects of various shapes, colors, and sizes, and of course the XYZ positions, encoding various dimensions of the parameter space, that can be associated interactively. Multiple users can navigate through this data space simultaneously, either with their own, independent vantage points, or with a shared view. At this stage ~ 100,000 data points can be easily visualized within seconds on a simple laptop. The displayed data points can contain linked information; e.g., upon a clicking on a data point, a webpage with additional information can be rendered within the 3D world. A range of functionalities has been already deployed, and more are being added. We expect to make this

  10. Augmenting breath regulation using a mobile driven virtual reality therapy framework.

    Science.gov (United States)

    Abushakra, Ahmad; Faezipour, Miad

    2014-05-01

    This paper presents a conceptual framework of a virtual reality therapy to assist individuals, especially lung cancer patients or those with breathing disorders to regulate their breath through real-time analysis of respiration movements using a smartphone. Virtual reality technology is an attractive means for medical simulations and treatment, particularly for patients with cancer. The theories, methodologies and approaches, and real-world dynamic contents for all the components of this virtual reality therapy (VRT) via a conceptual framework using the smartphone will be discussed. The architecture and technical aspects of the offshore platform of the virtual environment will also be presented.

  11. Pedagogy: Instructivism to Socio-Constructivism through Virtual Reality

    OpenAIRE

    2013-01-01

    learning theories evolved with time, beginning with instructivism, constructivism, to social constructivism. These theories no doubt were applied in education and they had their effects on learners. Technology advanced, created a paradigm shift by creating new ways of teaching and learning as found in virtual reality (VR). VR provided creative ways in which students learn, provides opportunity to achieve learning goals by presenting artificial environments. We developed and simulated a virtua...

  12. Virtual and Mixed Reality in Telerobotics: A Survey

    OpenAIRE

    Tzafestas, Costas S.

    2006-01-01

    This chapter has reviewed fundamental concepts and technologies of the general interdisciplinary field described usually by a combination of the terms: Virtual, Augmented or Mixed Reality systems, with the emphasis being on their applications in robot teleoperation. We have first analysed the basics of VR and AR systems, which have shown a great progress of research and development activities during the last decade, demonstrating a constantly increasing repertoire of useful practical applicat...

  13. Pedagogy: Instructivism to Socio-Constructivism through Virtual Reality

    OpenAIRE

    Moses O. Onyesolu; Victor C. Nwasor; Obiajulu E. Ositanwosu; Obinna N. Iwegbuna

    2013-01-01

    learning theories evolved with time, beginning with instructivism, constructivism, to social constructivism. These theories no doubt were applied in education and they had their effects on learners. Technology advanced, created a paradigm shift by creating new ways of teaching and learning as found in virtual reality (VR). VR provided creative ways in which students learn, provides opportunity to achieve learning goals by presenting artificial environments. We developed and simulated a virtua...

  14. Development of a Virtual Museum Including a 4d Presentation of Building History in Virtual Reality

    Science.gov (United States)

    Kersten, T. P.; Tschirschwitz, F.; Deggim, S.

    2017-02-01

    In the last two decades the definition of the term "virtual museum" changed due to rapid technological developments. Using today's available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum "Alt-Segeberger Bürgerhaus", a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.

  15. Computer Based Training: Field Deployable Trainer and Shared Virtual Reality

    Science.gov (United States)

    Mullen, Terence J.

    1997-01-01

    Astronaut training has traditionally been conducted at specific sites with specialized facilities. Because of its size and nature the training equipment is generally not portable. Efforts are now under way to develop training tools that can be taken to remote locations, including into orbit. Two of these efforts are the Field Deployable Trainer and Shared Virtual Reality projects. Field Deployable Trainer NASA has used the recent shuttle mission by astronaut Shannon Lucid to the Russian space station, Mir, as an opportunity to develop and test a prototype of an on-orbit computer training system. A laptop computer with a customized user interface, a set of specially prepared CD's, and video tapes were taken to the Mir by Ms. Lucid. Based upon the feedback following the launch of the Lucid flight, our team prepared materials for the next Mir visitor. Astronaut John Blaha will fly on NASA/MIR Long Duration Mission 3, set to launch in mid September. He will take with him a customized hard disk drive and a package of compact disks containing training videos, references and maps. The FDT team continues to explore and develop new and innovative ways to conduct offsite astronaut training using personal computers. Shared Virtual Reality Training NASA's Space Flight Training Division has been investigating the use of virtual reality environments for astronaut training. Recent efforts have focused on activities requiring interaction by two or more people, called shared VR. Dr. Bowen Loftin, from the University of Houston, directs a virtual reality laboratory that conducts much of the NASA sponsored research. I worked on a project involving the development of a virtual environment that can be used to train astronauts and others to operate a science unit called a Biological Technology Facility (BTF). Facilities like this will be used to house and control microgravity experiments on the space station. It is hoped that astronauts and instructors will ultimately be able to share

  16. 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.

  17. Virtual Facility Layout Design Using Virtual Reality Techniques

    Institute of Scientific and Technical Information of China (English)

    Li Zhi-hua; Zhong Yi-fang

    2003-01-01

    Manufacturing facility layout design has long been recognized as one of the most critical and difficult design tasks in manufacturing industries. Traditional layout methods can not fully solve this complex spatial layout problem. Virtual reality (VR) is a new form of human-computer interaction, which has the potential to support a range of engineering applications. This paper discusses the reasons why manufacturing facility layout design is considered to be an appropriate new area of VR utilization. A VR-based layout design framework is proposed. The virtual environment construction issues are discussed. An example of the immersive VR application of facility layout is examined.

  18. Virtual Facility Layout Design Using Virtual Reality Techniques

    Institute of Scientific and Technical Information of China (English)

    Li; Zhi-Hua; Zhong; Yi-fang

    2003-01-01

    Manufacturing facility layout design has long been recognized as one of the most critical and difficult design tasks in manufacturing industries. Traditional layout methods can not fully solve this complex spatial layout problem. Virtual reality (VR) is a new form of human-computer interaction,which has the potential to support a range of engineering applications. This paper discusses the reasons why manufacturing facility layout design is considered to be an appropriate new area of VR utilization. A VR-based layout design framework is proposed. Th virtual environment construction issues are discussed. An example of the immersive VR application of facility layout is examined.

  19. 虚拟现实技术在临床教学中的应用%Application of Virtual Reality Technology in Clinical Teaching

    Institute of Scientific and Technical Information of China (English)

    王丹; 罗良平

    2012-01-01

    The application status and developmental trend of virtual reality technology are introduced, as well as the advantages of the Laparoscopy VRTM system, Endoscopy AccuTouch System, CathLab VRTM system, virtual clinical thinking training system in clinical teaching, which plays an important role in the field of medicine education. [Chinese Medical Equipment Journal,2012,33(7): 126-127]%介绍了虚拟现实技术的应用现状及发展趋势,阐述了腹腔镜虚拟培训系统、内窥镜虚拟培训系统、血管介入手术模拟器以及虚拟临床思维培训系统等虚拟设备在临床教学中的应用优势,指出了虚拟现实技术在医学教育领域中应用的重要性.

  20. Therapeutic Media: Treating PTSD with Virtual Reality Exposure Therapy

    Directory of Open Access Journals (Sweden)

    Kathrin Friedrich

    2016-09-01

    Full Text Available Applying head-mounted displays (HMDs and virtual reality scenarios in virtual reality exposure therapy (VRET promises to alleviate combat-related post-traumatic stress disorders (among others. Its basic premise is that, through virtual scenarios, patients may re-engage immersively with situations that provoke anxiety, thereby reducing fear and psychosomatic stress. In this context, HMDs and visualizations should be considered not merely as devices for entertainment purposes or tools for achieving pragmatic objectives but also as a means to instruct and guide patients’ imagination and visual perception in triggering traumatic experiences. Under what perceptual and therapeutic conditions is virtual therapy to be considered effective? Who is the “ideal” patient for such therapy regimes, both in terms of his/her therapeutic indications and his/her perceptual readiness to engage with VR scenarios? In short, how are “treatable” patients conceptualized by and within virtual therapy? From a media-theory perspective, this essay critically explores various aspects of the VRET application Bravemind in order to shed light on conditions of virtual exposure therapy and conceptions of subjectivity and traumatic experience that are embodied and replicated by such HMD-based technology.

  1. Selected Applications of Virtual Reality in Manufacturing

    Science.gov (United States)

    Novak-Marcincin, Jozef

    2011-01-01

    Virtual reality (VR) has become an important and useful tool in science and engineering. VR applications cover a wide range of industrial areas from product design to analysis, from product prototyping to manufacturing. The design and manufacturing of a product can be viewed, evaluated and improved in a virtual environment before its prototype is made, which is an enormous cost saving. Virtual Manufacturing (VM) is the use of computer models and simulations of manufacturing processes to aid in the design and production of manufactured products. VM is the use of manufacturing-based simulations to optimize the design of product and processes for a specific manufacturing goal such as: design for assembly; quality; lean operations; and/or flexibility.

  2. Intelligent virtual reality in the setting of fuzzy sets

    Science.gov (United States)

    Dockery, John; Littman, David

    1992-01-01

    The authors have previously introduced the concept of virtual reality worlds governed by artificial intelligence. Creation of an intelligent virtual reality was further proposed as a universal interface for the handicapped. This paper extends consideration of intelligent virtual realty to a context in which fuzzy set principles are explored as a major tool for implementing theory in the domain of applications to the disabled.

  3. Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit

    Science.gov (United States)

    Mateu, Juan; Lasala, María José; Alamán, Xavier

    2015-01-01

    In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain. PMID:26334275

  4. Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit.

    Science.gov (United States)

    Mateu, Juan; Lasala, María José; Alamán, Xavier

    2015-08-31

    In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain.

  5. Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit

    Directory of Open Access Journals (Sweden)

    Juan Mateu

    2015-08-01

    Full Text Available In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain.

  6. Virtual Campus Hub technology

    DEFF Research Database (Denmark)

    Vercoulen, Frank; Badger, Merete; Monaco, Lucio;

    This deliverable briefly describes which technological components have been delivered for the Virtual Campus Hub and how they can be used. A detailed discussion of the technical details of the components, how they were realized and how they fit the VCH concept can be found in deliverables D5.......4. Virtual Campus Hub Technology Evaluation Report and D6.7 The Virtual Campus Hub Concept....

  7. Augmented reality som wearable technology

    DEFF Research Database (Denmark)

    Rahn, Annette

    2016-01-01

    “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...... the potential of Augmented reality increasing students level of understanding, interaction and engagement with the object. I will demonstrate the technology and show you the human lungs in your body and the future perspectives of the technology. Organization: developed in collaboration with Mie Buhl, Professor...

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

    Science.gov (United States)

    Nesaratnam, N; Thomas, P; Vivian, A

    2017-10-01

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

  9. Research on GPS Simulation System Based on Virtual Reality Technology%基于虚拟现实技术的GPS仿真系统的研究

    Institute of Scientific and Technical Information of China (English)

    李文霞; 司占军; 顾翀

    2013-01-01

    随着计算机技术的发展,虚拟现实技术作为高新技术之一以其沉浸感强、可交互性以及构想性的特点开始应用于现代高端科技中,以期解决一些技术问题。GPS能够在全球范围内实现定位导航,辅助生产生活,但是由于其宏观性不利于人们对其观测学习。通过将虚拟现实技术应用于GPS全球导航定位中,建立卫星地球三维模型,并通过加入相关的数据处理和数据库模块实现卫星的运行轨迹展示、卫星轨道参数显示、星下点轨迹显示、空间漫游、坐标定位等功能。从而辅助教育教学,帮助GPS相关工作人员观察分析卫星运行情况。%With the development of computer technology, virtual reality technology as one of high-tech with the strong sense of immersive, interactivity, and imagination is applied in solving some technical problems. GPS can realize the positioning and navi-gation in global scope and auxiliary production and life. But it is not easy to observation and study. The application of virtual real-ity technology in GPS can solve this problem. Establishing the three-dimensional model of satellite earth, adding data processing module and database module can realise the exhibition of satellite orbit, the display of satellite orbital parameters, space naviga-tion, positioning and so on. So that it can assist teaching, help GPS related staff observe and analyze satellite operation.

  10. Augmented Reality vs Virtual Reality for 3D Object Manipulation.

    Science.gov (United States)

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

    2017-01-25

    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% on average compared to AR (p < 0:024). Surprisingly, a similar effect occurred when using a mouse: users were about 17.3% slower in VR than in AR (p < 0:04). 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.

  11. Virtual reality for dragline planners

    Energy Technology Data Exchange (ETDEWEB)

    Cobcroft, T. [Marston and Marston Inc., St. Louis, MI (United States)

    2007-03-15

    3d-Dig as an invaluable mine planning and communication tool, developed by Earth Technology Pty Ltd., that makes it possible to easily communicate a mine plan through the use of animations and other graphics. An Australian company has been using it to plan in-detail pits and strips for up to five years in advance; a US operator is using it to optimise dragline stripping around inside corners and to accurately plan the traverse of ramps. The new system offers a better predication of rehandled volumes, linear coal advance and dig time within a strip. It is useful for optimising waste stripping and timing of uncovered coal to enhance blending and shipping reliability. It presents volumetric, spoil placement and positioning data while generating animations that communicate the plan. 5 figs.

  12. Phenomenological classification of cultural heritage: role of virtual reality

    Directory of Open Access Journals (Sweden)

    Hyuk-Jin Lee

    2017-05-01

    Full Text Available Human consciousness is always the consciousness toward some thing and our perception of cultural heritage is no exception. Thus, understanding human cognition is closely related to understanding how the perceptible objects are classified in human mind. The perceptible objects include both physical and virtual experiences and thoughts, and it is important and necessary to analyze the types and the effective levels of those objects. With the emergence of Virtual Reality (VR technologies in cultural heritage field, it is necessary to understand how and why different cognitive media such as realor visual reality including VR, are differently recognized by people. This study suggests the philosophical and theoretical frame for the usage of phenomenological classfication and analysis. By using this new classification with the case of Korean built heritage, the role of VR is explained in cultural discourse of the community.

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

    Science.gov (United States)

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

    2016-09-01

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

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

    Science.gov (United States)

    2016-01-01

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

  15. Polymer-based actuators for virtual reality devices

    Science.gov (United States)

    Bolzmacher, Christian; Hafez, Moustapha; Benali Khoudja, Mohamed; Bernardoni, Paul; Dubowsky, Steven

    2004-07-01

    Virtual Reality (VR) is gaining more importance in our society. For many years, VR has been limited to the entertainment applications. Today, practical applications such as training and prototyping find a promising future in VR. Therefore there is an increasing demand for low-cost, lightweight haptic devices in virtual reality (VR) environment. Electroactive polymers seem to be a potential actuation technology that could satisfy these requirements. Dielectric polymers developed the past few years have shown large displacements (more than 300%). This feature makes them quite interesting for integration in haptic devices due to their muscle-like behaviour. Polymer actuators are flexible and lightweight as compared to traditional actuators. Using stacks with several layers of elatomeric film increase the force without limiting the output displacement. The paper discusses some design methods for a linear dielectric polymer actuator for VR devices. Experimental results of the actuator performance is presented.

