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Sample records for virtual reality pain

  1. 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

  2. The Impact of Virtual Reality on Chronic Pain.

    Science.gov (United States)

    Jones, Ted; Moore, Todd; Choo, James

    2016-01-01

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

  3. Virtual Reality as a Distraction Technique in Chronic Pain Patients

    Science.gov (United States)

    Gao, Kenneth; Sulea, Camelia; Wiederhold, Mark D.

    2014-01-01

    Abstract We explored the use of virtual reality distraction techniques for use as adjunctive therapy to treat chronic pain. Virtual environments were specifically created to provide pleasant and engaging experiences where patients navigated on their own through rich and varied simulated worlds. Real-time physiological monitoring was used as a guide to determine the effectiveness and sustainability of this intervention. Human factors studies showed that virtual navigation is a safe and effective method for use with chronic pain patients. Chronic pain patients demonstrated significant relief in subjective ratings of pain that corresponded to objective measurements in peripheral, noninvasive physiological measures. PMID:24892196

  4. Virtual reality as a distraction technique in chronic pain patients.

    Science.gov (United States)

    Wiederhold, Brenda K; Gao, Kenneth; Sulea, Camelia; Wiederhold, Mark D

    2014-06-01

    We explored the use of virtual reality distraction techniques for use as adjunctive therapy to treat chronic pain. Virtual environments were specifically created to provide pleasant and engaging experiences where patients navigated on their own through rich and varied simulated worlds. Real-time physiological monitoring was used as a guide to determine the effectiveness and sustainability of this intervention. Human factors studies showed that virtual navigation is a safe and effective method for use with chronic pain patients. Chronic pain patients demonstrated significant relief in subjective ratings of pain that corresponded to objective measurements in peripheral, noninvasive physiological measures.

  5. Virtual Reality for Pain Management in Cardiac Surgery

    Science.gov (United States)

    Mosso-Vázquez, José Luis; Gao, Kenneth; Wiederhold, Brenda K.

    2014-01-01

    Abstract Surgical anxiety creates psychological and physiological stress, causes complications in surgical procedures, and prolongs recovery. Relaxation of patients in postoperative intensive care units can moderate patient vital signs and reduce discomfort. This experiment explores the use of virtual reality (VR) cybertherapy to reduce postoperative distress in patients that have recently undergone cardiac surgery. Sixty-seven patients were monitored at IMSS La Raza National Medical Center within 24 hours of cardiac surgery. Patients navigated through a 30 minute VR simulation designed for pain management. Results were analyzed through comparison of pre- and postoperative vital signs and Likert scale survey data. A connection was found in several physiological factors with subjective responses from the Likert scale survey. Heavy positive correlation existed between breathing rate and Likert ratings, and a moderate correlation was found between mean arterial pressure and Likert ratings and heart rate and Likert ratings, all of which indicated lower pain and stress within patients. Further study of these factors resulted in the categorization of patients based upon their vital signs and subjective response, providing a context for the effectiveness of the therapy to specific groups of patients. PMID:24892200

  6. Virtual reality for pain management in cardiac surgery.

    Science.gov (United States)

    Mosso-Vázquez, José Luis; Gao, Kenneth; Wiederhold, Brenda K; Wiederhold, Mark D

    2014-06-01

    Surgical anxiety creates psychological and physiological stress, causes complications in surgical procedures, and prolongs recovery. Relaxation of patients in postoperative intensive care units can moderate patient vital signs and reduce discomfort. This experiment explores the use of virtual reality (VR) cybertherapy to reduce postoperative distress in patients that have recently undergone cardiac surgery. Sixty-seven patients were monitored at IMSS La Raza National Medical Center within 24 hours of cardiac surgery. Patients navigated through a 30 minute VR simulation designed for pain management. Results were analyzed through comparison of pre- and postoperative vital signs and Likert scale survey data. A connection was found in several physiological factors with subjective responses from the Likert scale survey. Heavy positive correlation existed between breathing rate and Likert ratings, and a moderate correlation was found between mean arterial pressure and Likert ratings and heart rate and Likert ratings, all of which indicated lower pain and stress within patients. Further study of these factors resulted in the categorization of patients based upon their vital signs and subjective response, providing a context for the effectiveness of the therapy to specific groups of patients.

  7. Effect of virtual reality distraction on pain among patients with hand injury undergoing dressing change.

    Science.gov (United States)

    Guo, Chunlan; Deng, Hongyan; Yang, Jian

    2015-01-01

    To assess the effect of virtual reality distraction on pain among patients with a hand injury undergoing a dressing change. Virtual reality distraction can effectively alleviate pain among patients undergoing a dressing change. Clinical research has not addressed pain control during a dressing change. A randomised controlled trial was performed. In the first dressing change sequence, 98 patients were randomly divided into an experimental group and a control group, with 49 cases in each group. Pain levels were compared between the two groups before and after the dressing change using a visual analog scale. The sense of involvement in virtual environments was measured using the Pearson correlation coefficient analysis, which determined the relationship between the sense of involvement and pain level. The difference in visual analog scale scores between the two groups before the dressing change was not statistically significant (t = 0·196, p > 0·05), but the scores became statistically significant after the dressing change (t = -30·792, p virtual environment and pain level during the dressing was statistically significant (R(2) = 0·5538, p Virtual reality distraction can effectively alleviate pain among patients with a hand injury undergoing a dressing change. Better results can be obtained by increasing the sense of involvement in a virtual environment. Virtual reality distraction can effectively relieve pain without side effects and is not reliant on a doctor's prescription. This tool is convenient for nurses to use, especially when analgesics are unavailable. © 2014 John Wiley & Sons Ltd.

  8. Effectiveness of virtual reality-based pain control with multiple treatments.

    Science.gov (United States)

    Hoffman, H G; Patterson, D R; Carrougher, G J; Sharar, S R

    2001-09-01

    The current study explored whether immersive virtual reality continues to reduce pain (via distraction) with repeated use. The study was conducted in a burn care unit at a regional trauma center. Seven patients aged 9-32 years (mean age of 21.9 years; average of 23.7% total body surface area burned [range, 3-60%]) performed range-of-motion exercises of their injured extremity under an occupational therapist's direction on at least 3 separate days each. For each physical therapy session, each patient spent equal amounts of time in virtual reality and in the control condition (no distraction). The mean duration of physical therapy in virtual reality was 3.5, 4.9, and 6.4 minutes for the first, second, and third session, respectively. Condition order was randomized and counter-balanced. For each of the three physical therapy sessions, five visual analog pain scores for each treatment condition served as the dependent variables. Pain ratings were statistically lower when patients were in virtual reality, and the magnitude of pain reduction did not diminish with repeated use of virtual reality. The results of this study may be examined in more detail at www.vrpain.com. Although the small sample size limits generalizability. results provide converging preliminary evidence that virtual reality can function as a strong nonpharmacological pain reduction technique for burn patients during physical therapy. Results suggest that virtual reality does not diminish in analgesic effectiveness with three (and possibly more) uses. Virtual reality may also have analgesic potential for other painful procedures or pain populations. Practical implications are discussed.

  9. An Affordable Virtual Reality System for Treatment of Phantom Limb Pain

    DEFF Research Database (Denmark)

    Henriksen, Bartal; Nielsen, Ronni Nedergaard; Szabo, Laszlo

    2016-01-01

    This paper describes the implementation of an affordable phantom limb pain (PLP) home treatment system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT) which is used to treat patients with PLP. This proj......This paper describes the implementation of an affordable phantom limb pain (PLP) home treatment system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT) which is used to treat patients with PLP...

  10. Virtual Reality

    Directory of Open Access Journals (Sweden)

    Dan L. Lacrãmã

    2007-01-01

    Full Text Available This paper is focused on the presentation of Virtual Reality principles together with the main implementation methods and techniques. An overview of the main development directions is included.

  11. A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Motion Tracking

    DEFF Research Database (Denmark)

    Henriksen, Bartal; Nielsen, Ronni Nedergaard; Szabo, Laszlo

    2016-01-01

    This paper describes the implementation of a phantom limb pain (PLP) home-based system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT), which has been used to relieve PLP. The target patient group focuses...

  12. 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.…

  13. Use of Virtual Reality Feedback for Patients with Chronic Neck Pain and Kinesiophobia.

    Science.gov (United States)

    Chen, Karen B; Sesto, Mary E; Ponto, Kevin; Leonard, James; Mason, Andrea; Vanderheiden, Gregg; Williams, Justin; Radwin, Robert G

    2016-10-26

    This study examined how individuals with and without neck pain performed exercises under the influence of altered visual feedback in virtual reality. Chronic neck pain (n=9) and asymptomatic (n=10) individuals were recruited for this cross-sectional study. Participants performed head rotations while receiving programmatically manipulated visual feedback from a head-mounted virtual reality display. The main outcome measure was the control-display gain (ratio between actual head rotation angle and visual rotation angle displayed) recorded at the just-noticeable difference. Actual head rotation angles were measured for different gains. Detection of the manipulated visual feedback was affected by gain. The just-noticeable gain for asymptomatic individuals, below and above unity gain, was 0.903 and 1.159, respectively. Head rotation angle decreased or increased 5.45° for every 0.1 increase or decrease in gain, respectively. The just-noticeable gain for chronic pain individuals, below unity gain, was 0.950. The head rotation angle increased 4.29° for every 0.1 decrease in gain. On average, chronic pain individuals reported that neck rotation was feasible for 84% of the unity gain trials, 66% of the individual just-noticeable difference trials, and 50% of the "nudged" just-noticeable difference trials. This research demonstrated that virtual reality may be useful for promoting the desired outcome of increased range of motion in neck rehabilitation exercises by altering visual feedback.

  14. Seeing pain and pleasure on self and others: behavioral and psychophysiological reactivity in immersive virtual reality.

    Science.gov (United States)

    Fusaro, M; Tieri, G; Aglioti, S M

    2016-12-01

    Studies have explored behavioral and neural responses to the observation of pain in others. However, much less is known about how taking a physical perspective influences reactivity to the observation of others' pain and pleasure. To explore this issue we devised a novel paradigm in which 24 healthy participants immersed in a virtual reality scenario observed a virtual: needle penetrating (pain), caress (pleasure), or ball touching (neutral) the hand of an avatar seen from a first (1PP)- or a third (3PP)-person perspective. Subjective ratings and physiological responses [skin conductance responses (SCR) and heart rate (HR)] were collected in each trial. All participants reported strong feelings of ownership of the virtual hand only in 1PP. Subjective measures also showed that pain and pleasure were experienced as more salient than neutral. SCR analysis demonstrated higher reactivity in 1PP than in 3PP. Importantly, vicarious pain induced stronger responses with respect to the other conditions in both perspectives. HR analysis revealed equally lower activity during pain and pleasure with respect to neutral. SCR may reflect egocentric perspective, and HR may merely index general arousal. The results suggest that behavioral and physiological indexes of reactivity to seeing others' pain and pleasure were qualitatively similar in 1PP and 3PP. Our paradigm indicates that virtual reality can be used to study vicarious sensation of pain and pleasure without actually delivering any stimulus to participants' real body and to explore behavioral and physiological reactivity when they observe pain and pleasure from ego- and allocentric perspectives. Copyright © 2016 the American Physiological Society.

  15. Effect of virtual reality on adolescent pain during burn wound care.

    Science.gov (United States)

    Jeffs, Debra; Dorman, Dona; Brown, Susan; Files, Amber; Graves, Tamara; Kirk, Elizabeth; Meredith-Neve, Sandra; Sanders, Janise; White, Benjamin; Swearingen, Christopher J

    2014-01-01

    The objective of this study was to compare the effect of virtual reality to passive distraction and standard care on burn treatment pain in adolescents.This single-blinded, randomized controlled study enrolled 30 adolescents who were 10 to 17 years of age from the burn clinic of a large children's hospital. After providing informed consent/assent, these participants were randomly assigned to one of three groups during wound care: standard care, passive distraction watching a movie, or virtual reality (VR) using a tripod-arm device rather than an immersive helmet. Before wound care, participants completed the Spielberger's State-Trait Anxiety Inventory for Children and Pre-Procedure Questionnaire while blinded to group assignment. A total of 28 participants completed the study and rated treatment pain after wound care by using the Adolescent Pediatric Pain Tool and completed a Post-Procedure Questionnaire. The VR group reported less pain during wound care than either the passive distraction or standard care group as determined by multivariable linear regression adjusted for age, sex, preprocedure pain, state anxiety, opiate use, and treatment length. The VR group was the only group to have an estimated decrease in pain perception from baseline preprocedure pain to procedural pain reported. Adolescents pretreated with opiate analgesics and female adolescents reported more pain during wound care.This between-subjects clinical study provides further support for VR, even without requiring wearing of an immersive helmet, in lessening burn wound care pain in adolescents. Passive distraction by watching a movie may be less effective in reducing treatment pain. Additional between-subjects randomized controlled trials with larger samples of children and during other healthcare treatments may further support VR's effectiveness in pediatric procedural pain management.

  16. Virtual reality pain control during burn wound debridement in the hydrotank.

    Science.gov (United States)

    Hoffman, Hunter G; Patterson, David R; Seibel, Eric; Soltani, Maryam; Jewett-Leahy, Laura; Sharar, Sam R

    2008-05-01

    Most burn-injured patients rate their pain during burn wound debridement as severe to excruciating. We explored the adjunctive use of water-friendly, immersive virtual reality (VR) to distract patients from their pain during burn wound debridement in the hydrotherapy tank (hydrotank). This study was conducted on inpatients at a major regional burn center. Eleven hospitalized inpatients ages 9 to 40 years (mean age, 27 y) had their burn wounds debrided and dressed while partially submerged in the hydrotank. Although a nurse debrided the burn wound, each patient spent 3 minutes of wound care with no distraction and 3 minutes of wound care in VR during a single wound care session (within-subject condition order randomized). Three 0 to 10 graphic rating scale pain scores (worst pain, time spent thinking about pain, and pain unpleasantness) for each of the 2 treatment conditions served as the primary dependent variables. Patients reported significantly less pain when distracted with VR [eg, "worst pain" ratings during wound care dropped from "severe" (7.6) to "moderate" (5.1)]. The 6 patients who reported the strongest illusion of "going inside" the virtual world reported the greatest analgesic effect of VR on worst pain ratings, dropping from severe pain (7.2) in the no VR condition to mild pain (3.7) during VR. Results provide the first available evidence from a controlled study that immersive VR can be an effective nonpharmacologic pain reduction technique for burn patients experiencing severe to excruciating pain during wound care. The potential applications of VR analgesia to other painful procedures (eg, movement or exercise therapy) and other pain populations are discussed.

  17. Virtual-Reality Distraction and Cold-Pressor Pain Tolerance: Does Avatar Point of View Matter?

    Science.gov (United States)

    Herbert, Linda J.; Weiss, Karen E.; Jimeno, Monica

    2010-01-01

    Abstract This study tested the effects of distraction using virtual-reality (VR) technology on acute pain tolerance in young adults. Forty-one undergraduate students, aged 18–23 years, used a VR head-mounted display helmet, steering wheel, and foot pedal to play an auto racing video game while undergoing exposure to very cold water (cold pressor set at 1°C). Two different game views were tested that were hypothesized to affect the degree to which participants felt “present” in the virtual environment: a first-person view, in which the participant saw the virtual environment through the eyes of the game character being manipulated; and a third-person view, in which the participant viewed the game character from a distance. The length of time participants tolerated the cold-water exposure (pain tolerance) under each distraction condition was compared to a baseline (no distraction) trial. Subjects also rated the degree to which they felt “present” in the virtual environment after each distraction trial. Results demonstrated that participants had significantly higher pain tolerance during both VR-distraction conditions relative to baseline (no distraction) trials. Although participants reported a greater sense of presence during the first-person condition than the third-person condition, pain-tolerance scores associated with the two distraction conditions did not differ. The types of VR applications in which presence may be more or less important are discussed. PMID:20950186

  18. The Effect of Virtual Reality Distraction on Pain Relief During Dressing Changes in Children with Chronic Wounds on Lower Limbs.

    Science.gov (United States)

    Hua, Yun; Qiu, Rong; Yao, Wen-Yan; Zhang, Qin; Chen, Xiao-Li

    2015-10-01

    It has been demonstrated that patients with chronic wounds experience the most pain during dressing changes. Currently, researchers focus mostly on analgesics and appropriate dressing materials to relieve pain during dressing changes of chronic wounds. However, the effect of nonpharmacologic interventions, such as virtual reality distraction, on pain management during dressing changes of pediatric chronic wounds remains poorly understood. To investigate the effect of virtual reality distraction on alleviating pain during dressing changes in children with chronic wounds on their lower limbs. A prospective randomized study. A pediatric center in a tertiary hospital. Sixty-five children, aged from 4 to 16 years, with chronic wounds on their lower limbs. Pain and anxiety scores during dressing changes were recorded by using the Wong-Baker Faces picture scale, visual analogue scale, and pain behavior scale, as well as physiological measurements including pulse rate and oxygen saturation. Time length of dressing change was recorded. Virtual reality distraction significantly relieved pain and anxiety scores during dressing changes and reduced the time length for dressing changes as compared to standard distraction methods. The use of virtual reality as a distraction tool in a pediatric ward offered superior pain reduction to children as compared to standard distractions. This device can potentially improve clinical efficiency by reducing length time for dressing changes. Copyright © 2015 American Society for Pain Management Nursing. Published by Elsevier Inc. All rights reserved.