  16. Virtual Reality Website of Indonesia National Monument and Its Environment

    Science.gov (United States)

    Wardijono, B. A.; Hendajani, F.; Sudiro, S. A.

    2017-02-01

    National Monument (Monumen Nasional) is an Indonesia National Monument building where located in Jakarta. This monument is a symbol of Jakarta and it is a pride monument of the people in Jakarta and Indonesia country. This National Monument also has a museum about the history of the Indonesian country. To provide information to the general public, in this research we created and developed models of 3D graphics from the National Monument and the surrounding environment. Virtual Reality technology was used to display the visualization of the National Monument and the surrounding environment in 3D graphics form. Latest programming technology makes it possible to display 3D objects via the internet browser. This research used Unity3D and WebGL to make virtual reality models that can be implemented and showed on a Website. The result from this research is the development of 3-dimensional Website of the National Monument and its objects surrounding the environment that can be displayed through the Web browser. The virtual reality of whole objects was divided into a number of scenes, so that it can be displayed in real time visualization.

  17. Virtual reality therapy: an effective treatment for phobias.

    Science.gov (United States)

    North, M M; North, S M; Coble, J R

    1998-01-01

    Behavioral therapy techniques for treating phobias often includes graded exposure of the patient to anxiety-producing stimuli (Systematic Desensitization). However, in utilizing systematic desensitization, research reviews demonstrate that many patients appear to have difficulty in applying imaginative techniques. This chapter describes the Virtual Reality Therapy (VRT), a new therapeutical approach that can be used to overcome some of the difficulties inherent in the traditional treatment of phobias. VRT, like current imaginal and in vivo modalities, can generate stimuli that could be utilized in desensitization therapy. Like systematic desensitization therapy, VRT can provide stimuli for patients who have difficulty in imagining scenes and/or are too phobic to experience real situations. As far as we know, the idea of using virtual reality technology to combat psychological disorders was first conceived within the Human-Computer Interaction Group at Clark Atlanta University in November 1992. Since then, we have successfully conducted the first known pilot experiments in the use of virtual reality technologies in the treatment of specific phobias: fear of flying, fear of heights, fear of being in certain situations (such as a dark barn, an enclosed bridge over a river, and in the presence of an animal [a black cat] in a dark room), and fear of public speaking. The results of these experiments are described.

  18. Possible Application of Virtual Reality in Geography Teaching

    OpenAIRE

    Stojšić, Ivan; Ivkov Džigurski, Anđelija; Maričić, Olja; Ivanović Bibić, Ljubica; Đukičin Vučković, Smiljana

    2017-01-01

    Abstract Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in educational setting were recognised in the past decades, however mass application was left out due to the lack of development and high price. Intensive development of new platforms and virtual reality devices in the last few years started up with Oc...

  19. Case study of virtual reality in CNC machine tool exhibition

    Directory of Open Access Journals (Sweden)

    Kao Yung-Chou

    2017-01-01

    Full Text Available Exhibition and demonstration are generally used in the promotion and sale-assistance of manufactured products. However, the transportation cost of the real goods from the vender factory to the exposition venue is generally expensive for huge and heavy commodity. With the advancement of computing, graphics, mobile apps, and mobile hardware the 3D visibility technology is getting more and more popular to be adopted in visual-assisted communication such as amusement games. Virtual reality (VR technology has therefore being paid great attention in emulating expensive small and/or huge and heavy equipment. Virtual reality can be characterized as 3D extension with Immersion, Interaction and Imagination. This paper was then be focused on the study of virtual reality in the assistance of CNC machine tool demonstration and exhibition. A commercial CNC machine tool was used in this study to illustrate the effectiveness and usability of using virtual reality for an exhibition. The adopted CNC machine tool is a large and heavy mill-turn machine with the width up to eleven meters and weighted about 35 tons. A head-mounted display (HMD was attached to the developed VR CNC machine tool for the immersion viewing. A user can see around the 3D scene of the large mill-turn machine and the operation of the virtual CNC machine can be actuated by bare hand. Coolant was added to demonstrate more realistic operation while collision detection function was also added to remind the operator. The developed VR demonstration system has been presented in the 2017 Taipei International Machine Tool Show (TIMTOS 2017. This case study has shown that young engineers and/or students are very impressed by the VR-based demonstration while elder persons could not adapt themselves easily to the VR-based scene because of eyesight issues. However, virtual reality has successfully being adopted and integrated with the CNC machine tool in an international show. Another machine tool on

  20. Virtual reality and consciousness inference in dreaming.

    Science.gov (United States)

    Hobson, J Allan; Hong, Charles C-H; Friston, Karl J

    2014-01-01

    This article explores the notion that the brain is genetically endowed with an innate virtual reality generator that - through experience-dependent plasticity - becomes a generative or predictive model of the world. This model, which is most clearly revealed in rapid eye movement (REM) sleep dreaming, may provide the theater for conscious experience. Functional neuroimaging evidence for brain activations that are time-locked to rapid eye movements (REMs) endorses the view that waking consciousness emerges from REM sleep - and dreaming lays the foundations for waking perception. In this view, the brain is equipped with a virtual model of the world that generates predictions of its sensations. This model is continually updated and entrained by sensory prediction errors in wakefulness to ensure veridical perception, but not in dreaming. In contrast, dreaming plays an essential role in maintaining and enhancing the capacity to model the world by minimizing model complexity and thereby maximizing both statistical and thermodynamic efficiency. This perspective suggests that consciousness corresponds to the embodied process of inference, realized through the generation of virtual realities (in both sleep and wakefulness). In short, our premise or hypothesis is that the waking brain engages with the world to predict the causes of sensations, while in sleep the brain's generative model is actively refined so that it generates more efficient predictions during waking. We review the evidence in support of this hypothesis - evidence that grounds consciousness in biophysical computations whose neuronal and neurochemical infrastructure has been disclosed by sleep research.

  1. Using Solver Interfaced Virtual Reality in PEACER Design Process

    Energy Technology Data Exchange (ETDEWEB)

    Lee, Hyong Won; Nam, Won Chang; Jeong, Seung Ho; Hwang, Il Soon; Shin, Jong Gye; Kim, Chang Hyo [Seoul National University, Seoul (Korea, Republic of)

    2006-07-01

    The recent research progress in the area of plant design and simulation highlighted the importance of integrating design and analysis models on a unified environment. For currently developed advanced reactors, either for power production or research, this effort has embraced impressive state-of-the-art information and automation technology. The PEACER (Proliferation-resistant, Environment friendly, Accident-tolerant, Continual and Economical Reactor) is one of the conceptual fast reactor system cooled by LBE (Lead Bismuth Eutectic) for nuclear waste transmutation. This reactor system is composed of innovative combination between design process and analysis. To establish an integrated design process by coupling design, analysis, and post-processing technology while minimizing the repetitive and costly manual interactions for design changes, a solver interfaced virtual reality simulation system (SIVR) has been developed for a nuclear transmutation energy system as PEACER. The SIVR was developed using Virtual Reality Modeling Language (VRML) in order to interface a commercial 3D CAD tool with various engineering solvers and to implement virtual reality presentation of results in a neutral format. In this paper, we have shown the SIVR approach viable and effective in the life-cycle management of complex nuclear energy systems, including design, construction and operation. For instance, The HELIOS is a down scaled model of the PEACER prototype to demonstrate the operability and safety as well as preliminary test of PEACER PLM (Product Life-cycle Management) with SIVR (Solver Interfaced Virtual Reality) concepts. Most components are designed by CATIA, which is 3D CAD tool. During the construction, 3D drawing by CATIA was effective to handle and arrange the loop configuration, especially when we changed the design. Most of all, This system shows the transparency of design and operational status of an energy complex to operators and inspectors can help ensure accident

  2. 浅谈虚拟现实技术及其在机械设计与制造中的应用%Shallow Talk about Virtual Reality Technology and Its Application in Mechanical Design and Manufacturing

    Institute of Scientific and Technical Information of China (English)

    朱和鲲

    2015-01-01

    Starting from the meaning of the virtual reality technology, analysis of the relevant literature, summed up the practical applications of this technology in the design and manufacture of machinery, in order to provide the correct reference for the practical application of virtual reality technology in the future.%从虚拟现实技术的含义入手,分析相关文献后,总结出了这一技术在机械设计与制造中的实际应用情况,以期为今后虚拟现实技术的实际应用提供正确的参考。

  3. Model of Illusions and Virtual Reality.

    Science.gov (United States)

    Gonzalez-Franco, Mar; Lanier, Jaron

    2017-01-01

    In Virtual Reality (VR) it is possible to induce illusions in which users report and behave as if they have entered into altered situations and identities. The effect can be robust enough for participants to respond "realistically," meaning behaviors are altered as if subjects had been exposed to the scenarios in reality. The circumstances in which such VR illusions take place were first introduced in the 80's. Since then, rigorous empirical evidence has explored a wide set of illusory experiences in VR. Here, we compile this research and propose a neuroscientific model explaining the underlying perceptual and cognitive mechanisms that enable illusions in VR. Furthermore, we describe the minimum instrumentation requirements to support illusory experiences in VR, and discuss the importance and shortcomings of the generic model.

  4. New weather depiction technology for night vision goggle (NVG) training: 3D virtual/augmented reality scene-weather-atmosphere-target simulation

    Science.gov (United States)

    Folaron, Michelle; Deacutis, Martin; Hegarty, Jennifer; Vollmerhausen, Richard; Schroeder, John; Colby, Frank P.

    2007-04-01

    US Navy and Marine Corps pilots receive Night Vision Goggle (NVG) training as part of their overall training to maintain the superiority of our forces. This training must incorporate realistic targets; backgrounds; and representative atmospheric and weather effects they may encounter under operational conditions. An approach for pilot NVG training is to use the Night Imaging and Threat Evaluation Laboratory (NITE Lab) concept. The NITE Labs utilize a 10' by 10' static terrain model equipped with both natural and cultural lighting that are used to demonstrate various illumination conditions, and visual phenomena which might be experienced when utilizing night vision goggles. With this technology, the military can safely, systematically, and reliably expose pilots to the large number of potentially dangerous environmental conditions that will be experienced in their NVG training flights. A previous SPIE presentation described our work for NAVAIR to add realistic atmospheric and weather effects to the NVG NITE Lab training facility using the NVG - WDT(Weather Depiction Technology) system (Colby, et al.). NVG -WDT consist of a high end multiprocessor server with weather simulation software, and several fixed and goggle mounted Heads Up Displays (HUDs). Atmospheric and weather effects are simulated using state-of-the-art computer codes such as the WRF (Weather Research μ Forecasting) model; and the US Air Force Research Laboratory MODTRAN radiative transport model. Imagery for a variety of natural and man-made obscurations (e.g. rain, clouds, snow, dust, smoke, chemical releases) are being calculated and injected into the scene observed through the NVG via the fixed and goggle mounted HUDs. This paper expands on the work described in the previous presentation and will describe the 3D Virtual/Augmented Reality Scene - Weather - Atmosphere - Target Simulation part of the NVG - WDT. The 3D virtual reality software is a complete simulation system to generate realistic

  5. Virtually Nursing: Emerging Technologies in Nursing Education.

    Science.gov (United States)

    Foronda, Cynthia L; Alfes, Celeste M; Dev, Parvati; Kleinheksel, A J; Nelson, Douglas A; OʼDonnell, John M; Samosky, Joseph T

    Augmented reality and virtual simulation technologies in nursing education are burgeoning. Preliminary evidence suggests that these innovative pedagogical approaches are effective. The aim of this article is to present 6 newly emerged products and systems that may improve nursing education. Technologies may present opportunities to improve teaching efforts, better engage students, and transform nursing education.

  6. Virtual reality technology combined with the high school general feasibility test%虚拟现实与高中通用技术相结合可行性试探

    Institute of Scientific and Technical Information of China (English)

    李光雷

    2012-01-01

    With advances in technology and scientific development, virtual reality technology becomes more and more people' s daily lives, virtual reality technology in general high school education and teaching technical courses, will help solve the common problems faced by technical courses. This article is based on the status of the virtual reality technology and general technology courses to explore the combination of some.%随着技术的进步和科学的发展,虚拟现实技术越来越贴近人们的日常生活,将虚拟现实技术应用于高中通用技术课程的教育教学,将有助于解决目前通用技术课程面对的一些问题.基于这样的现状,将虚拟现实技术与通用技术课程相结合进行一些探究.

  7. 刍议计算机“虚拟现实”技术在高校体育训练中的应用%The application of computer technology in the"virtual reality"in sports training

    Institute of Scientific and Technical Information of China (English)

    孙萌

    2013-01-01

    With the development of economy,the role of computer technology in the field of education gradually,especially the application of computer technology greatly represented by multimedia promotes the teaching quality.Virtual reality technology provides a new means of teaching for the college physical education,to promote the college physical education teaching level.However,some problems still exist in the practical application of virtual reality technology in the process,in order to improve the efficiency of college physical training,and promote the level of application of virtual reality technology,based on the virtual reality technology is discussed.%随着经济的发展,计算机技术在教育领域的作用逐渐凸显,尤其是以多媒体技术为代表的计算机应用技术极大程度的推动了教学质量。计算机虚拟现实技术也为高校体育教学提供了新的教学手段,促进了高校体育教学水平的提高。然而在实际应用虚拟现实技术过程中还存在着一些问题,为提高高校体育训练的效率,促进虚拟现实技术应用水平,本文以虚拟现实技术特点为基础展开论述。

  8. Efficacy of virtual reality in pedestrian safety research.

    Science.gov (United States)

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

    2017-11-01

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

  9. Communication in the age of virtual reality

    CERN Document Server

    Biocca, Frank

    2013-01-01

    This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applicati

  10. Model Management in Virtual Reality Research

    Directory of Open Access Journals (Sweden)

    Jungang Xu

    2007-12-01

    Full Text Available In this paper, a Bi-angle Model Management method (BiMM is proposed to manage models in virtual reality research. One angle is based on the model itself, which includes the model, model scheme, and texture; another angle is based on the model sort - each sort has its child sorts except leaf nodes. Based on this method, we have developed a model management application that has the following major functions: model management, model sort management, model query, model statistics, model registration into database as a whole, etc. With this method, researchers can manage model data conveniently and efficiently.

  11. Virtual reality simulation of basic pulmonary procedures

    DEFF Research Database (Denmark)

    Konge, Lars; Arendrup, Henrik; von Buchwald, Christian

    2011-01-01

    Background: Virtual reality (VR) bronchoscopy simulators have been available for more than a decade, and have been recognized as an important aid in bronchoscopy training. The existing literature has only examined the role of VR simulators in diagnostic bronchoscopy. The aim of this study......: Simulation of performing the procedures was significantly less realistic than the simulation of the anatomy and the scope. It was impossible to use the simulator metrics to assess the quality of the biopsies. Despite these deficiencies, clinicians recommend the use of VR simulators in the teaching...