  19. Combining Ketamine and Virtual Reality Pain Control During Severe Burn Wound Care: One Military and One Civilian Patient

    Science.gov (United States)

    2011-01-01

    cleanings. Key Words. Analgesia ; Burn Pain ; Wound Care; Distraction; Virtual Reality Introduction Opioids are the cornerstone analgesics for patients with...severe burn. Ketamine is used to potentiate opioid analgesia and to allow better pain control without exces- sive opioid side effects [10,11]. In...signals transmitted from the pain receptors to the brain, thereby decreasing pain . In contrast to the pharmacologic mechanism for ketamine analgesia

  20. Who can benefit from virtual reality to reduce experimental pain? A crossover study in healthy subjects.

    Science.gov (United States)

    Demeter, N; Josman, N; Eisenberg, E; Pud, D

    2015-11-01

    The present study aimed to identify predicting factors affecting experimental pain stimuli reduction by using 'EyeToy', which is an Immersive Virtual Reality System (IVRS). Sixty-two healthy subjects (31 M, 31 F) underwent a battery of pain tests to determine each participant's baseline sensitivity to nociceptive. The battery included thermal pain tests (hot and cold) as well as a paradigm to induce conditioned pain modulation (CPM). Later on, each subject participated in two study conditions in random order: (1) An exposure to tonic heat stimulation (46.5 °C/135 s) to the ankle while participating in VR environment which included an activity requiring limb movements; (2) Same heat stimulation with no exposure to VR. Six pain measures were taken during each study condition (baseline, test 1-5). An interaction of time × treatment was found (RM ANOVA, F(5, 305)  = 24.33, p manipulation for pain reduction in individuals with efficient CPM and in women. These findings constitute a promising platform for future research and hold potential for the improvement and facilitation of clinical treatment. © 2015 European Pain Federation - EFIC®

  1. The effect of virtual reality on pain and range of motion in adults with burn injuries.

    Science.gov (United States)

    Carrougher, Gretchen J; Hoffman, Hunter G; Nakamura, Dana; Lezotte, Dennis; Soltani, Maryam; Leahy, Laura; Engrav, Loren H; Patterson, David R

    2009-01-01

    Few studies have empirically investigated the effects of immersive virtual reality (VR) on postburn physical therapy pain control and range of motion (ROM). We performed a prospective, randomized controlled study of the effects of adding VR to standard therapy in adults receiving active-assisted ROM physical therapy, by assessing pain scores and maximal joint ROM immediately before and after therapy on two consecutive days. Thirty-nine inpatients, aged 21 to 57 years (mean 35 years), with a mean TBSA burn of 18% (range, 3-60%) were studied using a within-subject, crossover design. All patients received their regular pretherapy pharmacologic analgesia regimen. During physical therapy sessions on two consecutive days (VR one day and no VR the other day; order randomized), each patient participated in active-assisted ROM exercises with an occupational or physical therapist. At the conclusion of each session, patients provided 0 to 100 Graphic Rating Scale measurements of pain after each 10-minute treatment condition. On the day with VR, patients wore a head-position-tracked, medical care environment-excluding VR helmet with stereophonic sound and interacted in a virtual environment conducive to burn care. ROM measurements for each joint exercised were recorded before and after each therapy session. Because of nonsignificant carryover and order effects, the data were analyzed using simple paired t-tests. VR reduced all Graphic Rating Scale pain scores (worst pain, time spent thinking about the pain, and pain unpleasantness by 27, 37, and 31% respectively), relative to the no VR condition. Average ROM improvement was slightly greater with the VR condition; however, this difference failed to reach clinical or statistical significance (P = .243). Ninety-seven percent of patients reported zero to mild nausea after the VR session. Immersive VR effectively reduced pain and did not impair ROM during postburn physical therapy. VR is easily used in the hospital setting and

  2. Virtual reality - aesthetic consequences

    OpenAIRE

    Benda, Lubor

    2013-01-01

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

  3. Virtual reality as a pediatric pain modulation technique: a case study.

    Science.gov (United States)

    Steele, Emily; Grimmer, Karen; Thomas, Bruce; Mulley, Barrie; Fulton, Ian; Hoffman, Hunter

    2003-12-01

    Post-surgical pain has been consistently reported in pediatrics as being difficult to manage and limiting to surgical outcomes. Pain management of children is not ideal, and some children unable to tolerate traditional pharmacological agents. Virtual reality (VR) is a new and promising form of non-pharmacologic analgesia. This case study explored the use of VR analgesia with a 16-year-old patient with cerebral palsy participating in a twice-daily physiotherapy program following Single Event Multi-Level Surgery. Over 6 days, the patient spent half of his physiotherapy sessions using VR and the other half without (order randomized). Traditional pharmacological pain management was administered throughout the trial. Using a subjective pain scale (five faces denoting levels of pain), the patient's overall pain ratings whilst in the VR (experimental) condition were 41.2% less than those in the no-VR (control) condition. This case report provides the first evidence that VR may serve as a powerful non-pharmacologic analgesic for children following surgery.

  4. Treatment efficacy of virtual reality distraction in the reduction of pain and anxiety during cystoscopy.

    Science.gov (United States)

    Walker, Marc R; Kallingal, George J S; Musser, John E; Folen, Raymond; Stetz, Melba C; Clark, Joseph Y

    2014-08-01

    Assessment of virtual reality (VR) distraction for alleviating pain and anxiety during flexible cystoscopy. Cystoscopy is a common ambulatory procedure performed in Urology and can be associated with moderate pain and anxiety. Sophisticated distraction techniques are not used with cystoscopy and VR has not been studied for this procedure. We designed a prospective, randomized, controlled trial assessing the efficacy of VR for alleviating pain and anxiety during flexible cystoscopy. Adult men referred for cystoscopy were randomized into a control or VR group. Subjects were given preprocedure and postprocedure questionnaires addressing anxiety, pain, and time spent thinking about pain. Vitals signs and galvanic skin monitors were used as objective measures. The control group underwent routine cystoscopy and the VR group underwent cystoscopy with VR. Physicians answered a postprocedure questionnaire assessing the difficulty of the exam. All questionnaires used a visual analog score for assessment. 23 patients enrolled in the control group and 22 in the VR group. Mean scores and Student's t-test were employed to analyze the data. No data endpoints showed a statistically significant difference between the 2 groups. We concluded no benefit to VR distraction mitigating pain in male patients during cystoscopy. Reprint & Copyright © 2014 Association of Military Surgeons of the U.S.

  5. Virtual Reality for Management of Pain in Hospitalized Patients: Results of a Controlled Trial.

    Science.gov (United States)

    Tashjian, Vartan C; Mosadeghi, Sasan; Howard, Amber R; Lopez, Mayra; Dupuy, Taylor; Reid, Mark; Martinez, Bibiana; Ahmed, Shahzad; Dailey, Francis; Robbins, Karen; Rosen, Bradley; Fuller, Garth; Danovitch, Itai; IsHak, Waguih; Spiegel, Brennan

    2017-03-29

    Improvements in software and design and reduction in cost have made virtual reality (VR) a practical tool for immersive, three-dimensional (3D), multisensory experiences that distract patients from painful stimuli. The objective of the study was to measure the impact of a onetime 3D VR intervention versus a two-dimensional (2D) distraction video for pain in hospitalized patients. We conducted a comparative cohort study in a large, urban teaching hospital in medical inpatients with an average pain score of ≥3/10 from any cause. Patients with nausea, vomiting, dementia, motion sickness, stroke, seizure, and epilepsy and those placed in isolation were excluded. Patients in the intervention cohort viewed a 3D VR experience designed to reduce pain using the Samsung Gear Oculus VR headset; control patients viewed a high-definition, 2D nature video on a 14-inch bedside screen. Pre- and postintervention pain scores were recorded. Difference-in-difference scores and the proportion achieving a half standard deviation pain response were compared between groups. There were 50 subjects per cohort (N=100). The mean pain reduction in the VR cohort was greater than in controls (-1.3 vs -0.6 points, respectively; P=.008). A total of 35 (65%) patients in the VR cohort achieved a pain response versus 40% of controls (P=.01; number needed to treat=4). No adverse events were reported from VR. Use of VR in hospitalized patients significantly reduces pain versus a control distraction condition. These results indicate that VR is an effective and safe adjunctive therapy for pain management in the acute inpatient setting; future randomized trials should confirm benefit with different visualizations and exposure periods. Clinicaltrials.gov NCT02456987; https://clinicaltrials.gov/ct2/show/NCT02456987 (Archived by WebCite at http://www.webcitation.org/6pJ1P644S).

  6. Virtual reality improves embodiment and neuropathic pain caused by spinal cord injury.

    Science.gov (United States)

    Pozeg, Polona; Palluel, Estelle; Ronchi, Roberta; Solcà, Marco; Al-Khodairy, Abdul-Wahab; Jordan, Xavier; Kassouha, Ammar; Blanke, Olaf

    2017-10-06

    To investigate changes in body ownership and chronic neuropathic pain in patients with spinal cord injury (SCI) using multisensory own body illusions and virtual reality (VR). Twenty patients with SCI with paraplegia and 20 healthy control participants (HC) participated in 2 factorial, randomized, repeated-measures design studies. In the virtual leg illusion (VLI), we applied asynchronous or synchronous visuotactile stimulation to the participant's back (either immediately above the lesion level or at the shoulder) and to the virtual legs as seen on a VR head-mounted display. We tested the effect of the VLI on the sense of leg ownership (questionnaires) and on perceived neuropathic pain (visual analogue scale pain ratings). We compared illusory leg ownership with illusory global body ownership (induced in the full body illusion [FBI]), by applying asynchronous or synchronous visuotactile stimulation to the participant's back and the back of a virtual body as seen on a head-mounted display. Our data show that patients with SCI are less sensitive to multisensory stimulations inducing illusory leg ownership (as compared to HC) and that leg ownership decreased with time since SCI. In contrast, we found no differences between groups in global body ownership as tested in the FBI. VLI and FBI were both associated with mild analgesia that was only during the VLI specific for synchronous visuotactile stimulation and the lower back position. The present findings show that VR exposure using multisensory stimulation differently affected leg vs body ownership, and is associated with mild analgesia with potential for SCI neurorehabilitation protocols. Copyright © 2017 The Author(s). Published by Wolters Kluwer Health, Inc. on behalf of the American Academy of Neurology.

  7. Immersive Low-Cost Virtual Reality Treatment for Phantom Limb Pain: Evidence from Two Cases

    Directory of Open Access Journals (Sweden)

    Elisabetta Ambron

    2018-02-01

    Full Text Available Up to 90% of amputees experience sensations in their phantom limb, often including strong, persistent phantom limb pain (PLP. Standard treatments do not provide relief for the majority of people who experience PLP, but virtual reality (VR has shown promise. This study provides additional evidence that game-like training with low-cost immersive VR activities can reduce PLP in lower-limb amputees. The user of our system views a real-time rendering of two intact legs in a head-mounted display while playing a set of custom games. The movements of both virtual extremities are controlled by measurements from inertial sensors mounted on the intact and residual limbs. Two individuals with unilateral transtibial amputation underwent multiple sessions of the VR treatment over several weeks. Both participants experienced a significant reduction of pain immediately after each VR session, and their pre-session pain levels also decreased greatly over the course of the study. Although preliminary, these data support the idea that VR interventions like ours may be an effective low-cost treatment of PLP in lower-limb amputees.

  8. Virtual reality distraction for pain control during periodontal scaling and root planing procedures.

    Science.gov (United States)

    Furman, Elena; Jasinevicius, T Roma; Bissada, Nabil F; Victoroff, Kristin Z; Skillicorn, Robert; Buchner, Marc

    2009-12-01

    Although pain management during periodontal treatment usually is achieved with anesthesia, alternative methods are available. The authors conducted a study to evaluate the analgesic effect of immersive virtual reality (VR) during periodontal scaling and root planing (SRP) procedures. The authors recruited 38 patients. They used a within-patient/split-mouth design. Patients received SRP under three treatment conditions in three quadrants. The three conditions were control, watching a movie and VR. After each SRP procedure, patients responded to questions about their discomfort and/or pain by using a visual analog scale (VAS) (range, 0 to 10 in which lower numbers indicate less pain or discomfort). The authors also recorded patients' blood pressure (BP) and pulse rate (PR). Patients were asked which of the three treatment modalities they preferred. The mean (+/- standard deviation) VAS scores for five questions pertaining to control, movie and VR were 3.95 +/- 2.1, 2.57 +/- 1.8 and 1.76 +/- 1.4, respectively. Paired t tests revealed that VAS scores were significantly lower during VR compared with the movie (P movie and control conditions. Patients reported that they preferred the VR condition. The results of this study suggest that use of immersive VR distraction may be an effective method of pain control during SRP procedures. Practitioners can use immersive VR distraction for pain control during SRP procedures.

  9. 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...

  10. Nonimmersive virtual reality mirror visual feedback therapy and its application for the treatment of complex regional pain syndrome: an open-label pilot study.

    Science.gov (United States)

    Sato, Kenji; Fukumori, Satoshi; Matsusaki, Takashi; Maruo, Tomoko; Ishikawa, Shinichi; Nishie, Hiroyuki; Takata, Ken; Mizuhara, Hiroaki; Mizobuchi, Satoshi; Nakatsuka, Hideki; Matsumi, Masaki; Gofuku, Akio; Yokoyama, Masataka; Morita, Kiyoshi

    2010-04-01

    Chronic pain conditions such as phantom limb pain and complex regional pain syndrome are difficult to treat, and traditional pharmacological treatment and invasive neural block are not always effective. Plasticity in the central nervous system occurs in these conditions and may be associated with pain. Mirror visual feedback therapy aims to restore normal cortical organization and is applied in the treatment of chronic pain conditions. However, not all patients benefit from this treatment. Virtual reality technology is increasingly attracting attention for medical application, including as an analgesic modality. An advanced mirror visual feedback system with virtual reality technology may have increased analgesic efficacy and benefit a wider patient population. In this preliminary work, we developed a virtual reality mirror visual feedback system and applied it to the treatment of complex regional pain syndrome. A small open-label case series. Five patients with complex regional pain syndrome received virtual reality mirror visual feedback therapy once a week for five to eight sessions on an outpatient basis. Patients were monitored for continued medication use and pain intensity. Four of the five patients showed >50% reduction in pain intensity. Two of these patients ended their visits to our pain clinic after five sessions. Our results indicate that virtual reality mirror visual feedback therapy is a promising alternative treatment for complex regional pain syndrome. Further studies are necessary before concluding that analgesia provided from virtual reality mirror visual feedback therapy is the result of reversing maladaptive changes in pain perception.

  11. 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...

  12. Innovative Technology Using Virtual Reality in the Treatment of Pain: Does It Reduce Pain via Distraction, or Is There More to It?

    Science.gov (United States)

    Gupta, Anita; Scott, Kevin; Dukewich, Matthew

    2017-08-31

    Virtual reality (VR) is an exciting new technology with almost endless possible uses in medicine. One area it has shown promise is pain management. This selective review focused on studies that gave evidence to the distraction or nondistraction mechanisms by which VR leads to the treatment of pain. The review looked at articles from 2000 to July 29, 2016, focusing on studies concerning mechanisms by which virtual reality can augment pain relief. The data was collected through a search of MEDLINE and Web of Science using the key words of "virtual reality" and "pain" or "distraction." Six studies were identified: four small randomized controlled studies and two prospective/pilot studies. The search results provided evidence that distraction is a technique by which VR can have benefits in the treatment of pain. Both adult and pediatric populations were included in these studies. In addition to acute pain, several studies looked at chronic pain states such as headaches or fibromyalgia. These studies also combined VR with other treatment modalities such as biofeedback mechanisms and cognitive behavioral therapy. These results demonstrate that in addition to distraction, there are novel mechanisms for VR treatment in pain, such as producing neurophysiologic changes related to conditioning and exposure therapies. If these new mechanisms can lead to new treatment options for patients with chronic pain, VR may have the ability to help reduce opioid use and misuse among chronic pain patients. More studies are needed to reproduce results from prospective/pilot studies in large randomized control studies.

  13. 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...

  14. Is Virtual Reality Ready for Prime Time in the Medical Space? A Randomized Control Trial of Pediatric Virtual Reality for Acute Procedural Pain Management.

    Science.gov (United States)

    Gold, Jeffrey I; Mahrer, Nicole E

    2017-10-19

    To conduct a randomized control trial to evaluate the feasibility and efficacy of virtual reality (VR) compared with standard of care (SOC) for reducing pain, anxiety, and improving satisfaction associated with blood draw in children ages 10-21 years. In total, 143 triads (patients, their caregiver, and the phlebotomist) were recruited in outpatient phlebotomy at a pediatric hospital and randomized to receive either VR or SOC when undergoing routine blood draw. Patients and caregivers completed preprocedural and postprocedural standardized measures of pain, anxiety, and satisfaction, and phlebotomists reported about the patient's experience during the procedure. Findings showed that VR significantly reduced acute procedural pain and anxiety compared with SOC. A significant interaction between patient-reported anxiety sensitivity and treatment condition indicated that patients undergoing routine blood draw benefit more from VR intervention when they are more fearful of physiological sensations related to anxiety. Patients and caregivers in the VR condition reported high levels of satisfaction with the procedure. VR is feasible, tolerated, and well-liked by patients, caregivers, and phlebotomists alike for routine blood draw. Given the immersive and engaging nature of the VR experience, VR has the capacity to act as a preventive intervention transforming the blood draw experience into a less distressing, potentially pain-free routine medical procedure, particularly for pediatric patients with high anxiety sensitivity. VR holds promise to reduce negative health outcomes for children and reduce distress in caregivers, while facilitating increased satisfaction and throughput in hectic outpatient phlebotomy clinics.

  15. Virtual realities and education

    OpenAIRE

    Curcio Igor D.D.; Dipace Anna; Norlund Anita

    2016-01-01

    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...

  16. Distraction of attention with the use of virtual reality. Influence of the level of game complexity on the level of experienced pain

    Directory of Open Access Journals (Sweden)

    Piskorz Joanna

    2014-12-01

    Full Text Available : Research done in recent years shows that Virtual Reality (VR can be an effective tool for distracting attention from pain. The purpose of this study was to test how the complexity of Virtual Environment (VE influences the experienced intensity of thermal pain stimuli.

  17. The Effect of Virtual Reality on Pain in Primiparity Women during Episiotomy Repair: A Randomize Clinical Trial

    Directory of Open Access Journals (Sweden)

    Nahid JahaniShoorab

    2015-05-01

    Full Text Available Background: Pain is one of the side effects of episiotomy. The virtual reality (VR is a non-pharmacological method for pain relief. The purpose of this study was to determine the effect of using video glasses on pain reduction in primiparity women during episiotomy repair. Methods: This clinical trial was conducted on 30 primiparous parturient women having labor at Omolbanin Hospital (Mashhad, Iran during May-July 2012. Samples during episiotomy repair were randomly divided into two equal groups. The intervention group received the usual treatment with VR (video glasses and local infiltration 5 ml solution of lidocaine 2% and the control group only received local infiltration (5 ml solution of lidocaine 2%. Pain was measured using the Numeric Pain Rating Scale (0-100 scale before, during and after the episiotomy repair. Data were analyzed using Fisher’s exact test, Chi-square, Mann-Whitney and repeated measures ANOVA tests by SPSS 11.5 software. Results: There were statistically significant differences between the pain score during episiotomy repair in both groups (P=0.038. Conclusion: Virtual reality is an effective complementary non-pharmacological method to reduce pain during episiotomy repair. Trial Registration Number: IRCT138811063185N1.