  12. 虚拟现实技术在美军模拟训练中的应用现状及发展%A Survey on Application of Virtual Reality Technology in U.S.Military Simulation Training

    Institute of Scientific and Technical Information of China (English)

    安兴; 李刚; 徐林伟; 师颖

    2011-01-01

    The definition, characteristics and correlative technologies of virtual reality are introduced, and the application of it in different fields, especially the military field, is given. Then, the current situation of virtual reality's application in simulation training of U. S. Army is described from the following 7 aspects: virtual battlefield building, individual training, combat training under the same environment but different places, commanding personnel training, commanding and decision-making ability, armament manufacturing and virtual warfare of information network. Finally, the future development trends of the application of virtual reality in U. S. Military simulation training are discussed,which may supply a reference for our application of virtual reality technology.%通过对虚拟现实技术概念、特征及相关技术的介绍,引出了虚拟现实技术在各个领城尤其是军事领城的应用;然后从构建虚拟战场、单兵训练、异地同环境作战训练、军事指挥人员训练、提高指挥决策能力、武器装备研制及信息网络虚拟战等7个方面,重点介绍了虚拟现实技术在美军模拟训练中的应用现状;最后探讨了未来美军应用虚拟现实技术在模拟训练方面的发展趋势,从而为我军虚拟现实技术的应用提供一定的参考.

  13. High Quality Virtual Reality for Architectural Exhibitions

    DEFF Research Database (Denmark)

    Kreutzberg, Anette

    2016-01-01

    This paper will summarise the findings from creating and implementing a visually high quality Virtual Reality (VR) experiment as part of an international architecture exhibition. It was the aim to represent the architectural spatial qualities as well as the atmosphere created from combining natural...... and artificial lighting in a prominent not yet built project. The outcome is twofold: Findings concerning the integration of VR in an exhibition space and findings concerning the experience of the virtual space itself. In the exhibition, an important aspect was the unmanned exhibition space, requiring the VR...... experience to be self-explanatory. Observations of different visitor reactions to the unmanned VR experience compared with visitor reactions at guided tours with personal instructions are evaluated. Data on perception of realism, spatial quality and light in the VR model were collected with qualitative...

  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) [Computer software]. 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) [Software Documentation]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  16. 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.

  17. 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.

  18. Research on distributed virtual reality system in electronic commerce

    Science.gov (United States)

    Xue, Qiang; Wang, Jiening; Sun, Jizhou

    2004-03-01

    In this paper, Distributed Virtual Reality (DVR) technology applied in Electronical Commerce (EC) is discussed. DVR has the capability of providing a new means for human being to recognize, analyze and resolve the large scale, complex problems, which makes it develop quickly in EC fields. The technology of CSCW (Computer Supported Cooperative Work) and middleware is introduced into the development of EC-DVR system to meet the need of a platform which can provide the necessary cooperation and communication services to avoid developing the basic module repeatedly. Finally, the paper gives a platform structure of EC-DVR system.

  19. New perspectives and limitations in the use of virtual reality in the rehabilitation of motor disorders

    Science.gov (United States)

    De Mauro, Alessandro; Ardanza, Aitor; Monge, Esther; Molina Rueda, Francisco

    2013-03-01

    Several studies have shown that both virtual and augmented reality are technologies suitable for rehabilitation therapy due to the inherent ability of simulating real daily life activities while improving patient motivation. In this paper we will first present the state of the art in the use of virtual and augmented reality applications for rehabilitation of motor disorders and second we will focus on the analysis of the results of our project. In particular, requirements of patients with cerebrovascular accidents, spinal cord injuries and cerebral palsy to the use of virtual and augmented reality systems will be detailed.

  20. Application of Virtual Reality Technology in Injury Medicine%虚拟现实技术在伤害医学领域的应用

    Institute of Scientific and Technical Information of China (English)

    谭亚飞; 李丽萍

    2014-01-01

    虚拟现实(virtual reality,VR)是通过计算机对现实世界进行全面模拟仿真的技术,它已经被广泛地应用于许多领域和学科;而虚拟现实技术和现代医学的结合,对生物医学发展产生了巨大的变化,并已经应用于医学领域的多个学科。本文在简述虚拟现实技术的基础上,针对突发公共伤害事故、交通伤害、运动伤害和职业伤害等事故类型,介绍了虚拟现实技术在伤害医学领域的应用,提出了该技术在应用中的局限性,并对虚拟现实技术在伤害医学领域的应用进行了展望。%Virtual reality (VR) is a technology of comprehensively simulating the real world by computer and has been widely applied in many scientific fields and disciplines. The combination of VR with modern medicine has induced tremendous changes to biomedical sciences evidenced as its applications in multiple medical disciplines. In this paper, the concept of VR was introduced briefly, and then the application of VR in the fields of injury medicine was presented including public emergency injury, traffic injury, sports injury and occupation injury, while some limitations in application process were pointed out. At last, it supplied an outlook over the future application of VR in Injury Medicine.

  1. 桌面虚拟现实技术在医学多媒体课件中的设计与应用%Design and application of desktop-based virtual reality technology in medical multimedia courseware

    Institute of Scientific and Technical Information of China (English)

    孙项洁; 卞亚红; 张力

    2011-01-01

    The paper introduces the design ideas and implementation of desktop-based virtual reality technology in courseware making. Combination of virtual reality technology with courseware teaching materials can reinforce independent learning of eourseware and knowledge interactivity, which leads to a significant improvement in learning efficiency and teaching quality.%介绍了桌面虚拟现实技术在课件制作中的设计思路及实现方法.指出将虚拟现实技术与课件教学内容的知识点相整合,可强化课件的学习自主性和知识交互性,从而提高学习效率和教学质量.

  2. Immersive Virtual Reality for Pediatric Pain.

    Science.gov (United States)

    Won, Andrea Stevenson; Bailey, Jakki; Bailenson, Jeremy; Tataru, Christine; Yoon, Isabel A; Golianu, Brenda

    2017-06-23

    Children must often endure painful procedures as part of their treatment for various medical conditions. Those with chronic pain endure frequent or constant discomfort in their daily lives, sometimes severely limiting their physical capacities. With the advent of affordable consumer-grade equipment, clinicians have access to a promising and engaging intervention for pediatric pain, both acute and chronic. In addition to providing relief from acute and procedural pain, virtual reality (VR) may also help to provide a corrective psychological and physiological environment to facilitate rehabilitation for pediatric patients suffering from chronic pain. The special qualities of VR such as presence, interactivity, customization, social interaction, and embodiment allow it to be accepted by children and adolescents and incorporated successfully into their existing medical therapies. However, the powerful and transformative nature of many VR experiences may also pose some risks and should be utilized with caution. In this paper, we review recent literature in pediatric virtual reality for procedural pain and anxiety, acute and chronic pain, and some rehabilitation applications. We also discuss the practical considerations of using VR in pediatric care, and offer specific suggestions and information for clinicians wishing to adopt these engaging therapies into their daily clinical practice.

  3. Immersive Virtual Reality for Pediatric Pain

    Science.gov (United States)

    Won, Andrea Stevenson; Bailey, Jakki; Bailenson, Jeremy; Tataru, Christine; Yoon, Isabel A.; Golianu, Brenda

    2017-01-01

    Children must often endure painful procedures as part of their treatment for various medical conditions. Those with chronic pain endure frequent or constant discomfort in their daily lives, sometimes severely limiting their physical capacities. With the advent of affordable consumer-grade equipment, clinicians have access to a promising and engaging intervention for pediatric pain, both acute and chronic. In addition to providing relief from acute and procedural pain, virtual reality (VR) may also help to provide a corrective psychological and physiological environment to facilitate rehabilitation for pediatric patients suffering from chronic pain. The special qualities of VR such as presence, interactivity, customization, social interaction, and embodiment allow it to be accepted by children and adolescents and incorporated successfully into their existing medical therapies. However, the powerful and transformative nature of many VR experiences may also pose some risks and should be utilized with caution. In this paper, we review recent literature in pediatric virtual reality for procedural pain and anxiety, acute and chronic pain, and some rehabilitation applications. We also discuss the practical considerations of using VR in pediatric care, and offer specific suggestions and information for clinicians wishing to adopt these engaging therapies into their daily clinical practice. PMID:28644422

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

    Science.gov (United States)

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

    2017-01-01

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

  5. Virtual Reality Exposure Therapy Using a Virtual Iraq: Case Report

    Science.gov (United States)

    Gerardi, Maryrose; Rothbaum, Barbara Olasov; Ressler, Kerry; Heekin, Mary; Rizzo, Albert

    2013-01-01

    Posttraumatic stress disorder (PTSD) has been estimated to affect up to 18% of returning Operation Iraqi Freedom (OIF) veterans. Soldiers need to maintain constant vigilance to deal with unpredictable threats, and an unprecedented number of soldiers are surviving serious wounds. These risk factors are significant for development of PTSD; therefore, early and efficient intervention options must be identified and presented in a form acceptable to military personnel. This case report presents the results of treatment utilizing virtual reality exposure (VRE) therapy (virtual Iraq) to treat an OIF veteran with PTSD. Following brief VRE treatment, the veteran demonstrated improvement in PTSD symptoms as indicated by clinically and statistically significant changes in scores on the Clinician Administered PTSD Scale (CAPS; Blake et al., 1990) and the PTSD Symptom Scale Self-Report (PSS-SR; Foa, Riggs, Dancu, & Rothbaum, 1993). These results indicate preliminary promise for this treatment. PMID:18404648

  6. 基于虚拟现实的生物反馈技术研究进展%Advancement in Biofeedback Technology Based on Virtual Reality

    Institute of Scientific and Technical Information of China (English)

    刘庆峰; 宋华淼; 卓著; 白玉; 师国伟

    2011-01-01

    生物反馈技术是传统的心理治疗技术之一,虚拟现实系统具有良好的沉浸性、互动性和构想性而被应用于心理治疗领域,基于这2种技术的心理治疗设备被广泛应用于临床实践中.介绍了生物反馈的基本原理,以及基于虚拟现实技术的生物反馈方法在治疗焦虑症、恐惧症、神经康复及放松训练等方面的应用现状,认为该项技术是未来国内相关领域的发展方向,应积极开展有针对性的研究和系统设备开发.%Biofeedback is a traditional psychotherapy technology. Virtual reality technology has been used in the same fieldbecause of the characteristics of immersion, interaction and imagination. In recent years, psycholotherapy equipment basedon these two technologies is widely applied in clinic. In this paper a brief introduction is made of the fundamental principleof biofeedback. And the clinical treatment in phobia, anxiety, neuro-rehabilitation and relaxation has been reviewed.Finally, an outlook is made on the trend of research in future.[Chinese Medical Equipment Journal, 2011,32 (10): 92-95

  7. 虚拟现实技术中碰撞检测算法研究%Research on Collision Detection Algorithm in Virtual Reality Technology

    Institute of Scientific and Technical Information of China (English)

    杨卓; 吴斌; 谢民福

    2012-01-01

    Collision detection is the key link, such as virtual reality technology, robot technology and animated simulation technology etc. Its basic task is to determine whether to contact between two or more objects each other or penetrate. This article describes the general structure of the collision detection and several common classification standards. The three of most important collision detection algorithmsxollision detection algorithm based on the bounding volume box, collision detection algorithm based on image space, collision detection algorithm based on distance fields, are mainly discussed in the paper, and the paper makes a comparative analysis on their advantages and disadvantages respectively. Finally, the paper forecasts the future development trend of the collision detection algorithm.%碰撞检测是虚拟现实技术、机器人技术与动画仿真技术等领域中一个关键的环节,其基本任务是确定两个或多个物体彼此之间是否发生接触或穿透.本文阐述了碰撞检测的一般结构、常见的几种分类标准.重点介绍了目前最主要的三种碰撞检测算法,基于包围盒方法的碰撞检测算法,基于图像空间的碰撞检测算法,基于距离场的碰撞检测算法,对它们各自的优缺点做了比较分析.最后预测了碰撞检测算法的未来发展方向.

  8. Virtual reality at nuclear issues : a review study

    Energy Technology Data Exchange (ETDEWEB)

    Silva, Marcio Henrique da; Legey, Ana Paula; Mol, Antonio Carlos de A., E-mail: marciohenrique@lmp.ufrj.br, E-mail: ana.legey@pq.cnpq.br, E-mail: mol@ien.gov.br [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)

    2015-07-01

    Recently, several applications using concepts related to virtual reality has been proposed to help on solving issues of great interest in Nuclear Engineering. Among them are power plant's control rooms simulators; measurement of the estimated radiation dose in a nuclear power plant; use of game engines to create virtual environments to support evacuation planning of buildings and circulation in areas subjected to radiation; development of a man - machine interface based on speech recognition; virtual control tables for simulation of nuclear power plants; evacuation plans support; security teams training and evaluation of physical protection barriers; ergonomic evaluation of control rooms, and other ones. Many of these applications are developed at Instituto de Engenharia Nuclear (IEN), having their results published in form of articles in periodicals and conferences. This article presents a review of some of these studies showing the evolution in the use of these concepts, describing some of its results and showing prospects for future applications that can make use of virtual reality technology. (author)

  9. Theoretical Bases for Using Virtual Reality in Education

    Directory of Open Access Journals (Sweden)

    Chwen Jen Chen

    2009-01-01

    Full Text Available This article elaborates on how the technical capabilities of virtual reality support the constructivistlearning principles. It introduces VRID, a model for instructional design and developmentthat offers explicit guidance on how to produce an educational virtual environment. Thedefine phase of VRID consists of three main tasks: forming a participatory team, analyzing theappropriateness of employing virtual reality technology to tackle a known learning problem,and performing a feasibility study. The design phase of VRID comprises the macro-strategythat provides guidance on the selection, sequencing, and organization of the subject-mattertopics that are to be presented, and the micro-strategy that provides strategies for effectivepresentation of the learning contents. The development phase includes all the necessary tasksto implement the outcome of the design phase. Among the tasks for this development phaseinclude determining the developmental platform, developing the various components of theeducational virtual environment, performing specialist evaluation as well as conducting oneto-one learner evaluation. Conducting a small group evaluation and performing an effectivenessevaluation study are the two important tasks of the evaluation phase.

  10. The ethics of representation and action in virtual reality

    NARCIS (Netherlands)

    Brey, Philip A.E.

    1999-01-01

    This essay addresses ethical aspects of the design and use of virtual reality (VR) systems, focusing on the behavioral options made available in such systems and the manner in which reality is represented or simulated in them. An assessment is made of the morality of immoral behavior in virtual

  11. A Desktop Virtual Reality Earth Motion System in Astronomy Education

    Science.gov (United States)

    Chen, Chih Hung; Yang, Jie Chi; Shen, Sarah; Jeng, Ming Chang

    2007-01-01

    In this study, a desktop virtual reality earth motion system (DVREMS) is designed and developed to be applied in the classroom. The system is implemented to assist elementary school students to clarify earth motion concepts using virtual reality principles. A study was conducted to observe the influences of the proposed system in learning.…

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

    Science.gov (United States)

    Xu, Xinhao; Ke, Fengfeng

    2016-01-01

    This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…

  13. 虚拟现实技术在高职导游专业教学中的应用%Application of virtual reality technology in teaching vocational tour guide

    Institute of Scientific and Technical Information of China (English)

    刘晓煜

    2015-01-01

    职业教育、旅游发展与虚拟现实技术是当今社会发展的热点,研究虚拟现实技术在高职导游专业教学中的应用是职业教师的一项重要任务。虚拟现实技术在高职导游专业教学中的应用既有它自身的优势,又有其目前无法突破的不足,本文对优势与不足均作出了分析,并展望了专业发展前景。%The vocational education, tourism development and virtual reality technology is a hot topic in today's society development, the research of virtual reality technology in the teaching of higher vocational guide professional application is professional teachers is an important task. The application of virtual reality technology in higher vocational guide professional teaching has its own advantages, and it is currently not breakthrough, made in this paper, the advantages and disadvantages are analyzed, and introduces the prospects for professional development.