  18. 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.

  19. Virtual reality for assessment of patients suffering chronic pain: a case study.

    Science.gov (United States)

    Llobera, Joan; González-Franco, Mar; Perez-Marcos, Daniel; Valls-Solé, Josep; Slater, Mel; Sanchez-Vives, Maria V

    2013-03-01

    The study of body representation and ownership has been a very active research area in recent years. Synchronous multisensory stimulation has been used for the induction of the illusion of ownership over virtual body parts and even full bodies, and it has provided experimental paradigms for the understanding of the brain processing of body representation. However, the illusion of ownership of a virtual body has rarely been used for patient evaluation and diagnosis. Here we propose a method that exploits ownership of a virtual body in combination with a simple brain computer interface (BCI) and basic physiological measures to complement neurological assessment. A male patient presenting a fixed posture dystonia featuring a permanently closed left fist participated in this case study. The patient saw a virtual body that substituted his own after donning a head-mounted display and thereby entering the virtual reality. The left virtual hand had the same posture as his corresponding real hand. After inducing virtual hand ownership by correlated visuo-tactile stimulation and dynamic reflections in a virtual mirror, the virtual hand would open either automatically or through a cognitive task assessed through a BCI that required him to focus attention on the virtual hand. The results reveal that body ownership induced changes on electromyography and BCI performance in the patient that were different from those in five healthy controls. Overall, the case study shows that the induction of virtual body ownership combined with simple electrophysiological measures could be useful for the diagnosis of patients with neurological conditions.

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

    Science.gov (United States)

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

    2017-01-01

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

  1. 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.

  2. 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

  3. Virtual and augmented reality in the treatment of phantom limb pain: A literature review.

    Science.gov (United States)

    Dunn, Justin; Yeo, Elizabeth; Moghaddampour, Parisah; Chau, Brian; Humbert, Sarah

    2017-01-01

    Phantom limb pain (PLP), the perception of discomfort in a limb no longer present, commonly occurs following amputation. A variety of interventions have been employed for PLP, including mirror therapy. Virtual Reality (VR) and augmented reality (AR) mirror therapy treatments have also been utilized and have the potential to provide an even greater immersive experience for the amputee. However, there is not currently a consensus on the efficacy of VR and AR therapy. The aim of this review is to evaluate and summarize the current research on the effect of immersive VR and AR in the treatment of PLP. A comprehensive literature search was conducted utilizing PubMed and Google Scholar in order to collect all available studies concerning the use of VR and/or AR in the treatment of PLP using the search terms "virtual reality," "augmented reality," and "phantom limb pain." Eight studies in total were evaluated, with six of those reporting quantitative data and the other two reporting qualitative findings. All studies located were of low-level evidence. Each noted improved pain with VR and AR treatment for phantom limb pain, through quantitative or qualitative reporting. Additionally, adverse effects were limited only to simulator sickness occurring in one trial for one patient. Despite the positive findings, all of the studies were confined purely to case studies and case report series. No studies of higher evidence have been conducted, thus considerably limiting the strength of the findings. As such, the current use of VR and AR for PLP management, while attractive due to the increasing levels of immersion, customizable environments, and decreasing cost, is yet to be fully proven and continues to need further research with higher quality studies to fully explore its benefits.

  4. Virtual reality exposure therapy as treatment for pain catastrophizing in fibromyalgia patients: proof-of-concept study (Study Protocol).

    Science.gov (United States)

    Morris, Linzette D; Grimmer-Somers, Karen A; Spottiswoode, Bruce; Louw, Quinette A

    2011-04-30

    Albeit exercise is currently advocated as one of the most effective management strategies for fibromyalgia syndrome (FMS); the implementation of exercise as a FMS treatment in reality is significantly hampered by patients' poor compliance. The inference that pain catastrophizing is a key predictor of poor compliance in FMS patients, justifies considering the alteration of pain catastrophizing in improving compliance towards exercises in FMS patients. The aim of this study is to provide proof-of-concept for the development and testing of a novel virtual reality exposure therapy (VRET) program as treatment for exercise-related pain catastrophizing in FMS patients. Two interlinked experimental studies will be conducted. Study 1 aims to objectively ascertain if neurophysiological changes occur in the functional brain areas associated with pain catastrophizing, when catastrophizing FMS subjects are exposed to visuals of exercise activities. Study 2 aims to ascertain the preliminary efficacy and feasibility of exposure to visuals of exercise activities as a treatment for exercise-related pain catastrophizing in FMS subjects. Twenty subjects will be selected from a group of FMS patients attending the Tygerberg Hospital in Cape Town, South Africa and randomly allocated to either the VRET (intervention) group or waiting list (control) group. Baseline neurophysiological activity for subjects will be collected in study 1 using functional magnetic resonance imaging (fMRI). In study 2, clinical improvement in pain catastrophizing will be measured using fMRI (objective) and the pain catastrophizing scale (subjective). The premise is if exposing FMS patients to visuals of various exercise activities trigger the functional brain areas associated with pain catastrophizing; then as a treatment, repeated exposure to visuals of the exercise activities using a VRET program could possibly decrease exercise-related pain catastrophizing in FMS patients. Proof-of-concept will either be

  5. Predicting the effectiveness of virtual reality relaxation on pain and anxiety when added to PCA morphine in patients having burns dressings changes.

    Science.gov (United States)

    Konstantatos, A H; Angliss, M; Costello, V; Cleland, H; Stafrace, S

    2009-06-01

    Pain arising in burns sufferers is often severe and protracted. The prospect of a dressing change can heighten existing pain by impacting both physically and psychologically. In this trial we examined whether pre-procedural virtual reality guided relaxation added to patient controlled analgesia with morphine reduced pain severity during awake dressings changes in burns patients. We conducted a prospective randomized clinical trial in all patients with burns necessitating admission to a tertiary burns referral centre. Eligible patients requiring awake dressings changes were randomly allocated to single use virtual reality relaxation plus intravenous morphine patient controlled analgesia (PCA) infusion or to intravenous morphine patient controlled analgesia infusion alone. Patients rated their worst pain intensity during the dressing change using a visual analogue scale. The primary outcome measure was presence of 30% or greater difference in pain intensity ratings between the groups in estimation of worst pain during the dressing change. Of 88 eligible and consenting patients having awake dressings changes, 43 were assigned to virtual reality relaxation plus intravenous morphine PCA infusion and 43 to morphine PCA infusion alone. The group receiving virtual reality relaxation plus morphine PCA infusion reported significantly higher pain intensities during the dressing change (mean=7.3) compared with patients receiving morphine PCA alone (mean=5.3) (p=0.003) (95% CI 0.6-2.8). The addition of virtual reality guided relaxation to morphine PCA infusion in burns patients resulted in a significant increase in pain experienced during awake dressings changes. In the absence of a validated predictor for responsiveness to virtual reality relaxation such a therapy cannot be recommended for general use in burns patients having awake dressings changes.

  6. Virtual reality systems

    Science.gov (United States)

    Johnson, David W.

    1992-01-01

    Virtual realities are a type of human-computer interface (HCI) and as such may be understood from a historical perspective. In the earliest era, the computer was a very simple, straightforward machine. Interaction was human manipulation of an inanimate object, little more than the provision of an explicit instruction set to be carried out without deviation. In short, control resided with the user. In the second era of HCI, some level of intelligence and control was imparted to the system to enable a dialogue with the user. Simple context sensitive help systems are early examples, while more sophisticated expert system designs typify this era. Control was shared more equally. In this, the third era of the HCI, the constructed system emulates a particular environment, constructed with rules and knowledge about 'reality'. Control is, in part, outside the realm of the human-computer dialogue. Virtual reality systems are discussed.

  7. 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...... overview of VRMIs from the viewpoint of the performer. We propose nine design guidelines, describe evaluation methods, analyze case studies, and consider future challenges....

  8. The Impact of Virtual Reality Distraction on Pain and Anxiety during Dental Treatment in 4-6 Year-Old Children: a Randomized Controlled Clinical Trial.

    Science.gov (United States)

    Asl Aminabadi, Naser; Erfanparast, Leila; Sohrabi, Azin; Ghertasi Oskouei, Sina; Naghili, Armaghan

    2012-01-01

    Dental practitioners have numerous methods to control anxiety and pain in children, and distracting the child appears to be the most common technique used for behavior management during dental procedures. The aim of the present study was to evaluate the influence of using virtual reality eyeglasses on severity of pain and anxiety during dental procedures in pediatric patients. This study included 120 healthy children aged 4-6 years. Children with no previous anxiety disorder were randomly divided into two groups, each consisting of 60 children. The study consisted of 3 consecutive treatment sessions. During the first visit fluoride therapy was carried out in both groups. In the next sessions, the groups received restorative treatment with and without virtual reality eyeglasses in a randomized single-blind-controlled crossover fashion. Then at the end of each session the subjects' pain severity was assessed using Wong Baker FACES Pain Rating Scale and state anxiety was measured by Faces version of the Modified Child Dental Anxiety Scale [MCDAS (f)]. There was a significant decrease in pain perception (P virtual reality eyeglasses during dental treatment. Results of this study showed that virtual reality eyeglasses can successfully decrease pain perception and state anxiety during dental treatment. 201103126036N1.

  9. The Impact of Virtual Reality Distraction on Pain and Anxiety during Dental Treatment in 4-6 Year-Old Children: a Randomized Controlled Clinical Trial

    Directory of Open Access Journals (Sweden)

    Naser Asl Aminabadi

    2013-11-01

    Full Text Available Background and aims. Dental practitioners have numerous methods to control anxiety and pain in children, and distracting the child appears to be the most common technique used for behavior management during dental procedures. The aim of the present study was to evaluate the influence of using virtual reality eyeglasses on severity of pain and anxiety during dental procedures in pediatric patients. Materials and methods. This study included 120 healthy children aged 4-6 years. Children with no previous anxiety disorder were randomly divided into two groups, each consisting of 60 children. The study consisted of 3 consecutive treatment sessions. During the first visit fluoride therapy was carried out in both groups. In the next sessions, the groups received restorative treatment with and without virtual reality eyeglasses in a randomized single-blind-controlled crossover fashion. Then at the end of each session the subjects’ pain severity was assessed using Wong Baker FACES Pain Rating Scale and state anxiety was measured by Faces version of the Modified Child Dental Anxiety Scale [MCDAS (f]. Results. There was a significant decrease in pain perception (P < 0.001 and state anxiety scores (P < 0.001 with the use of virtual reality eyeglasses during dental treatment. Conclusion. Results of this study showed that virtual reality eyeglasses can successfully decrease pain perception and state anxiety during dental treatment. Trial registration number: 201103126036N1.

  10. Virtual Reality Pain Control During Burn Wound Debridement of Combat-Related Burn Injuries Using Robot-Like Arm Mounted VR Goggles

    Science.gov (United States)

    2011-07-01

    arm mounted VR goggle system. Key Words: Combat, Analgesia , Burn pain , Wound care, Virtual reality. (J Trauma. 2011;71: S125–S130) As the result of...excru- ciating pain during medical procedures such as wound clean- ing and physical therapy .4 Although opioids are the cornerstone analgesic for patients...reductions in pain ratings when VR is used adjunctively with opioids during civilian severe burn wound care14,16 and physical therapy .17 In addition

  11. A rapid evidence assessment of immersive virtual reality as an adjunct therapy in acute pain management in clinical practice.

    Science.gov (United States)

    Garrett, Bernie; Taverner, Tarnia; Masinde, Wendy; Gromala, Diane; Shaw, Chris; Negraeff, Michael

    2014-12-01

    Immersive virtual reality (IVR) therapy has been explored as an adjunct therapy for the management of acute pain among children and adults for several conditions. Therapeutic approaches have traditionally involved medication and physiotherapy but such approaches are limited over time by their cost and side effects. This review seeks to critically evaluate the evidence for and against IVR as an adjunctive therapy for acute clinical pain applications. A rapid evidence assessment (REA) strategy was used. CINAHL, Medline, Web of Science, IEEE Xplore Digital Library, and the Cochrane Library databases were screened in from December 2012 to March 2013 to identify studies exploring IVR therapies as an intervention to assist in the management of pain. Main outcome measures were for acute pain and functional impairment. Seventeen research studies were included in total including 5 RCTs, 6 randomized crossover studies, 2 case series studies, and 4 single-patient case studies. This included a total of 337 patients. Of these studies only 4 had a low risk of bias. There was strong overall evidence for immediate and short-term pain reduction, whereas moderate evidence was found for short-term effects on physical function. Little evidence exists for longer-term benefits. IVR was not associated with any serious adverse events. This review found moderate evidence for the reduction of pain and functional impairment after IVR in patients with acute pain. Further high-quality studies are required for the conclusive judgment of its effectiveness in acute pain, to establish potential benefits for chronic pain, and for safety.

  12. Virtual Reality in Neurorehabilitation

    OpenAIRE

    Stasieńko Agnieszka; Sarzyńska-Długosz Iwona

    2016-01-01

    This article includes current information on the use of modern IT solutions and virtual-reality (VR)-based technologies in medical rehabilitation. A review of current literature on VR-based interventions and their indications, benefits and limitations in patients with nervous system diseases was conducted. The popularity of VR-based training as a tool used for rehabilitation of patients with acute and chronic deficits in both sensory-motor and cognitive disorders is increasing. Still, there i...

  13. Targeting pain catastrophization in patients with fibromyalgia using virtual reality exposure therapy: a proof-of-concept study.

    Science.gov (United States)

    Morris, Linzette Deidrè; Louw, Quinette Abegail; Grimmer, Karen Anne; Meintjes, Ernesta

    2015-11-01

    [Purpose] Pain catastrophizing is a key predictor of poor compliance to exercises among patients with fibromyalgia syndrome. Alteration of pain catastrophizing in this group is thus warranted. This study aimed to provide proof-of-concept of a novel virtual reality exposure therapy program as treatment for exercise-related pain catastrophizing in patients with fibromyalgia syndrome. [Subjects and Methods] An exploratory, case-controlled study was conducted (fibromyalgia syndrome group and matched control group). Functional magnetic resonance imaging was used to acquire neural correlates. The functional magnetic resonance imaging task consisted of two stimuli: active (exercise activity visuals) and passive (relaxing visuals). Structural images and blood-oxygenation-level-dependent contrasts were acquired for the conditions and compared within subjects/groups and between groups. Statistic images were thresholded using corrected clusters (determined by Z>2.3; level of significance: 0.05). [Results] Thirteen fibromyalgia syndrome subjects and nine healthy matched controls were included. The right inferior frontal gyrus, right middle frontal gyrus, right posterior cerebellum, left thalamus, and left supramarginal gyrus were activated in the fibromyalgia syndrome subjects. [Conclusion] The study results provide preliminary proof indicating that exposing patients with fibromyalgia syndrome to visuals of exercises elicits neurophysiological changes in functional brain areas associated with pain catastrophization and add to the current body of knowledge regarding the possibility of objectively identifying cognitive behavioral strategies like pain catastrophization.

  14. Virtual reality exposure therapy as treatment for pain catastrophizing in fibromyalgia patients: proof-of-concept study (Study Protocol

    Directory of Open Access Journals (Sweden)

    Spottiswoode Bruce

    2011-04-01

    Full Text Available Abstract Background Albeit exercise is currently advocated as one of the most effective management strategies for fibromyalgia syndrome (FMS; the implementation of exercise as a FMS treatment in reality is significantly hampered by patients' poor compliance. The inference that pain catastrophizing is a key predictor of poor compliance in FMS patients, justifies considering the alteration of pain catastrophizing in improving compliance towards exercises in FMS patients. The aim of this study is to provide proof-of-concept for the development and testing of a novel virtual reality exposure therapy (VRET program as treatment for exercise-related pain catastrophizing in FMS patients. Methods Two interlinked experimental studies will be conducted. Study 1 aims to objectively ascertain if neurophysiological changes occur in the functional brain areas associated with pain catastrophizing, when catastrophizing FMS subjects are exposed to visuals of exercise activities. Study 2 aims to ascertain the preliminary efficacy and feasibility of exposure to visuals of exercise activities as a treatment for exercise-related pain catastrophizing in FMS subjects. Twenty subjects will be selected from a group of FMS patients attending the Tygerberg Hospital in Cape Town, South Africa and randomly allocated to either the VRET (intervention group or waiting list (control group. Baseline neurophysiological activity for subjects will be collected in study 1 using functional magnetic resonance imaging (fMRI. In study 2, clinical improvement in pain catastrophizing will be measured using fMRI (objective and the pain catastrophizing scale (subjective. Discussion The premise is if exposing FMS patients to visuals of various exercise activities trigger the functional brain areas associated with pain catastrophizing; then as a treatment, repeated exposure to visuals of the exercise activities using a VRET program could possibly decrease exercise-related pain catastrophizing

  15. Feasibility and Safety of a Virtual Reality Dodgeball Intervention for Chronic Low Back Pain: A Randomized Clinical Trial.

    Science.gov (United States)

    Thomas, James S; France, Christopher R; Applegate, Megan E; Leitkam, Samuel T; Walkowski, Stevan

    2016-12-01

    virtual reality dodgeball intervention provides evidence of feasibility, safety, and utility to encourage lumbar spine flexion among individuals with CLBP and high fear of movement. Copyright © 2016 American Pain Society. Published by Elsevier Inc. All rights reserved.

  16. Treadmill Interface for Virtual Reality vs. Overground Walking: A Comparison of Gait in Individuals with and without Pain.

    Science.gov (United States)

    Powell, Wendy; Stevens, Brett; Simmonds, Maureen

    2009-01-01

    A treadmill (TR) interfaced with a virtual reality (VR) system can provide an engaging environment that could improve activity adherence and walking function for individuals with pain. Furthermore, inclusion of discrete visual and auditory cues into the VR environment (e.g. manipulation of optic flow speed or audio beat frequency) could improve walking. This study compared gait characteristics (speed and cadence) of a baseline over ground walk (OVR) with a TR walk as part of a project to develop gait referenced visual and auditory frequency cues. Thirty-six participants aged between 22 and 80 years, with pain (n=19) and without pain (n=17) took part. A 2 x 2 MANOVA conducted on the speed and cadence for all participants showed a significant difference between pain and control groups for speed (F1,34=9.56, p1,34=5.75, p1,34=81.39, p1,34=25.46, p<0.01). Differences between OVR and TR walking indicate that visual or auditory cues for VR walk training should be referenced according to TR baseline measures.