  14. Study of virtual reality technology used in experimental teaching of mechanics of materials%虚拟现实技术在材料力学实验教学中的应用研究

    Institute of Scientific and Technical Information of China (English)

    郝俊才; 程玲; 赵春香

    2013-01-01

    Since some problems exist in the traditional teaching of mechanics of materials in our university, a solution is proposed to build the virtual laboratory by using virtual reality technology. And its design and application are expounded.%针对目前我校材料力学传统实验教学中出现的一些问题,提出利用虚拟现实技术建立材料力学虚拟实验室来解决的办法,阐述了材料力学虚拟实验室的设计和应用。

  15. Virtual reality and physical rehabilitation: a new toy or a new research and rehabilitation tool?

    OpenAIRE

    Keshner Emily A

    2004-01-01

    Abstract Virtual reality (VR) technology is rapidly becoming a popular application for physical rehabilitation and motor control research. But questions remain about whether this technology really extends our ability to influence the nervous system or whether moving within a virtual environment just motivates the individual to perform. I served as guest editor of this month's issue of the Journal of NeuroEngineering and Rehabilitation (JNER) for a group of papers on augmented and virtual real...

  16. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms

    OpenAIRE

    Rutkowski, Tomasz M.

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain–computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI–lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realti...

  17. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms

    OpenAIRE

    Tomasz Maciej Rutkowski

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain-computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI-lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realti...

  18. Role of virtual reality simulation in endoscopy training

    Institute of Scientific and Technical Information of China (English)

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

    2015-01-01

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

  19. Role of virtual reality simulation in endoscopy training.

    Science.gov (United States)

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

    2015-12-10

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

  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 reality, augmented reality…I call it i-Reality

    Science.gov (United States)

    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. PMID:28293571

  2. [The virtual reality simulation research of China Mechanical Virtual Human based on the Creator/Vega].

    Science.gov (United States)

    Wei, Gaofeng; Tang, Gang; Fu, Zengliang; Sun, Qiuming; Tian, Feng

    2010-10-01

    The China Mechanical Virtual Human (CMVH) is a human musculoskeletal biomechanical simulation platform based on China Visible Human slice images; it has great realistic application significance. In this paper is introduced the construction method of CMVH 3D models. Then a simulation system solution based on Creator/Vega is put forward for the complex and gigantic data characteristics of the 3D models. At last, combined with MFC technology, the CMVH simulation system is developed and a running simulation scene is given. This paper provides a new way for the virtual reality application of CMVH.

  3. Virtual Reality Research at TNO-FEL

    NARCIS (Netherlands)

    Jense, G.J.; Kuijper, F.

    1992-01-01

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

  4. Virtual Reality Research at TNO-FEL

    NARCIS (Netherlands)

    Jense, G.J.; Kuijper, F.

    1992-01-01

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

  5. Development of a low-cost virtual reality workstation for training and education

    Science.gov (United States)

    Phillips, James A.

    1996-01-01

    Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) it involves 3-dimensional computer graphics; (2) it includes real-time feedback and response to user actions; and (3) it must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, but the high cost of VR technology has limited its practical application to fields with big budgets, such as military combat simulation, commercial pilot training, and certain projects within the space program. However, in the last year there has been a revolution in the cost of VR technology. The speed of inexpensive personal computers has increased dramatically, especially with the introduction of the Pentium processor and the PCI bus for IBM-compatibles, and the cost of high-quality virtual reality peripherals has plummeted. The result is that many public schools, colleges, and universities can afford a PC-based workstation capable of running immersive virtual reality applications. My goal this summer was to assemble and evaluate such a system.

  6. An Onboard ISS Virtual Reality Trainer

    Science.gov (United States)

    Miralles, Evelyn

    2013-01-01

    Prior to the retirement of the Space Shuttle, many exterior repairs on the International Space Station (ISS) were carried out by shuttle astronauts, trained on the ground and flown to the Station to perform these specific repairs. With the retirement of the shuttle, this is no longer an available option. As such, the need for ISS crew members to review scenarios while on flight, either for tasks they already trained for on the ground or for contingency operations has become a very critical issue. NASA astronauts prepare for Extra-Vehicular Activities (EVA) or Spacewalks through numerous training media, such as: self-study, part task training, underwater training in the Neutral Buoyancy Laboratory (NBL), hands-on hardware reviews and training at the Virtual Reality Laboratory (VRLab). In many situations, the time between the last session of a training and an EVA task might be 6 to 8 months. EVA tasks are critical for a mission and as time passes the crew members may lose proficiency on previously trained tasks and their options to refresh or learn a new skill while on flight are limited to reading training materials and watching videos. In addition, there is an increased need for unplanned contingency repairs to fix problems arising as the Station ages. In order to help the ISS crew members maintain EVA proficiency or train for contingency repairs during their mission, the Johnson Space Center's VRLab designed an immersive ISS Virtual Reality Trainer (VRT). The VRT incorporates a unique optical system that makes use of the already successful Dynamic On-board Ubiquitous Graphics (DOUG) software to assist crew members with procedure reviews and contingency EVAs while on board the Station. The need to train and re-train crew members for EVAs and contingency scenarios is crucial and extremely demanding. ISS crew members are now asked to perform EVA tasks for which they have not been trained and potentially have never seen before. The Virtual Reality Trainer (VRT

  7. Mobile Virtual Reality : A Solution for Big Data Visualization

    Science.gov (United States)

    Marshall, E.; Seichter, N. D.; D'sa, A.; Werner, L. A.; Yuen, D. A.

    2015-12-01

    Pursuits in geological sciences and other branches of quantitative sciences often require data visualization frameworks that are in continual need of improvement and new ideas. Virtual reality is a medium of visualization that has large audiences originally designed for gaming purposes; Virtual reality can be captured in Cave-like environment but they are unwieldy and expensive to maintain. Recent efforts by major companies such as Facebook have focussed more on a large market , The Oculus is the first of such kind of mobile devices The operating system Unity makes it possible for us to convert the data files into a mesh of isosurfaces and be rendered into 3D. A user is immersed inside of the virtual reality and is able to move within and around the data using arrow keys and other steering devices, similar to those employed in XBox.. With introductions of products like the Oculus Rift and Holo Lens combined with ever increasing mobile computing strength, mobile virtual reality data visualization can be implemented for better analysis of 3D geological and mineralogical data sets. As more new products like the Surface Pro 4 and other high power yet very mobile computers are introduced to the market, the RAM and graphics card capacity necessary to run these models is more available, opening doors to this new reality. The computing requirements needed to run these models are a mere 8 GB of RAM and 2 GHz of CPU speed, which many mobile computers are starting to exceed. Using Unity 3D software to create a virtual environment containing a visual representation of the data, any data set converted into FBX or OBJ format which can be traversed by wearing the Oculus Rift device. This new method for analysis in conjunction with 3D scanning has potential applications in many fields, including the analysis of precious stones or jewelry. Using hologram technology to capture in high-resolution the 3D shape, color, and imperfections of minerals and stones, detailed review and

  8. The 'mad scientists': psychoanalysis, dream and virtual reality.

    Science.gov (United States)

    Leclaire, Marie

    2003-04-01

    The author explores the concept of reality-testing as a means of assessing the relationship with reality that prevails in dream and in virtual reality. Based on a model developed by Jean Laplanche, she compares these activities in detail in order to determine their respective independence from the function of reality-testing. By carefully examining the concept of hallucination in the writings of Freud and Daniel Dennett, the author seeks to pinpoint the specific modalities of interaction between perceptions, ideas, wishes and actions that converge in the 'belief' and in the 'sense of reality'. The paper's main thesis consists of the distinction that it draws between immediacy-testing and reality-testing, with the further argument that this distinction not only dissipates the conceptual vagueness that generally surrounds the latter of the two concepts but also that it promotes a more precise analysis of the function of reality in dream and in virtual reality.

  9. Virtual Reality as a Complementary Therapy to Sexual Addiction Treatment

    OpenAIRE

    Cismaru Inescu, Adina; Andrianne, Robert; Triffaux, Jean-Marc

    2013-01-01

    Virtual reality has gained traction as a research, education and treatment tool. Virtual reality is a system that immerses people in virtual worlds and improves clinicians’ traditional treatments for addictive disorders, eating disorders, phobias, and stroke rehabilitation. Sex addiction is a dysregulation of sexual desire, characterized by excessive sexual behavior (between 5-15 sexual activities/day, for more than 6 months, after the age of 15). Hypersexuality highlights disturbances in hum...

  10. Haptic Foot Feedback for Kicking Training in Virtual Reality

    OpenAIRE

    Huang, Hank; Tan, Hong

    2016-01-01

    As means to further supplement athletic performances increases, virtual reality is becoming helpful to sports in terms of cognitive training such as reaction, mentality, and game strategies. With the aid of haptic feedback, interaction with virtual objects increases by another dimension, in addition to the presence of visual and auditory feedback. This research presents an integrated system of a virtual reality environment, motion tracking system, and a haptic unit designed for the dorsal foo...

  11. ROBOTICS AND VIRTUAL REALITY FOR CULTURAL HERITAGE DIGITIZATION AND FRUITION

    Directory of Open Access Journals (Sweden)

    D. Calisi

    2017-05-01

    Full Text Available In this paper we present our novel approach for acquiring and managing digital models of archaeological sites, and the visualization techniques used to showcase them. In particular, we will demonstrate two technologies: our robotic system for digitization of archaeological sites (DigiRo result of over three years of efforts by a group of cultural heritage experts, computer scientists and roboticists, and our cloud-based archaeological information system (ARIS. Finally we describe the viewers we developed to inspect and navigate the 3D models: a viewer for the web (ROVINA Web Viewer and an immersive viewer for Virtual Reality (ROVINA VR Viewer.

  12. Robotics and Virtual Reality for Cultural Heritage Digitization and Fruition

    Science.gov (United States)

    Calisi, D.; Cottefoglie, F.; D'Agostini, L.; Giannone, F.; Nenci, F.; Salonia, P.; Zaratti, M.; Ziparo, V. A.

    2017-05-01

    In this paper we present our novel approach for acquiring and managing digital models of archaeological sites, and the visualization techniques used to showcase them. In particular, we will demonstrate two technologies: our robotic system for digitization of archaeological sites (DigiRo) result of over three years of efforts by a group of cultural heritage experts, computer scientists and roboticists, and our cloud-based archaeological information system (ARIS). Finally we describe the viewers we developed to inspect and navigate the 3D models: a viewer for the web (ROVINA Web Viewer) and an immersive viewer for Virtual Reality (ROVINA VR Viewer).

  13. VIRTUAL REALITY AS A TOOL FOR THE STUDY OF PSYCHOLOGICAL AND SOCIAL PHENOMENA

    Directory of Open Access Journals (Sweden)

    Laura Aymerich-Franch

    2013-04-01

    Full Text Available Virtual reality is a technology that drastically alters the environment and self-representation through the creation of virtual worlds and avatars. These transformations facilitate the analysis of social and psychological phenomena hardly observable in a real environment. The paper presents the virtual reality as a methodological tool and describes the possibilities this technology offers to researchers in the field of Social Sciences presenting the results of the most relevant studies that have used this tool following the paradigm of Transformed Social Interaction and presents a case study.

  14. A virtual reality scenario for all seasons: the virtual classroom.

    Science.gov (United States)

    Rizzo, Albert A; Bowerly, Todd; Buckwalter, J Galen; Klimchuk, Dean; Mitura, Roman; Parsons, Thomas D

    2006-01-01

    Treatment and rehabilitation of the cognitive, psychological, and motor sequelae of central nervous system dysfunction often relies on assessment instruments to inform diagnosis and to track changes in clinical status. Typically, these assessments employ paper-and-pencil psychometrics, hands-on analog/computer tests, and rating of behavior within the context of real-world functional environments. Virtual reality offers the option to produce and distribute identical "standard" simulation environments in which performance can be measured and rehabilitated. Within such digital scenarios, normative data can be accumulated for performance comparisons needed for assessment/diagnosis and for treatment/rehabilitation purposes. In this manner, reusable archetypic virtual environments constructed for one purpose can also be applied for applications addressing other clinical targets. This article will provide a review of such a retooling approach using a virtual classroom simulation that was originally developed as a controlled stimulus environment in which attention processes could be systematically assessed in children with attention-deficit/hyperactivity disorder. This system is now being applied to other clinical targets including the development of tests that address other cognitive functions, eye movement under distraction conditions, social anxiety disorder, and the creation of an earthquake safety training application for children with developmental and learning disabilities.

  15. Dissociation in virtual reality: depersonalization and derealization

    Science.gov (United States)

    Garvey, Gregory P.

    2010-01-01

    This paper looks at virtual worlds such as Second Life7 (SL) as possible incubators of dissociation disorders as classified by the Diagnostic and Statistical Manual of Mental Disorders, 4th Edition3 (also known as the DSM-IV). Depersonalization is where "a person feels that he or she has changed in some way or is somehow unreal." Derealization when "the same beliefs are held about one's surroundings." Dissociative Identity Disorder (DID), previously known as multiple personality disorder fits users of Second Life who adopt "in-world" avatars and in effect, enact multiple distinct identities or personalities (known as alter egos or alters). Select questions from the Structured Clinical Interview for Depersonalization (SCI-DER)8 will be discussed as they might apply to the user's experience in Second Life. Finally I would like to consider the hypothesis that rather than a pathological disorder, dissociation is a normal response to the "artificial reality" of Second Life.

  16. EEG correlates of virtual reality hypnosis.

    Science.gov (United States)

    White, David; Ciorciari, Joseph; Carbis, Colin; Liley, David

    2009-01-01

    The study investigated hypnosis-related electroencephalographic (EEG) coherence and power spectra changes in high and low hypnotizables (Stanford Hypnotic Clinical Scale) induced by a virtual reality hypnosis (VRH) induction system. In this study, the EEG from 17 participants (Mean age = 21.35, SD = 1.58) were compared based on their hypnotizability score. The EEG recording associated with a 2-minute, eyes-closed baseline state was compared to the EEG during a hypnosis-related state. This novel induction system was able to produce EEG findings consistent with previous hypnosis literature. Interactions of significance were found with EEG beta coherence. The high susceptibility group (n = 7) showed decreased coherence, while the low susceptibility group (n = 10) demonstrated an increase in coherence between medial frontal and lateral left prefrontal sites. Methodological and efficacy issues are discussed.

  17. Multimodal event streams for virtual reality

    Science.gov (United States)

    von Spiczak, J.; Samset, E.; DiMaio, S.; Reitmayr, G.; Schmalstieg, D.; Burghart, C.; Kikinis, R.