  17. Virtual reality pain control during physical therapy range of motion exercises for a patient with multiple blunt force trauma injuries.

    Science.gov (United States)

    Hoffman, Hunter G; Patterson, David R; Soltani, Maryam; Teeley, Aubriana; Miller, William; Sharar, Sam R

    2009-02-01

    Patients with severe blunt force trauma injuries (e.g., multiple fractures and/or internal injuries) often experience severe to excruciating pain during medical procedures. We explored the adjunctive use of immersive virtual reality (VR) to distract a patient with multiple blunt trauma injuries from his procedural pain during physical therapy. The patient was a 32-year-old male hospitalized after suffering upper and lower extremity injuries when he was hit by a semi truck as a pedestrian. While a nurse assisted the patient's passive range of motion (ROM) leg exercises over two days, the patient spent a total of 10 minutes of physical therapy with no distraction and 10 minutes in VR (within-subjects design, order randomized). Three 0 to 10 graphic-rating-scale pain scores for each of the two treatment conditions served as the primary dependent variables. The patient reported a reduction in pain when distracted with VR. "Pain unpleasantness" ratings during physical therapy dropped from "severe" (mean = 8.5) to "mild/moderate" (4.5). The patient's ROM was 1 degree less during VR on day 1, but the patient achieved 15 degrees greater ROM during VR on day 2. The present study provides preliminary evidence that immersive VR can be an effective adjunctive, nonpharmacologic pain-reduction technique for a patient with multiple blunt trauma injuries experiencing severe pain during physical therapy. The potential utility of VR analgesia for movement or exercise therapy for patients with blunt force trauma injuries should be explored in controlled studies.

  18. Reality in Virtual Learning

    DEFF Research Database (Denmark)

    Lindberg, Frank; Pettersson, Michael

    The development of ITC has increased focus onto distance learning programs worldwide. Most universities today offer distance learning programs that are based on the Internet. This development represents a fundamental change in the very logic of being a university. It is no longer enough to rely...... characteristics of the program, however, it is particularly interesting to investigate the role that virtual studying serves in the construction of reality and meaning. Furthermore, as it is assumed that experiences cannot be separated from who one is (being-in-the world), the process of human change during...

  19. Virtual Reality in Neurorehabilitation

    Directory of Open Access Journals (Sweden)

    Stasieńko Agnieszka

    2016-12-01

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

  20. Virtual Reality for Anxiety Disorders

    Directory of Open Access Journals (Sweden)

    Elif Uzumcu

    2018-03-01

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

  1. The effectiveness of virtual reality on reducing pain and anxiety in burn injury patients: a systematic review.

    Science.gov (United States)

    Morris, Linzette Deidré; Louw, Quinette Abegail; Grimmer-Somers, Karen

    2009-01-01

    To systematically review the current evidence for the effectiveness of Virtual Reality (VR), in conjunction with pharmacologic analgesia on reducing pain and anxiety in burn injury patients undergoing wound dressing changes and physiotherapy management compared with pharmacologic analgesia alone or other forms of distraction. A comprehensive search was conducted between December 2007 and January 2008, and updated in January 2009, before publication. Computerized bibliographic databases were individually searched using specifically developed search strategies to identify eligible studies. Nine studies were deemed eligible for inclusion in this review. Wound dressing changes was the most common procedure during which VR was trialed. Pain was the primary outcome measure in all of the studies included. Anxiety was a secondary outcome measure in 3 of the 9 included studies. VR, in conjunction with pharmacologic analgesics, significantly reduced pain experienced by burn injury patients during wound dressing changes and physiotherapy. There is equivocal evidence for the effect of VR in conjunction with pharmacologic analgesics on reducing anxiety in burn injury patients during wound dressing changes and physiotherapy. This is the first known systematic review to report on the effectiveness of VR, in conjunction with pharmacologic analgesia on reducing pain and anxiety in burn injury patients undergoing wound dressing changes and physiotherapy management compared with pharmacologic analgesia alone or other forms of distraction. Used as an adjunct to the current burn pain management regimens, VR could possibly assist health professionals in making the rehabilitation process for burn patients less excruciating, thereby improving functional outcomes. Further research investigating the effect of VR on anxiety in burn injury patients is warranted.

  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. The efficacy of playing a virtual reality game in modulating pain for children with acute burn injuries: A randomized controlled trial [ISRCTN87413556

    Directory of Open Access Journals (Sweden)

    McRae Sarah E

    2005-03-01

    Full Text Available Abstract Background The management of burn injuries is reported as painful, distressing and a cause of anxiety in children and their parents. Child's and parents' pain and anxiety, often contributes to extended time required for burns management procedures, in particular the process of changing dressings. The traditional method of pharmacologic analgesia is often insufficient to cover the burnt child's pain, and it can have deleterious side effects 12. Intervention with Virtual Reality (VR games is based on distraction or interruption in the way current thoughts, including pain, are processed by the brain. Research on adults supports the hypothesis that virtual reality has a positive influence on burns pain modulation. Methods This study investigates whether playing a virtual reality game, decreases procedural pain in children aged 5–18 years with acute burn injuries. The paper reports on the findings of a pilot study, a randomised trial, in which seven children acted as their own controls though a series of 11 trials. Outcomes were pain measured using the self-report Faces Scale and findings of interviews with parent/carer and nurses. Results The average pain scores (from the Faces Scale for pharmacological analgesia only was, 4.1 (SD 2.9, while VR coupled with pharmacological analgesia, the average pain score was 1.3 (SD 1.8 Conclusion The study provides strong evidence supporting VR based games in providing analgesia with minimal side effects and little impact on the physical hospital environment, as well as its reusability and versatility, suggesting another option in the management of children's acute pain.

  4. 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.

  5. 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.

  6. [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

  7. Virtual reality and psychotherapy.

    Science.gov (United States)

    Botella, Cristina; Quero, Soledad; Baños, Rosa M; Perpiñá, Conxa; García Palacios, Azucena; Riva, Giuseppe

    2004-01-01

    Virtual Reality (VR) is a new technology consisting on a graphic environment in which the user, not only has the feeling of being physically present in a virtual world, but he/she can interact with it. The first VR workstations were designed for big companies in order to create environments that simulate certain situations to train professionals. However, at this moment a great expansion of this technology is taking place in several fields, including the area of health. Especially interesting for us is the use of VR as a therapeutic tool in the treatment of psychological disorders. Compared to the traditional treatments, VR has many advantages (e.g., it is a protected environment for the patient, he/she can re-experience many times the feared situation, etc.). There are already data on the effectiveness of this technology in the treatment of different psychological disorders; here anxiety disorders, eating disorders and sexual disorders are reviewed. Finally, this chapter ends with some words about the limitations of VR and future perspectives.

  8. Virtual reality in telemedicine.

    Science.gov (United States)

    Riva, G; Gamberini, L

    2000-01-01

    Virtual reality (VR) can be considered as the leading edge of a general evolution of present communication interfaces involving the television, computer, and telephone. The main characteristic of this evolution is the full immersion of the human sensorimotor channels into a vivid and global communication experience. Because telemedicine principally focuses on transmitting medical information, VR has the potential to enhance this function. Particularly, VR can be used in telemedicine as an advanced communication interface, which enables a more intuitive mode of interacting with information, and as a flexible environment that enhances the feeling of physical presence during the interaction. In this article, the state of the art in VR-based telemedicine applications is described. This technology is now used in remote or augmented surgery as well as surgical training, which are critically dependent on eye-hand coordination. Recently, however, different researchers have tried to use virtual environments in medical visualization and for assessment and rehabilitation in neuropsychology. This article also discusses technological, ergonomical, and human factor issues, and specific guidelines are presented for expanding the use of VR in telemedicine.

  9. Virtual reality for spherical images

    Science.gov (United States)

    Pilarczyk, Rafal; Skarbek, Władysław

    2017-08-01

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

  10. 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.

  11. 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.

  12. 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...

  13. Virtual reality pain control during burn wound debridement of combat-related burn injuries using robot-like arm mounted VR goggles.

    Science.gov (United States)

    Maani, Christopher V; Hoffman, Hunter G; Morrow, Michelle; Maiers, Alan; Gaylord, Kathryn; McGhee, Laura L; DeSocio, Peter A

    2011-07-01

    This is the first controlled study to explore whether adjunctive immersive virtual reality (VR) can reduce excessive pain of soldiers with combat-related burn injuries during wound debridement. Patients were US soldiers burned in combat attacks involving explosive devices in Iraq or Afghanistan. During the same wound care session using a within-subject experimental design, 12 patients received half of their severe burn wound cleaning procedure (~6 minutes) with standard of care pharmacologies and half while in VR (treatment order randomized). Three 0 to 10 Graphic Rating Scale pain scores for each of the treatment conditions served as the primary variables. Patients reported significantly less pain when distracted with VR. "Worst pain" (pain intensity) dropped from 6.25 of 10 to 4.50 of 10. "Pain unpleasantness" ratings dropped from "moderate" (6.25 of 10) to "mild" (2.83 of 10). "Time spent thinking about pain" dropped from 76% during no VR to 22% during VR. Patients rated "no VR" as "no fun at all" (first evidence from a controlled study that adjunctive immersive VR reduced pain of patients with combat-related burn injuries during severe burn wound debridement. Pain reduction during VR was greatest in patients with the highest pain during no VR. These patients were the first to use a unique custom robot-like arm mounted VR goggle system.