    2007-01-01

    Applications in the fields of virtual and augmented reality as well as image-guided medical applications make use of a wide variety of hardware devices. Existing frameworks for interconnecting low-level devices and high-level application programs do not exploit the full potential for processing events coming from arbitrary sources and are not easily generalizable. In this paper, we will introduce a new multi-modal event processing methodology using dynamically-typed event attributes for event passing between multiple devices and systems. The existing OpenTracker framework was modified to incorporate a highly flexible and extensible event model, which can store data that is dynamically created and arbitrarily typed at runtime. The main factors impacting the library's throughput were determined and the performance was shown to be sufficient for most typical applications. Several sample applications were developed to take advantage of the new dynamic event model provided by the library, thereby demonstrating its flexibility and expressive power.

  18. Applied virtual reality in aerospace design

    Science.gov (United States)

    Hale, Joseph P.

    1995-01-01

    A virtual reality (VR) applications program has been under development at the Marshall Space Flight Center (MSFC) since 1989. The objectives of the MSFC VR Applications Program are to develop, assess, validate, and utilize VR in hardware development, operations development and support, mission operations training and science training. Before VR can be used with confidence in a particular application, VR must be validated for that class of applications. For that reason, specific validation studies for selected classes of applications have been proposed and are currently underway. These include macro-ergonomic 'control room class' design analysis, Spacelab stowage reconfiguration training, a full-body microgravity functional reach simulator, a gross anatomy teaching simulator, and micro-ergonomic design analysis. This paper describes the MSFC VR Applications Program and the validation studies.

  19. Virtual reality training for surgical trainees in laparoscopic surgery.

    Science.gov (United States)

    Gurusamy, Kurinchi Selvan; Aggarwal, Rajesh; Palanivelu, Latha; Davidson, Brian R

    2009-01-21

    Surgical training has traditionally been one of apprenticeship, where the surgical trainee learns to perform surgery under the supervision of a trained surgeon. This is time consuming, costly, and of variable effectiveness. Training using a virtual reality simulator is an option to supplement standard training. To determine whether virtual reality training can supplement or replace conventional laparoscopic surgical training (apprenticeship) in surgical trainees with limited or no prior laparoscopic experience. We searched The Cochrane Hepato-Biliary Group Controlled Trials Register, the Cochrane Central Register of Controlled Trials (CENTRAL) in The Cochrane Library, MEDLINE, EMBASE, Science Citation Index Expanded, and grey literature until March 2008. We included all randomised clinical trials comparing virtual reality training versus other forms of training including video trainer training, no training, or standard laparoscopic training in surgical trainees with little or no prior laparoscopic experience. We also included trials comparing different methods of virtual reality training. We collected the data on the characteristics of the trial, methodological quality of the trials, mortality, morbidity, conversion rate, operating time, and hospital stay. We analysed the data with both the fixed-effect and the random-effects models using RevMan Analysis. For each outcome we calculated the standardised mean difference with 95% confidence intervals based on intention-to-treat analysis. We included 23 trials with 612 participants. Four trials compared virtual reality versus video trainer training. Twelve trials compared virtual reality versus no training or standard laparoscopic training. Four trials compared virtual reality, video trainer training and no training, or standard laparoscopic training. Three trials compared different methods of virtual reality training. Most of the trials were of high risk of bias. In trainees without prior surgical experience, virtual

  20. Perceiving haptic feedback in virtual reality simulators.

    Science.gov (United States)

    Våpenstad, Cecilie; Hofstad, Erlend Fagertun; Langø, Thomas; Mårvik, Ronald; Chmarra, Magdalena Karolina

    2013-07-01

    To improve patient safety, training of psychomotor laparoscopic skills is often done on virtual reality (VR) simulators outside the operating room. Haptic sensations have been found to influence psychomotor performance in laparoscopy. The emulation of haptic feedback is thus an important aspect of VR simulation. Some VR simulators try to simulate these sensations with handles equipped with haptic feedback. We conducted a survey on how laparoscopic surgeons perceive handles with and without haptic feedback. Surgeons with different levels of experience in laparoscopy were asked to test two handles: Xitact IHP with haptic feedback and Xitact ITP without haptic feedback (Mentice AB, Gothenburg, Sweden), connected to the LapSim (Surgical Science AB, Sweden) VR simulator. They performed two tasks on the simulator before answering 12 questions regarding the two handles. The surgeons were not informed about the differences in the handles. A total of 85 % of the 20 surgeons who participated in the survey claimed that it is important that handles with haptic feedback feel realistic. Ninety percent of the surgeons preferred the handles without haptic feedback. The friction in the handles with haptic feedback was perceived to be as in reality (5 %) or too high (95 %). Regarding the handles without haptic feedback, the friction was perceived as in reality (45 %), too low (50 %), or too high (5 %). A total of 85 % of the surgeons thought that the handle with haptic feedback attempts to simulate the resistance offered by tissue to deformation. Ten percent thought that the handle succeeds in doing so. The surveyed surgeons believe that haptic feedback is an important feature on VR simulators; however, they preferred the handles without haptic feedback because they perceived the handles with haptic feedback to add additional friction, making them unrealistic and not mechanically transparent.

  1. 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.

  2. 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.

  3. A Brief Introduction of the Achievements of Key Project Image-based Modeling and Rendering for Virtual Reality Applications

    Institute of Scientific and Technical Information of China (English)

    Jiaoying Shi; Zhanyi Hu; Enhua Wu; Qunsheng Peng

    2006-01-01

    @@ 1.Background The virtual reality (VR) technology is now at the frontier of modern information science.VR is based on computer graphics,computer vision,and other fresh air topics in today's computer technology.

  4. Technology Enhanced Learning: Virtual Realities; Concrete Results--Case Study on the Impact of TEL on Learning

    Science.gov (United States)

    Al-Khatib, Hayat

    2011-01-01

    Technology Enhanced Learning is a feature of 21st century education. Innovations in ICT have provided unbound access to information in support of the learning process (APTEL, 2010; Allert et al, 2002; Baldry et al, 2006; Frustenberg et al, 2001; Sarkis, 2010). LMS has been extensively put to use in universities and educational institutions to…

  5. [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

    2017-09-01

    Virtual reality is a relatively new technology that enables individuals to immerse themselves in a virtual world. It offers several advantages including a more realistic, lifelike environment that may allow subjects to "forget" they are being assessed, allow a better participation and an increased generalization of learning. Moreover, the virtual reality system can provide multimodal stimuli, such as visual and auditory stimuli, and can also be used to evaluate the patient's multimodal integration and to aid rehabilitation of cognitive abilities. The use of virtual reality to treat various psychiatric disorders in adults (phobic anxiety disorders, post-traumatic stress disorder, eating disorders, addictions…) and its efficacy is supported by numerous studies. Similar research for children and adolescents is lagging behind. This may be particularly beneficial to children who often show great interest and considerable success on computer, console or videogame tasks. This article will expose the main studies that have used virtual reality with children and adolescents suffering from psychiatric disorders. The use of virtual reality to treat anxiety disorders in adults is gaining popularity and its efficacy is supported by various studies. Most of the studies attest to the significant efficacy of the virtual reality exposure therapy (or in virtuo exposure). In children, studies have covered arachnophobia social anxiety and school refusal phobia. Despite the limited number of studies, results are very encouraging for treatment in anxiety disorders. Several studies have reported the clinical use of virtual reality technology for children and adolescents with autistic spectrum disorders (ASD). Extensive research has proven the efficiency of technologies as support tools for therapy. Researches are found to be focused on communication and on learning and social imitation skills. Virtual reality is also well accepted by subjects with ASD. The virtual environment offers

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

    Science.gov (United States)

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

    2014-06-01

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

  7. Collaborative Integration of Classic Applications in Virtual Reality Environments

    Directory of Open Access Journals (Sweden)

    Andreas Kopecki

    2011-10-01

    Full Text Available When working collaboratively with others, it is often difficult to bring existing applications into the collaboration process. In this paper, an approach is shown how to enable different applications to work collaboratively. It enables a user to do three things: First, the ability to work collaboratively with the application of choice, selecting those applications that fit the need of the scenario best, and the user is comfortable to employ. Second, the user can work in the environment he chooses, even if the application is not specifically designed for this environment like Virtual Reality Environments or mobile devices. Third, the technology presented makes it possible to mesh applications to gain new functionalities not found in the original applications by connecting those applications and making them interoperable. Taking a Virtual Reality Environment and a standard office application, the use and fitness of this approach is shown. It should be specifically noted that the work underlying this paper is not specifically on multimodal usage of Virtual Environments, although it is used that way here, but rather showing a concept of meshing application capabilities to implement “Meta-Applications” that offer functionality beyond their original design.

  8. ENGEMBANGAN VIRTUAL CLASS UNTUK PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID

    Directory of Open Access Journals (Sweden)

    Rifiana Arief

    2015-02-01

    Full Text Available ABSTRACT Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students’ needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning were: a having preparation to arrange learning unit, b analyzing and developing the content of learning materials, c designing storyboard or scenario of the virtual class, d making website of virtual class, e implementing the website as facility of online learning for Augmanted Reality. The available facilities in virtual class were to check learning units, to choose and download the material in the forms of e-book and presentation slides, to open the relevant website link for material enrichment as well as students’ practice with pre-test and post-test for measuring students’ understanding. By implementing virtual class for Augmanted Reality learning based Android, it is expected to provide alternative learning strategies for students that are interesting and easy to understand. The students are expected to be able to utilize this facility optimally in order to achieve the purposes of learning process and graduates’ competence. Keywords: VirtualClass, Augmented Reality (AR

  9. Simulating hemispatial neglect with virtual reality

    Directory of Open Access Journals (Sweden)

    Yoshizawa Makoto

    2007-07-01

    Full Text Available Abstract Background Hemispatial neglect is a cognitive disorder defined as a lack of attention for stimuli contra-lateral to the brain lesion. The assessment is traditionally done with basic pencil and paper tests and the rehabilitation programs are generally not well adapted. We propose a virtual reality system featuring an eye-tracking device for a better characterization of the neglect that will lead to new rehabilitation techniques. Methods This paper presents a comparison of eye-gaze patterns of healthy subjects, patients and healthy simulated patients on a virtual line bisection test. The task was also executed with a reduced visual field condition hoping that fewer stimuli would limit the neglect. Results We found that patients and healthy simulated patients had similar eye-gaze patterns. However, while the reduced visual field condition had no effect on the healthy simulated patients, it actually had a negative impact on the patients. We discuss the reasons for these differences and how they relate to the limitations of the neglect simulation. Conclusion We argue that with some improvements the technique could be used to determine the potential of new rehabilitation techniques and also help the rehabilitation staff or the patient's relatives to better understand the neglect condition.

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

    Science.gov (United States)

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

    2016-01-01

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

  11. Virtual superheroes: using superpowers in virtual reality to encourage prosocial behavior.

    Science.gov (United States)

    Rosenberg, Robin S; Baughman, Shawnee L; Bailenson, Jeremy N

    2013-01-01

    Recent studies have shown that playing prosocial video games leads to greater subsequent prosocial behavior in the real world. However, immersive virtual reality allows people to occupy avatars that are different from them in a perceptually realistic manner. We examine how occupying an avatar with the superhero ability to fly increases helping behavior. Using a two-by-two design, participants were either given the power of flight (their arm movements were tracked to control their flight akin to Superman's flying ability) or rode as a passenger in a helicopter, and were assigned one of two tasks, either to help find a missing diabetic child in need of insulin or to tour a virtual city. Participants in the "super-flight" conditions helped the experimenter pick up spilled pens after their virtual experience significantly more than those who were virtual passengers in a helicopter. The results indicate that having the "superpower" of flight leads to greater helping behavior in the real world, regardless of how participants used that power. A possible mechanism for this result is that having the power of flight primed concepts and prototypes associated with superheroes (e.g., Superman). This research illustrates the potential of using experiences in virtual reality technology to increase prosocial behavior in the physical world.

  12. Virtual superheroes: using superpowers in virtual reality to encourage prosocial behavior.

    Directory of Open Access Journals (Sweden)

    Robin S Rosenberg

    Full Text Available BACKGROUND: Recent studies have shown that playing prosocial video games leads to greater subsequent prosocial behavior in the real world. However, immersive virtual reality allows people to occupy avatars that are different from them in a perceptually realistic manner. We examine how occupying an avatar with the superhero ability to fly increases helping behavior. PRINCIPAL FINDINGS: Using a two-by-two design, participants were either given the power of flight (their arm movements were tracked to control their flight akin to Superman's flying ability or rode as a passenger in a helicopter, and were assigned one of two tasks, either to help find a missing diabetic child in need of insulin or to tour a virtual city. Participants in the "super-flight" conditions helped the experimenter pick up spilled pens after their virtual experience significantly more than those who were virtual passengers in a helicopter. CONCLUSION: The results indicate that having the "superpower" of flight leads to greater helping behavior in the real world, regardless of how participants used that power. A possible mechanism for this result is that having the power of flight primed concepts and prototypes associated with superheroes (e.g., Superman. This research illustrates the potential of using experiences in virtual reality technology to increase prosocial behavior in the physical world.

  13. 虚拟现实技术在高校图书馆文献检索中的应用%Application of Virtual Reality Technology in Literature Search of University Library

    Institute of Scientific and Technical Information of China (English)

    林于凯

    2012-01-01

    随着国家图书馆上线了我国第一套可交互的虚拟数字图书馆系统,虚拟现实技术在国内图书馆的运用已开始起步,作为承担了高等教育文献检索等重要职责的实体,高校图书馆应与时俱进,将最新技术应用于日常运作,本文从虚拟现实技术的开端着手,通过展示该技术在高校图书馆中的主要应用形式,以WebIETM为例,深入探讨其在高校图书馆文献检索中的实用功能.%Chinese first set of interactive virtual digital library system has been launched by national library, thereby, the application of virtual reality technology in the domestic Library has already been started. As the entity of bearing important responsibilities, literature search of higher education for example, university library should keep pace with the times, apply latest technology into the daily operation, start from the beginning of virtual reality technology, through demonstrating the main application form of the technology in university library, this paper made in-depth exploration on its practical function in literature search of university library, taking WeblETM for example.

  14. Virtual and augmented reality for training on maintenance; Realidad virutal y aumentada para la formacion en mantenimiento

    Energy Technology Data Exchange (ETDEWEB)

    Gonzalez, F.

    2001-07-01

    This paper presents two projects focused to support training on maintenance using new technologies. Both projects aims at specifying. designing, developing, and demonstrating prototypes allowing computer guided maintenance of complex mechanical elements using Virtual Reality (VIRMAN) and Augmented Reality (STARMATE) techniques. VIRMAN project is dedicated to training course development on maintenance using Virtual Reality. It based in the animation of three dimension images for component assembly/de-assembly or equipment movements. STARMATE will rely on Augmented Reality techniques which is a growing area in virtual Reality research. The idea of Augmented Reality is to combine a real scene, viewed by the user, with a virtual scene generated by a computer augmenting the reality with additional information. (Author)

  15. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms.

    Science.gov (United States)

    Rutkowski, Tomasz M

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain-computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI-lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realtime using a non-invasive electroencephalography (EEG) and they are translated to a symbiotic robot or virtual reality agent thought-based only control. A communication protocol between the BCI output and the robot or the virtual environment is realized in a symbiotic communication scenario using an user datagram protocol (UDP), which constitutes an internet of things (IoT) control scenario. Results obtained from healthy users reproducing simple brain-robot and brain-virtual-agent control tasks in online experiments support the research goal of a possibility to interact with robotic devices and virtual reality agents using symbiotic thought-based BCI technologies. An offline BCI classification accuracy boosting method, using a previously proposed information geometry derived approach, is also discussed in order to further support the reviewed robotic and virtual reality thought-based control paradigms.

  16. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms

    Directory of Open Access Journals (Sweden)

    Tomasz Maciej Rutkowski

    2016-12-01

    Full Text Available The paper reviews nine robotic and virtual reality (VR brain-computer interface (BCI projects developed by the author, in collaboration with his graduate students, within the BCI-lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realtime using a non-invasive electroencephalography (EEG and they are translated to a symbiotic robot or virtual reality agent thought-based only control. A communication protocol between the BCI output and the robot or the virtual environment is realized in a symbiotic communication scenario using an user datagram protocol (UDP, which constitutes an internet of things (IoT control scenario. Results obtained from healthy users reproducing simple brain-robot and brain-virtual-agent control tasks in online experiments support the research goal of a possibility to interact with robotic devices and virtual reality agents using symbiotic thought-based BCI technologies. An offline BCI classification accuracy boosting method, using a previously proposed information geometry derived approach, is also discussed in order to further support the reviewed robotic and virtual reality thought-based control paradigms.

  17. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms

    Science.gov (United States)

    Rutkowski, Tomasz M.

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain–computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI–lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realtime using a non-invasive electroencephalography (EEG) and they are translated to a symbiotic robot or virtual reality agent thought-based only control. A communication protocol between the BCI output and the robot or the virtual environment is realized in a symbiotic communication scenario using an user datagram protocol (UDP), which constitutes an internet of things (IoT) control scenario. Results obtained from healthy users reproducing simple brain-robot and brain-virtual-agent control tasks in online experiments support the research goal of a possibility to interact with robotic devices and virtual reality agents using symbiotic thought-based BCI technologies. An offline BCI classification accuracy boosting method, using a previously proposed information geometry derived approach, is also discussed in order to further support the reviewed robotic and virtual reality thought-based control paradigms. PMID:27999538

  18. Virtual reality and the CAVE: Taxonomy, interaction challenges and research directions

    Directory of Open Access Journals (Sweden)

    Muhanna A. Muhanna

    2015-07-01

    Full Text Available One of the main goals of virtual reality is to provide immersive environments that take participants away from the real life into a virtual one. Many investigators have been interested in bringing new technologies, devices, and applications to facilitate this goal. Few, however, have focused on the specific human–computer interaction aspects of such environments. In this article we present our literature review of virtual reality and the Cave Automated Virtual Environment (CAVE. In particular, the article begins by providing a brief overview of the evolution of virtual reality. In addition, key elements of a virtual reality system are presented along with a proposed taxonomy that categorizes such systems from the perspective of technologies used and the mental immersion level found in these systems. Moreover, a detailed overview of the CAVE is presented in terms of its characteristics, uses, and mainly, the interaction styles inside it. Insights of the interaction challenges and research directions of investigating interaction with virtual reality systems in general and the CAVE in particular are thoroughly discussed as well.

  19. Dots and dashes: art, virtual reality, and the telegraph

    Science.gov (United States)

    Ruzanka, Silvia; Chang, Ben

    2009-02-01

    Dots and Dashes is a virtual reality artwork that explores online romance over the telegraph, based on Ella Cheever Thayer's novel Wired Love - a Romance in Dots and Dashes (an Old Story Told in a New Way)1. The uncanny similarities between this story and the world of today's virtual environments provides the springboard for an exploration of a wealth of anxieties and dreams, including the construction of identities in an electronically mediated environment, the shifting boundaries between the natural and machine worlds, and the spiritual dimensions of science and technology. In this paper we examine the parallels between the telegraph networks and our current conceptions of cyberspace, as well as unique social and cultural impacts specific to the telegraph. These include the new opportunities and roles available to women in the telegraph industry and the connection between the telegraph and the Spiritualist movement. We discuss the development of the artwork, its structure and aesthetics, and the technical development of the work.

  20. Chavir: Virtual reality simulation for interventions in nuclear installations

    Energy Technology Data Exchange (ETDEWEB)

    Thevenon, J. B. [Euriware, 25 av de Tourville, Equeurdreville, 50120 (France); Tirel, O.; Lopez, L.; Chodorge, L.; Desbats, P. [CEA LIST, route du Panorama, Fontenay aux Roses, 92 265 (France)

    2006-07-01

    Companies involved in the nuclear industry have to prepare for interventions by precisely analyzing the radiological risks and rapidly evaluating the consequences of their operational choices. They also need to consolidate the experiences gained in the field with greater responsiveness and lower costs. This paper brings out the advantages of using virtual reality technology to meet the demands in the industry. The CHAVIR software allows the operators to prepare (and repeat) all the operations they would have to do in a safe virtual world, before performing the actual work inside the facilities. Since the decommissioning or maintenance work is carried out in an environment where there is radiation, the amount of radiation that the operator would be exposed to is calculated and integrated into the simulator. (authors)

  1. Current uses of virtual reality for children with disabilities.

    Science.gov (United States)

    McComas, J; Pivik, J; Laflamme, M

    1998-01-01

    Technological advances, including the use of virtual reality, have contributed enormously to improving the treatment, training, and quality of life of children with disabilities. This paper describes the advantages of VR for children with disabilities, how VR can minimize the effects of a disability, the role of VR in training and skills enhancement, and how social participation and the child's quality of life may be improved through the use of VR. Examples from published literature and Internet sites are given of current and completed projects which focus on improving the lives of children with disabilities. The research describing the efficacy of knowledge and skills transfer from a virtual environment to the real world are examined in relation to children with disabilities. Finally, the current limitations and future directions of VR for children with disabilities are considered.

  2. 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.

  3. Radiation visualization in virtual reality: A comparison of flat and topographic map types, presented on four different display technologies

    Energy Technology Data Exchange (ETDEWEB)

    Nystad, Espen; Sebok, Angelia

    2005-08-15

    HWR-734 describes an experiment performed to compare different types of VR display technologies and their effects on learning. In the study, two different ways of presenting radiation information were compared. One was a flat radiation map with different colours for different levels of radiation. The other was a topographic map, where radiation levels were distinguished both by colour and by the elevation of the map. The efficiency of the maps for learning radiation information, and subjective preferences was assessed. The results indicated that the maps were each suited for different kinds of use. It is recommended to follow up this study with further investigation of radiation map efficiency. (Author)

  4. 三维可视化建模技术在虚拟现实中的应用%Application of 3D Visualization Modeling Technology in Virtual Reality

    Institute of Scientific and Technical Information of China (English)

    陈芬

    2015-01-01

    3D visualization modeling technology is a new technology, with the development of computer and network informa-tion technology, this technology has been widely used in education, industry, scientific research and other fields. Virtual reality tech-nology, which is based on computer and network, will generate and display a very vivid image of three-dimensional vision, hearing and touch. Users can browse and interact in this virtual world. 3D visualization modeling technology paly an important role in the virtual world. Here we will explore the specific analysis of the technology in the application of virtual reality.%三维可视化建模技术是一种新型技术,随着计算机及网络信息技术等的发展,这项技术已经广泛地应用在教育、工业、科研等多个领域。虚拟现实技术借助了计算机及网络等技术特点,将非常生动形象的三维视觉、听觉及触觉等生成并展现了出来,用户能够在这个虚拟的世界中进行浏览与交互,其中的三维可视化建模技术在此起着重要作用,下面我们将具体分析探讨这项技术在虚拟现实中的应用。

  5. Virtual reality for rehabilitation in Parkinson's disease.

    Science.gov (United States)

    Dockx, Kim; Bekkers, Esther Mj; Van den Bergh, Veerle; Ginis, Pieter; Rochester, Lynn; Hausdorff, Jeffrey M; Mirelman, Anat; Nieuwboer, Alice

    2016-12-21

    Parkinson's disease (PD) is a neurodegenerative disorder that is best managed by a combination of medication and regular physiotherapy. In this context, virtual reality (VR) technology is proposed as a new rehabilitation tool with a possible added value over traditional physiotherapy approaches. It potentially optimises motor learning in a safe environment, and by replicating real-life scenarios could help improve functional activities of daily living. The objective of this review was to summarise the current best evidence for the effectiveness of VR interventions for the rehabilitation of people with PD in comparison with 1) active interventions, and 2) passive interventions. Our primary goal was to determine the effect of VR training on gait and balance. Secondary goals included examining the effects of VR on global motor function, activities of daily living, quality of life, cognitive function, exercise adherence, and the occurrence of adverse events. We identified relevant articles through electronic searches of the Cochrane Movement Disorders Group Trials Register, the Cochrane Central Register of Controlled Trials (CENTRAL) (the Cochrane Library), MEDLINE, Embase, CINAHL, the Physiotherapy Evidence Database (PEDro), online trials registers, and by handsearching reference lists. We carried out all searches up until 26 November 2016. We searched for randomised and quasi-randomised controlled trials of VR exercise interventions in people with PD. We included only trials where motor rehabilitation was the primary goal. Two review authors independently searched for trials that corresponded to the predefined inclusion criteria. We independently extracted and assessed all data for methodological quality. A third review author was responsible for conflict resolution when required. We included 8 trials involving 263 people with PD in the review. Risk of bias was unclear or high for all but one of the included studies. Study sample sizes were small, and there was a

  6. Simulation of Kinematics Model Based on MATLAB Virtual Reality Technology%基于 MATLAB 虚拟现实技术的运动学模型仿真

    Institute of Scientific and Technical Information of China (English)

    巫鹏飞; 孙作玉

    2015-01-01

    Taking Coriolis′acceleration model as example ,the virtual reality world was built with the ap-plication of MATLAB/Simulink 3 D animation toolbox in this paper .The virtual reality simulation was made to Coriolis′acceleration model in the simulink ,and the results showed that the MATLAB virtual re-ality technology can carry out kinematics simulation intuitively and easily ,and it provides a visual and in-teractive simulation analysis software or environment for the related scientific research .%以科氏加速度模型为例,通过MATLAB/Simulink 3D Animation工具箱建立虚拟现实世界,在Simulink环境下,对科氏加速度模型进行虚拟现实仿真. 仿真结果表明,运用MATLAB虚拟现实技术能够直观、方便地进行运动学仿真,为相关的科学研究提供了可视化交互式的仿真分析软件或环境.

  7. 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.

  8. ESSE: Engineering Super Simulation Emulation for Virtual Reality Systems Environment

    Energy Technology Data Exchange (ETDEWEB)

    Suh, Kune Y. [Seoul National Univ., Seoul (Korea, Republic of); Yeon, Choul W. [PHILOSOPHIA, Inc., Seoul (Korea, Republic of)

    2008-04-15

    The trademark 4{sup +}D Technology{sup TM} based Engineering Super Simulation Emulation (ESSE) is introduced. ESSE resorting to three-dimensional (3D) Virtual Reality (VR) technology pledges to provide with an interactive real-time motion, sound and tactile and other forms of feedback in the man machine systems environment. In particular, the 3D Virtual Engineering Neo cybernetic Unit Soft Power (VENUS) adds a physics engine to the VR platform so as to materialize a physical atmosphere. A close cooperation system and prompt information share are crucial, thereby increasing the necessity of centralized information system and electronic cooperation system. VENUS is further deemed to contribute towards public acceptance of nuclear power in general, and safety in particular. For instance, visualization of nuclear systems can familiarize the public in answering their questions and alleviating misunderstandings on nuclear power plants answering their questions and alleviating misunderstandings on nuclear power plants (NPPs) in general, and performance, security and safety in particular. An in-house flagship project Systemic Three-dimensional Engine Platform Prototype Engineering (STEPPE) endeavors to develop the Systemic Three-dimensional Engine Platform (STEP) for a variety of VR applications. STEP is home to a level system providing the whole visible scene of virtual engineering of man machine system environment. The system is linked with video monitoring that provides a 3D Computer Graphics (CG) visualization of major events. The database linked system provides easy access to relevant blueprints. The character system enables the operators easy access to visualization of major events. The database linked system provides easy access to relevant blueprints. The character system enables the operators to access the virtual systems by using their virtual characters. Virtually Engineered NPP Informative systems by using their virtual characters. Virtually Engineered NPP

  9. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change

    Science.gov (United States)

    Riva, Giuseppe; Baños, Rosa M.; Botella, Cristina; Mantovani, Fabrizia; Gaggioli, Andrea

    2016-01-01

    During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression through a series of different stages that however happen in discontinuous and non-linear ways; and (d) clinical psychology is often used to facilitate personal change when subjects are unable to move forward. Starting from these premises, the aim of this paper is to review the potential of virtuality for enhancing the processes of personal and clinical change. First, the paper focuses on the two leading virtual technologies – augmented reality (AR) and virtual reality (VR) – exploring their current uses in behavioral health and the outcomes of the 28 available systematic reviews and meta-analyses. Then the paper discusses the added value provided by VR and AR in transforming our external experience by focusing on the high level of personal efficacy and self-reflectiveness generated by their sense of presence and emotional engagement. Finally, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering, and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that provide knowledge that is epistemically inaccessible to the individual until he or she has that experience, while at the same time transforming the individual’s worldview. PMID:27746747

  10. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change.

    Science.gov (United States)

    Riva, Giuseppe; Baños, Rosa M; Botella, Cristina; Mantovani, Fabrizia; Gaggioli, Andrea

    2016-01-01

    During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression through a series of different stages that however happen in discontinuous and non-linear ways; and (d) clinical psychology is often used to facilitate personal change when subjects are unable to move forward. Starting from these premises, the aim of this paper is to review the potential of virtuality for enhancing the processes of personal and clinical change. First, the paper focuses on the two leading virtual technologies - augmented reality (AR) and virtual reality (VR) - exploring their current uses in behavioral health and the outcomes of the 28 available systematic reviews and meta-analyses. Then the paper discusses the added value provided by VR and AR in transforming our external experience by focusing on the high level of personal efficacy and self-reflectiveness generated by their sense of presence and emotional engagement. Finally, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering, and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that provide knowledge that is epistemically inaccessible to the individual until he or she has that experience, while at the same time transforming the individual's worldview.

  11. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change

    Directory of Open Access Journals (Sweden)

    Giuseppe Riva

    2016-09-01

    Full Text Available During our life we undergo many personal changes: we change our house, our school, our work and even our friends and partners. However, our daily experience shows clearly that in some situations subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: a the focus of personal change is reducing the distance between self and reality (conflict; b this reduction is achieved through (1 an intense focus on the particular experience creating the conflict or (2 an internal or external reorganization of this experience; c personal change requires a progression through a series of different stages; d clinical psychology is often used to facilitate personal change when subjects are unable to move forward. Starting from these premises, the aim of this paper is to review the potential of virtuality for enhancing the processes of personal and clinical change. First, the paper will focus on the two leading virtual technologies – Augmented Reality (AR and Virtual Reality (VR – exploring their current uses in behavioral health and the outcomes of the 28 available systematic reviews and meta-analyses. Then the paper discusses the added value provided by VR and AR in transforming our external experience, by focusing on the high level of self-reflectiveness and personal efficacy induced by their emotional engagement and sense of presence. Finally, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that provide knowledge that is epistemically inaccessible to the individual until he or she has that experience, while at the same time transforming the individual’s worldview.

  12. A Comparative Study of Sense of Presence of Virtual Reality and Immersive Environments

    Directory of Open Access Journals (Sweden)

    Max M. North

    2016-02-01

    Full Text Available The study of sense of presence experienced in virtual reality environments has become an important area of research. The continued advancement of immersive technology offers more opportunities to examine how a subject becomes immersed in and interacts with a variety of virtual environments. The primary purpose of this research is to study the sense of presence while interacting with a traditional Virtual Reality Environment (Helmet-based system with a Head-tracking device and compare it with a virtual reality environment using an Immersive Environment (Spherical-based Visualization environment. Two empirical experiments were investigated in this study, each consisting of thirty-five subjects. A virtual airplane scenario was created and simulated for the participants of both environments. Participants were given several questionnaires after completing the simulation. This study mainly focused on question 9 and 10 of that survey, which dealt with how much the participant felt present in the virtual environment, and if the presence of the real world could still be experienced while in the virtual environment. We found that the subjects felt more involved with the virtual environment while using the Immersive Environment simulation versus using the traditional helmet-based Virtual Reality Environment. There was a statistically significant difference in questions 9 and 10 between the Immersive Environment and traditional Virtual Reality Environment when those questions are considered in isolation. However there was not a significant difference in the total sense of presence between the two environments after analyzing the questions together. The primary differences between the questions were analyzed using the overall mean and the standard deviation. The Immersive Environment has a smaller deviation than the traditional Virtual Reality Environment, implying that the sense of presence response is more concentrated. However, the overall results

  13. Utilizing virtual and augmented reality for educational and clinical enhancements in neurosurgery.

    Science.gov (United States)

    Pelargos, Panayiotis E; Nagasawa, Daniel T; Lagman, Carlito; Tenn, Stephen; Demos, Joanna V; Lee, Seung J; Bui, Timothy T; Barnette, Natalie E; Bhatt, Nikhilesh S; Ung, Nolan; Bari, Ausaf; Martin, Neil A; Yang, Isaac

    2017-01-01

    Neurosurgery has undergone a technological revolution over the past several decades, from trephination to image-guided navigation. Advancements in virtual reality (VR) and augmented reality (AR) represent some of the newest modalities being integrated into neurosurgical practice and resident education. In this review, we present a historical perspective of the development of VR and AR technologies, analyze its current uses, and discuss its emerging applications in the field of neurosurgery. Copyright © 2016 Elsevier Ltd. All rights reserved.

  14. Virtual-reality-based educational laboratories in fiber optic engineering

    Science.gov (United States)

    Hayes, Dana; Turczynski, Craig; Rice, Jonny; Kozhevnikov, Michael

    2014-07-01

    Researchers and educators have observed great potential in virtual reality (VR) technology as an educational tool due to its ability to engage and spark interest in students, thus providing them with a deeper form of knowledge about a subject. The focus of this project is to develop an interactive VR educational module, Laser Diode Characteristics and Coupling to Fibers, to integrate into a fiber optics laboratory course. The developed module features a virtual laboratory populated with realistic models of optical devices in which students can set up and perform an optical experiment dealing with laser diode characteristics and fiber coupling. The module contains three increasingly complex levels for students to navigate through, with a short built-in quiz after each level to measure the student's understanding of the subject. Seventeen undergraduate students learned fiber coupling concepts using the designed computer simulation in a non-immersive desktop virtual environment (VE) condition. The analysis of students' responses on the updated pre- and post tests show statistically significant improvement of the scores for the post-test as compared to the pre-test. In addition, the students' survey responses suggest that they found the module very useful and engaging. The conducted study clearly demonstrated the feasibility of the proposed instructional technology for engineering education, where both the model of instruction and the enabling technology are equally important, in providing a better learning environment to improve students' conceptual understanding as compared to other instructional approaches.

  15. Utilization of virtual reality technology in computer-based case simulation system%虚拟现实技术在计算机模拟病例系统中的应用

    Institute of Scientific and Technical Information of China (English)

    孙昕; 王丽美; 刘宜鑫; 韩松涛; 何颖

    2012-01-01

    BACKGROUND: Virtual reality technology applied research in the field of medicine has achieved fruitful results and shows a good prospect, it is an important tool of digital medical research.OBJECTIVE: To introduce the design and application of computer-based case simulation system with virtual reality technology.METHODS: A computer-based search was performed on CNKI database, VIP database, Wanfang database and EBSCO database for the relate articles from 1991 to 2011 with the key words of “case simulations, CCS, virtual reality” in English and “virtual reality, case simulation” in Chinese. A total of 85 articles were obtained and finally 20 articles were included according to the inclusion criteria.RESULTS AND CONCLUSION: The application of virtual reality technology in the medical field has become more and more wide. The case simulation system designed by virtual reality technology provides the medical workers a new interactive skill training methods. The simulation of the patient's disease status by the interactive computer software is realized, and the clinical course is simulated realistically. And the assessment of the practical skills for the users were achieved, including basic inspection capacity, use and judgment of the high-tech diagnostic techniques, judgment of check results, diagnostic capability, drug treatment capacity, ability to use non-drug treatment and the comprehensive treatment capacity. The virtual simulation system platform has a good prospect in medical education and clinical skills training.%背景:虚拟现实技术在医学领域的应用研究已经取得了丰硕的成果,展现出了很好的应用前景,是医学数字化研究的重要工具.目的:介绍基于虚拟现实技术的计算机模拟病历系统的应用与设计.方法:应用计算机检索CNKI数据库、维普数据库、万方数据库和EBSCO数据库,以"虚拟现实,模拟病例"为中文检索词,"case simulations,CCS,virtual reality

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

    Energy Technology Data Exchange (ETDEWEB)

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

    1997-07-01

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

  17. COMPUTER LEARNING SIMULATOR WITH VIRTUAL REALITY FOR OPHTHALMOLOGY

    Directory of Open Access Journals (Sweden)

    Valeria V. Gribova

    2013-01-01

    Full Text Available A toolset of a medical computer learning simulator for ophthalmology with virtual reality and its implementation are considered in the paper. The simulator is oriented for professional skills training for students of medical universities. 

  18. Use of Virtual Reality for Space Flight

    Science.gov (United States)

    Harm, Deborah; Taylor, L. C.; Reschke, M. F.

    2011-01-01

    Virtual environments offer unique training opportunities, particularly for training astronauts and preadapting them to the novel sensory conditions of microgravity. Two unresolved human factors issues in virtual reality (VR) systems are: 1) potential "cybersickness", and 2) maladaptive sensorimotor performance following exposure to VR systems. Interestingly, these aftereffects are often quite similar to adaptive sensorimotor responses observed in astronauts during and/or following space flight. Active exploratory behavior in a new environment, with resulting feedback and the formation of new associations between sensory inputs and response outputs, promotes appropriate perception and motor control in the new environment. Thus, people adapt to consistent, sustained alterations of sensory input such as those produced by microgravity. Our research examining the effects of repeated exposures to a full field of view dome VR system showed that motion sickness and initial decrements in eye movement and postural control were greatly diminished following three exposures. These results suggest that repeated transitions between VR and the normal environment preflight might be a useful countermeasure for neurosensory and sensorimotor effects of space flight. The range of VR applications is enormous, extending from ground-based VR training for extravehicular activities at NASA, to medical and educational uses. It seems reasonable to suggest that other space related uses of VR should be investigated. For example, 1) use of head-mounted VR on orbit to rehearse/practice upcoming operational activities, and 2) ground-based VR training for emergency egress procedures. We propose that by combining VR designed for operational activities preflight, along with an appropriate schedule to facilitate sensorimotor adaptation and improve spatial orientation would potentially accomplish two important goals for astronauts and cosmonauts, preflight sensorimotor adaption and enhanced operational

  19. 基于虚拟现实技术的体育教学模式的实践与思考%SPORTS TEACHING MODE BASED ON VIRTUAL REALITY TECHNOLOGY OF PRACTICE AND THINKING

    Institute of Scientific and Technical Information of China (English)

    刘衡; 冯婷

    2013-01-01

    虚拟现实技术作为未来互联网发展的关键技术之一,越来越多的应用于体育教学领域,它的出现将颠覆传统的体育教育思维和单向的体育教学模式,为体育教育界带来一系列重大变革。文章针对现代体育教学模式的局限性,结合情境认知理论分析了虚拟现实技术如何应用于体育教学,并构建了基于虚拟现实技术的新型体育教学模式,为提高教学质量、优化教学手段提供更加科学化、系统化的理论参考。%Virtual reality technology for future development of internet is one of the key technology used in PE teaching.Its presence will subvert traditional physical education thought and one-way sports teaching pattern,will bring about maj or changes in sports education.Limitations of modern physical education teaching mode were identified.How virtual reality technology could be applied to physical education teaching was analyzed.New virtual reality technology based on physical education teaching mode was adapted to improve teaching quality,to optimize teaching means,to provide more scientific,systematic theory reference.

  20. 3D Vision in a Virtual Reality Robotics Environment

    OpenAIRE

    Schütz, Christian L.; Natonek, Emerico; Baur, Charles; Hügli, Heinz

    2009-01-01

    Virtual reality robotics (VRR) needs sensing feedback from the real environment. To show how advanced 3D vision provides new perspectives to fulfill these needs, this paper presents an architecture and system that integrates hybrid 3D vision and VRR and reports about experiments and results. The first section discusses the advantages of virtual reality in robotics, the potential of a 3D vision system in VRR and the contribution of a knowledge database, robust control and the combination of in...

  1. Integrating Virtual Reality and BIM for End-user Involvement in Building Design

    DEFF Research Database (Denmark)

    Petrova, Ekaterina Aleksandrova; Rasmussen, Mai; Jensen, Rasmus Lund

    2017-01-01

    . However, traditional practices place the responsibility of decision-making mostly in the architects’ hands. Virtual Reality technologies coupled with Building Information Modelling have the potential to improve the collaboration and data visualization in the building design. This paper presents...... the findings from a case study on the integration of Building Information Modelling and Virtual Reality for user-centred participatory interior furnishing of a new university building. Besides a significant reduction in the time for generation of alternative proposals, the end results show an increased...... attachment of the employees to their future workplace and a high level of acceptance towards the technology. Finally, the authors present suggestions for further work, which could improve future design processes utilizing the Virtual Reality technology....

  2. Moving from Virtual Reality Exposure-Based Therapy to Augmented Reality Exposure-Based Therapy: A Review

    OpenAIRE

    2014-01-01

    This paper reviews the move from virtual reality exposure-based therapy to augmented reality exposure-based therapy (ARET). Unlike virtual reality (VR), which entails a complete virtual environment (VE), augmented reality (AR) limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although, the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the twentieth centur...

  3. An Image—Based Virtual Reality Prototype System

    Institute of Scientific and Technical Information of China (English)

    蔡勇; 王平安; 等

    1998-01-01

    The most important goal of virtual reality is to create a virtual world computers where users are allowed to view the environment and control the virtual objects interactively.Traditionally,virtual reality systems use 3D computer graphics to model and render a virtual environment in real time.However,this approach usually requires laborious modeling and expensive special-purpose rendering hardware.Image-based rendering is a new approach in composing a virtual environment in which a set of panoramic images is used to compose the virtual environment and walking in the space is accomplished by “hopping”to different panoramic points.This paper introduces an experimental image-based VR system.The techniques utilized in the system,in particular the authoring and interactive control tools of the system,are described in detail.

  4. Measuring performance in virtual reality phacoemulsification surgery

    Science.gov (United States)

    Söderberg, Per; Laurell, Carl-Gustaf; Simawi, Wamidh; Skarman, Eva; Nordh, Leif; Nordqvist, Per

    2008-02-01

    We have developed a virtual reality (VR) simulator for phacoemulsification surgery. The current work aimed at developing a relative performance index that characterizes the performance of an individual trainee. We recorded measurements of 28 response variables during three iterated surgical sessions in 9 experienced cataract surgeons, separately for the sculpting phase and the evacuation phase of phacoemulsification surgery and compared their outcome to that of a reference group of naive trainees. We defined an individual overall performance index, an individual class specific performance index and an individual variable specific performance index. We found that on an average the experienced surgeons performed at a lower level than a reference group of naive trainees but that this was particularly attributed to a few surgeons. When their overall performance index was further analyzed as class specific performance index and variable specific performance index it was found that the low level performance was attributed to a behavior that is acceptable for an experienced surgeon but not for a naive trainee. It was concluded that relative performance indices should use a reference group that corresponds to the measured individual since the definition of optimal surgery may vary among trainee groups depending on their level of experience.

  5. Ecological assessment of divided attention: What about the current tools and the relevancy of virtual reality.

    Science.gov (United States)

    Lopez Maïté, C; Gaétane, D; Axel, C

    2016-01-01

    The ability to perform two tasks simultaneously has become increasingly important as attention-demanding technologies have become more common in daily life. This type of attentional resources allocation is commonly called "divided attention". Because of the importance of divided attention in natural world settings, substantial efforts have been made recently so as to promote an integrated, realistic assessment of functional abilities in dual-task paradigms. In this context, virtual reality methods appear to be a good solution. However to date, there has been little discussion on validity of such methods. Here, we offer a comparative review of conventional tools used to assess divided attention and of the first virtual reality studies (mostly from the field of road and pedestrian safety). The ecological character of virtual environments leads to a better understanding of the influence of dual-task settings and also makes it possible to clarify issues such as the utility of hands-free phones. After discussing the theoretical and clinical contributions of these studies, we discuss the limits of virtual reality assessment, focusing in particular: (i) on the challenges associated with lack of familiarity with new technological devices; (ii) on the validity of the ecological character of virtual environments; and (iii) on the question of whether the results obtained in a specific context can be generalized to all dual-task situations typical of daily life. To overcome the limitations associated with virtual reality, we propose: (i) to include a standardized familiarization phase in assessment protocols so as to limit the interference caused by the use of new technologies; (ii) to systematically compare virtual reality performance with conventional tests or real-life tests; and (iii) to design dual-task scenarios that are independent from the patient's expertise on one of the two tasks. We conclude that virtual reality appears to constitute a useful tool when used in

  6. Application of X3D-based virtual reality technology in the education of organic chemistry%基于X3D的虚拟现实技术在有机化学教学中的应用

    Institute of Scientific and Technical Information of China (English)

    吴占凯; 张力

    2011-01-01

    The article analyzes the concept features and classification of the technology of virtual reality, mainly introduces the animation system and interaction mechanism of virtual reality technology based on X3D specification. In this paper, with an instance of electronic transition in organic chemistry,the article describes the methods and procedures for the development of virtual scene with X3D specification in the hope to provide reference for the follow-up development.%分析了虚拟现实技术的概念特征及分类,重点介绍了基于X3D标准的虚拟现实技术中的动画机制及交互机制.结合有机化学中电子跃迁实例,阐述了运用X3D标准开发虚拟场景的方法与步骤,以期对后续的开发工作起到借鉴作用.

  7. Virtual reality: A human centered tool for improving Manufacturing

    CERN Document Server

    Bennis, Fouad; Dépincé, Philippe

    2007-01-01

    Manufacturing is using Virtual Reality tools to enhance the product life cycle. Their definitions are still in flux and it is necessary to define their connections. Thus, firstly, we will introduce more closely some definitions where we will find that, if the Virtual manufacturing concepts originate from machining operations and evolve in this manufacturing area, there exist a lot of applications in different fields such as casting, forging, sheet metalworking and robotics (mechanisms). From the recent projects in Europe or in USA, we notice that the human perception or the simulation of mannequin is more and more needed in both fields. In this context, we have isolated some applications as ergonomic studies, assembly and maintenance simulation, design or training where the virtual reality tools can be applied. Thus, we find out a family of applications where the virtual reality tools give the engineers the main role in the optimization process. We will illustrate our paper by several examples where virtual r...

  8. First Person Experience of Body Transfer in Virtual Reality

    Science.gov (United States)

    Slater, Mel; Spanlang, Bernhard; Sanchez-Vives, Maria V.; Blanke, Olaf

    2010-01-01

    Background Altering the normal association between touch and its visual correlate can result in the illusory perception of a fake limb as part of our own body. Thus, when touch is seen to be applied to a rubber hand while felt synchronously on the corresponding hidden real hand, an illusion of ownership of the rubber hand usually occurs. The illusion has also been demonstrated using visuomotor correlation between the movements of the hidden real hand and the seen fake hand. This type of paradigm has been used with respect to the whole body generating out-of-the-body and body substitution illusions. However, such studies have only ever manipulated a single factor and although they used a form of virtual reality have not exploited the power of immersive virtual reality (IVR) to produce radical transformations in body ownership. Principal Findings Here we show that a first person perspective of a life-sized virtual human female body that appears to substitute the male subjects' own bodies was sufficient to generate a body transfer illusion. This was demonstrated subjectively by questionnaire and physiologically through heart-rate deceleration in response to a threat to the virtual body. This finding is in contrast to earlier experimental studies that assume visuotactile synchrony to be the critical contributory factor in ownership illusions. Our finding was possible because IVR allowed us to use a novel experimental design for this type of problem with three independent binary factors: (i) perspective position (first or third), (ii) synchronous or asynchronous mirror reflections and (iii) synchrony or asynchrony between felt and seen touch. Conclusions The results support the notion that bottom-up perceptual mechanisms can temporarily override top down knowledge resulting in a radical illusion of transfer of body ownership. The research also illustrates immersive virtual reality as a powerful tool in the study of body representation and experience, since it supports

  9. Validation of a Novel Virtual Reality Simulator for Robotic Surgery

    Directory of Open Access Journals (Sweden)

    Henk W. R. Schreuder

    2014-01-01

    Full Text Available Objective. With the increase in robotic-assisted laparoscopic surgery there is a concomitant rising demand for training methods. The objective was to establish face and construct validity of a novel virtual reality simulator (dV-Trainer, Mimic Technologies, Seattle, WA for the use in training of robot-assisted surgery. Methods. A comparative cohort study was performed. Participants (n=42 were divided into three groups according to their robotic experience. To determine construct validity, participants performed three different exercises twice. Performance parameters were measured. To determine face validity, participants filled in a questionnaire after completion of the exercises. Results. Experts outperformed novices in most of the measured parameters. The most discriminative parameters were “time to complete” and “economy of motion” (P<0.001. The training capacity of the simulator was rated 4.6 ± 0.5 SD on a 5-point Likert scale. The realism of the simulator in general, visual graphics, movements of instruments, interaction with objects, and the depth perception were all rated as being realistic. The simulator is considered to be a very useful training tool for residents and medical specialist starting with robotic surgery. Conclusions. Face and construct validity for the dV-Trainer could be established. The virtual reality simulator is a useful tool for training robotic surgery.

  10. The challenge of using virtual reality in telerehabilitation.

    Science.gov (United States)

    Rizzo, Albert A; Strickland, Dorothy; Bouchard, Stéphane

    2004-01-01

    Continuing advances in virtual reality (VR) technology along with concomitant system cost reductions have supported the development of more useful and accessible VR systems that can uniquely target a wide range of physical, psychological, and cognitive rehabilitation concerns and research questions. VR offers the potential to deliver systematic human testing, training, and treatment environments that allow for the precise control of complex dynamic three-dimensional stimulus presentations, within which sophisticated interaction, behavioral tracking, and performance recording is possible. The next step in this evolution will allow for Internet accessibility to libraries of VR scenarios as a likely form of distribution and use. VR applications that are Internet deliverable could open up new possibilities for home-based therapy and rehabilitation. If executed thoughtfully, they could increase client involvement, enhance outcomes and reduce costs. However, before this vision can be achieved, a number of significant challenges will need to be addressed and solved. This article will first present three fictional case vignettes that illustrate the ways that VR telerehabilitation might be implemented with varying degrees of success in the future. We then describe a system that is currently being used to deliver virtual worlds over the Internet for training safety skills to children with learning disabilities. From these illustrative fictional and reality-based applications, we will then briefly discuss the technical, practical, and user-based challenges for implementing VR telerehabilitation, along with views regarding the future of this emerging clinical application.

  11. Virtual reality in Latin American clinical psychology and the VREPAR project. Virtual Reality Environments for Psycho-Neuro-physiological Assessment and Rehabilitation.

    Science.gov (United States)

    Silva, Mauro Rubens

    2002-10-01

    Starting with the excellent collective work done by the European Community (EC)-funded Virtual Reality Environments for Psycho-Neuro-physiological Assessment and Rehabilitation (VREPAR) projects, I try to indicate some possible pathways that would allow a better integration of this advanced technology into the reality of Latin American psychology. I myself use analyses that I did in my master's degree in the PUCSP-Catholic University in São Paulo, Brazil. I also include a brief description of the CD-ROM Clinical Psychology Uses of Virtual Reality (CPUVR) that accompanies my thesis. I point out the importance of collaboration between psychology and other disciplines, including computer science. I explain the method that I used to work with digital information, important for the formation of a critical mass of people thinking in Portuguese and Spanish to accelerate a technological jump.

  12. Design and Development of Virtual Reality: Analysis of Challenges Faced by Educators

    Science.gov (United States)

    Hanson, Kami; Shelton, Brett E.

    2008-01-01

    There exists an increasingly attractive lure of using virtual reality applications for teaching in all areas of education, but perhaps the largest detriment to its use is the intimidating nature of VR technology for non-technical instructors. What are the challenges to using VR technology for the design and development of VR-based instructional…

  13. 人体解剖生理学课程引入虚拟现实技术的教改探索%Applying Virtual Reality Technology in"Human Anatomy ;and Physiology"

    Institute of Scientific and Technical Information of China (English)

    范敏; 戴培山

    2014-01-01

    "Human Anatomy and Physiology" is a course with many teaching contents, it contains complex anatomy structures. The course needs rich spatial imagination. It is very difficult for non-medical students in higher education institutions to under-stand human anatomy structure and physiology. In this paper, virtual reality technology was applied in "Human Anatomy and Physiology" teaching, and human eye, ear and cardiovascular system were taken as examples to show how to apply virtual real-ity technology in teaching. By contrast, we found that with its characters of intuitive and vivid, the virtual reality technology in creased students' interest in the course,improved the teaching effect.%人体解剖生理学课程教学内容多,涉及的人体结构复杂,需要较强的空间想象能力。非医学院校的学生理解人体解剖结构和生理功能比较困难。本文将虚拟现实技术引入到人体解剖生理学的教学当中,以人眼、耳和心血管系统的教学内容为例分析了如何在教学过程中引入虚拟现实技术。通过对比,我们发现虚拟现实技术利用其直观、形象的特点,增加了学生对课程的兴趣,提高了教学效果。

  14. 基于虚拟现实技术的校园网络教学建设探讨%On Campus Network Teaching Construction Based on Virtual Reality Technology

    Institute of Scientific and Technical Information of China (English)

    饶跃东

    2012-01-01

    建立更加真实的学习环境是提高校园网络教学质量的关键。虚拟现实技术是一种对数据进行可视化操作与交互的全新方式,将其应用于网络教学之中,通过产生基于三维数字模型的虚拟环境,使参与者能够身临其境地学习,达到更佳的教学效果。文章从分析虚拟现实技术的特点出发,详细阐述了基于虚拟现实网络教学的关键技术以及相关网络教学资源的建设模式和方法。%To establish a more realistic learning environment is the key to improve the campus network teaching quality. The vir- tual reality technology is a new way of data visualization operation and interaction, being applied to the network teaching, generated based on the three-dimensional digital model of a virtual environment enables participants to learn immersive, achieve more good teaching effect The article from the analysis of the characteristics of virtual reality technology starting elaborated on the mode and method of construction based on the key technology of virtual reality network teaching and online teaching resources.

  15. Katalog Penjualan Rumah Berbasis Android Menggunakan Teknologi Augmented Reality dan Virtual Reality

    Directory of Open Access Journals (Sweden)

    Alders Paliling

    2017-02-01

    Full Text Available Penerapan teknologi augmented reality kian diminati oleh pihak produsen untuk memasarkan produk  yang dihasilkan. Teknologi augmented reality mampu meproyeksikan objek dua dimensi ataupun tiga dimensi kedalam lingkungan nyata. Teknologi virtual reality mampu membawa pengguna masuk kedalam lingkungan virtual sehingga pengguna merasa berada dalam lingkungan virtual. Penelitian ini menggunakan teknologi augmented reality yang mampu memproyeksikan objek tiga dimensi rumah sehingga katalog menjadi lebih nyata,  dan teknologi virtual reality yang membuat pengguna berinteraksi langsung dengan objek tiga dimensi rumah dan merasa berada di dalam rumah. Aplikasi yang dibangun memanfaatkan sensor accelerometer yang tertanam dalam perangkat mobile android yang memungkinkan pengguna melihat seisi ruangan dengan memiringkan perangkat mobile android kekiri dan kekanan. Jumlah kamera virtual yang digunakan berjumlah lima yang diletakkan di ruang tamu, ruang keluarga, ruang kamar utama, ruang kamar anak, dan ruang dapur. Aplikasi ini berjalan pada platform android dan menggunakan personal komputer sebagai server yang menyimpan data informasi rumah. Dengan adanya aplikasi ini pengguna dapat merasakan suasana berbeda dalam melihat sebuah katalog. . Kata kunci—Augmentd Reality, Virtual Reality, Katalog, Android

  16. 基于UDK的数字校园虚拟现实引擎关键技术的研究%Research on the Key Technology of Digital Campus Virtual Reality Engine Based on UDK

    Institute of Scientific and Technical Information of China (English)

    王涛

    2014-01-01

    虚拟数字化校园漫游系统是数字化校园建设计划的核心平台。本文首先对目前主流的虚拟可视化开发工具作了介绍,并结合当今最流行的游戏引擎UDK(Unreal Development Kit)和三维设计软件3ds Max的虚拟现实关键技术问题进行了研究,以无锡城市职业技术学院校区为原型,设计并实现了将虚拟现实引擎作为三维动态交互立体数字校园开发平台的核心构件,着重对引擎实现过程中的3ds模型导入进行了解析,包含了材质编辑技术、物理碰撞技术及碰撞检测技术等关键技术。结果表明,上述技术的通用性在虚拟现实引擎中可见一斑,极大地提高了引擎的实用性和执行效率。%Virtual campus roaming system is the core platform of digital campus construction.This paper introduced the main tool of virtual visualization development,combined with today's most popular game engine UDK (Unreal Development Kit) key technology of virtual reality and 3D design software 3ds Max was studied,taking the Wuxi City College of Vocational technology campus as the prototype,design and implementation of virtual reality engine as the core component of 3D dynamic interactive three-dimensional digital campus development platform,the 3DS model into the engine in the process of realization were analyzed,material editing techniques,collision physics technology and collision detection technology. The results show that,the remarkable versatility technology in virtual reality engine,greatly improves the practicability and efifciency of the engine.

  17. Virtual Huanghe River System: Framework and Technology

    Institute of Scientific and Technical Information of China (English)

    LU Heli; LIU Guifang; SUN Jiulin

    2006-01-01

    Virtual Reality provides a new approach for geographical research. In this paper, a framework of the Virtual Huanghe (Yellow) River System was first presented from the view of technology, which included five main modules --data sources, 3D simulation terrain database, 3D simulation model database, 3D simulation implementation and application system. Then the key technologies of constructing Virtual Huanghe River System were discussed in detail: 1)OpenGL technology, the 3D graphics developing instrument, was employed in Virtual Huanghe River System to realize the function of dynamic real-time navigation. 2) MO and OpenGL technologies were used to make the mutual response between 3D scene and 2D electronic map available, which made use of the advantages of both 3D scene and 2D electronic map, with the macroscopic view, integrality and conciseness of 2D electronic map combined with the locality,reality and visualization of 3D scene. At the same time the disadvantages of abstract and ambiguity of 2D electronic map and the direction losing of virtual navigation in 3D scene were overcome.

  18. Seeing size and feeling weight: the size-weight illusion in natural and virtual reality.

    Science.gov (United States)

    Heineken, Edgar; Schulte, Frank P

    2007-02-01

    We experimentally tested the degree that the size-weight illusion depends on perceptual conditions allowing the observer to assume that both the visual and the kinesthetic stimuli of a weight seen and lifted emanate from the same object. We expected that the degree of the illusion depended on the "realism" provided by different kinds of virtual reality (VR) used when the weights are seen in virtual reality and at the same time lifted in natural reality. Welch and Warren (1980) reported that an intermodal influence can be expected only if perceptual information of different modalities is compellingly related to only one object. Objects of different sizes and weights were presented to 50 participants in natural reality or in four virtual realities: two immersive head-mounted display VRs (with or without head tracking) and two nonimmersive desktop VRs (with or without screening from input of the natural environment using a visor). The objects' heaviness was scaled using the magnitude estimation method. Data show that the degree of the illusion is largest in immersive and lowest in nonimmersive virtual realities. The higher the degree of the illusion is, the more compelling the situation is perceived and the more the observed data are in correspondence with the data predicted for the illusion in natural reality. This shows that the kind of mediating technology used strongly influences the presence experienced. The size-weight illusion's sensitivity to conditions that affect the sense of presence makes it a promising objective presence measure.

  19. Using Immersive Virtual Reality for Electrical Substation Training

    Science.gov (United States)

    Tanaka, Eduardo H.; Paludo, Juliana A.; Cordeiro, Carlúcio S.; Domingues, Leonardo R.; Gadbem, Edgar V.; Euflausino, Adriana

    2015-01-01

    Usually, distribution electricians are called upon to solve technical problems found in electrical substations. In this project, we apply problem-based learning to a training program for electricians, with the help of a virtual reality environment that simulates a real substation. Using this virtual substation, users may safely practice maneuvers…

  20. Theoretical Bases for Using Virtual Reality in Education

    Science.gov (United States)

    Chen, Chwen Jen

    2009-01-01

    This article elaborates on how the technical capabilities of virtual reality support the constructivist learning principles. It introduces VRID, a model for instructional design and development that offers explicit guidance on how to produce an educational virtual environment. The define phase of VRID consists of three main tasks: forming a…