  14. 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…

  15. Feasibility of articulated arm mounted Oculus Rift Virtual Reality goggles for adjunctive pain control during occupational therapy in pediatric burn patients.

    Science.gov (United States)

    Hoffman, Hunter G; Meyer, Walter J; Ramirez, Maribel; Roberts, Linda; Seibel, Eric J; Atzori, Barbara; Sharar, Sam R; Patterson, David R

    2014-06-01

    For daily burn wound care and therapeutic physical therapy skin stretching procedures, powerful pain medications alone are often inadequate. This feasibility study provides the first evidence that entering an immersive virtual environment using very inexpensive (∼$400) wide field of view Oculus Rift Virtual Reality (VR) goggles can elicit a strong illusion of presence and reduce pain during VR. The patient was an 11-year-old male with severe electrical and flash burns on his head, shoulders, arms, and feet (36 percent total body surface area (TBSA), 27 percent TBSA were third-degree burns). He spent one 20-minute occupational therapy session with no VR, one with VR on day 2, and a final session with no VR on day 3. His rating of pain intensity during therapy dropped from severely painful during no VR to moderately painful during VR. Pain unpleasantness dropped from moderately unpleasant during no VR to mildly unpleasant during VR. He reported going "completely inside the computer generated world", and had more fun during VR. Results are consistent with a growing literature showing reductions in pain during VR. Although case studies are scientifically inconclusive by nature, these preliminary results suggest that the Oculus Rift VR goggles merit more attention as a potential treatment for acute procedural pain of burn patients. Availability of inexpensive but highly immersive VR goggles would significantly improve cost effectiveness and increase dissemination of VR pain distraction, making VR available to many more patients, potentially even at home, for pain control as well as a wide range of other VR therapy applications. This is the first clinical data on PubMed to show the use of Oculus Rift for any medical application.

  16. Virtual Reality in Education and Training.

    Science.gov (United States)

    Andolsek, Diane L.

    1995-01-01

    Provides an overview of virtual reality from an education perspective. Defines the technology in terms of equipment and participatory experience, examines the potential applications of virtual reality in education and training, and considers the concerns and limitations of the technology. Overall, research indicates that virtual reality offers…

  17. 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.

  18. 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

  19. 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)

  20. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

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

    2017-11-20

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

  1. 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....

  2. Virtual Libraries: Service Realities.

    Science.gov (United States)

    Novak, Jan

    This paper discusses client service issues to be considered when transitioning to a virtual library situation. Themes related to the transitional nature of society in the knowledge era are presented, including: paradox and a contradictory nature; blurring of boundaries; networks, systems, and holistic thinking; process/not product, becoming/not…

  3. 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.

  4. Feasibility and Safety of a Virtual Reality Dodgeball Intervention for Chronic Low Back Pain: A Randomized Clinical Trial

    Science.gov (United States)

    Thomas, James S.; France, Christopher R.; Applegate, Megan E.; Leitkam, Samuel T.; Walkowski, Stevan

    2016-01-01

    Whereas the fear-avoidance model of chronic low back pain (CLBP) posits a generic avoidance of movement that is perceived as threatening, we have repeatedly shown that individuals with high fear and CLBP specifically avoid flexion of the lumbar spine. Accordingly, we developed a virtual dodgeball intervention designed to elicit graded increases in lumbar spine flexion while reducing expectations of fear and harm by engaging participants in a competitive game that is both entertaining and distracting. We recruited 52 participants (48% female) with CLBP and high fear of movement and randomized them to either a game group (n=26) or a control group (n=26). All participants completed a pregame baseline and a follow up assessment (4–6 days later) of lumbar spine motion and expectations of pain and harm during standardized reaches to high (easier), middle, and low (hardest to reach) targets. For three consecutive days, participants in the game group completed 15 minutes of virtual dodgeball between baseline and follow up. For the standardized reaching tests, there were no significant effects of group on changes in lumbar spine flexion, expected pain, or expected harm. However, virtual dodgeball was effective at increasing lumbar flexion within and across gameplay sessions. Participants reported strong positive endorsement of the game, no increases in medication use, pain, or disability, and no adverse events. Although these findings indicate that very brief exposure to this game did not translate to significant changes outside the game environment, this was not surprising given that graded exposure therapy for fear of movement among individuals with low back pain typically last 8–12 sessions. Given the demonstration of safety, feasibility and ability to encourage lumbar flexion within gameplay, these findings provide support for a clinical trial wherein the treatment dose is more consistent with traditional graded-exposure approaches to CLBP. PMID:27616607

  5. Direct Manipulation in Virtual Reality

    Science.gov (United States)

    Bryson, Steve

    2003-01-01

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

  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. Motor rehabilitation using virtual reality

    Directory of Open Access Journals (Sweden)

    Sveistrup Heidi

    2004-12-01

    Full Text Available Abstract Virtual Reality (VR provides a unique medium suited to the achievement of several requirements for effective rehabilitation intervention. Specifically, therapy can be provided within a functional, purposeful and motivating context. Many VR applications present opportunities for individuals to participate in experiences, which are engaging and rewarding. In addition to the value of the rehabilitation experience for the user, both therapists and users benefit from the ability to readily grade and document the therapeutic intervention using various systems. In VR, advanced technologies are used to produce simulated, interactive and multi-dimensional environments. Visual interfaces including desktop monitors and head-mounted displays (HMDs, haptic interfaces, and real-time motion tracking devices are used to create environments allowing users to interact with images and virtual objects in real-time through multiple sensory modalities. Opportunities for object manipulation and body movement through virtual space provide frameworks that, in varying degrees, are perceived as comparable to similar opportunities in the real world. This paper reviews current work on motor rehabilitation using virtual environments and virtual reality and where possible, compares outcomes with those achieved in real-world applications.

  8. Motor rehabilitation using virtual reality.

    Science.gov (United States)

    Sveistrup, Heidi

    2004-12-10

    Virtual Reality (VR) provides a unique medium suited to the achievement of several requirements for effective rehabilitation intervention. Specifically, therapy can be provided within a functional, purposeful and motivating context. Many VR applications present opportunities for individuals to participate in experiences, which are engaging and rewarding. In addition to the value of the rehabilitation experience for the user, both therapists and users benefit from the ability to readily grade and document the therapeutic intervention using various systems. In VR, advanced technologies are used to produce simulated, interactive and multi-dimensional environments. Visual interfaces including desktop monitors and head-mounted displays (HMDs), haptic interfaces, and real-time motion tracking devices are used to create environments allowing users to interact with images and virtual objects in real-time through multiple sensory modalities. Opportunities for object manipulation and body movement through virtual space provide frameworks that, in varying degrees, are perceived as comparable to similar opportunities in the real world. This paper reviews current work on motor rehabilitation using virtual environments and virtual reality and where possible, compares outcomes with those achieved in real-world applications.

  9. 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

  10. Virtual Reality based Learning Systems

    OpenAIRE

    Cheng, Yang

    2016-01-01

    This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers exciting opportunities in various fields. As more and more students want in a distance, part-time, or want to continue their education, VR has attracted considerable attention in learning, training, and traditional education. VR based learning enables oper...

  11. Virtual Reality for Sport Training

    OpenAIRE

    Stinson, Cheryl Ann

    2013-01-01

    Virtual reality (VR) has been successfully applied to a broad range of training domains; however, to date there is little research investigating its benefits for sport training. In this work we investigated the feasibility and usefulness of using VR for two sport subdomains: sport psychology and sport biomechanics. In terms of sport psychology training, high-fidelity VR systems could be used to display realistic 3D environments to induce anxiety, allowing resilience-training systems to prepar...

  12. 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

  13. Virtual reality and anthropology

    Energy Technology Data Exchange (ETDEWEB)

    Recheis, Wolfgang E-mail: wolfgang.recheis@uibk.ac.at; Weber, Gerhard W.; Schaefer, Katrin; Knapp, Rudolf; Seidler, Horst; Zur Nedden, Dieter

    1999-08-01

    Since the discovery of the Tyrolean Iceman in 1991 advanced imaging and post processing techniques were successfully applied in anthropology. Specific techniques include spiral computed tomography and 3-dimensional reconstructions including stereolithographic and fused deposition modeling of volume data sets. The Iceman's skull was the first to be reproduced using stereolithography, before this method was successfully applied in preoperative planning. With the advent of high-end graphics workstations and biomedical image processing software packages, 3-dimensional reconstructions were established as a routine tool for analyzing volume data sets. These techniques opened totally new insights in the field of physical anthropology. Computed tomography became the ideal research tool to access the internal structures of various precious fossils without damaging or even touching them. Many of the most precious specimens from the species Autralopithecus (1.8-3.5 Myears), Homo heidelbergensis (200-600 kyears) or Homo neanderthalensis (40-100 kyears) were scanned during the last 5 years. Often the fossils are filled with a stone matrix or other materials. During the postprocessing routines highly advanced algorithms were used to remove virtually these incrustations. Thus it was possible to visualize the morphological structures that lie beneath the matrix. Some specimens were partially destroyed, so the missing parts were reconstructed on computer screen in order to get estimations of the brain volume and endocranial morphology, both major fields of interest in physical anthropology. Moreover the computerized form of the data allows new descriptions of morphologic structures by the means of 'geometric morphometrics'. Some of the results may change aspects and interpretations in human evolution. The introduction of new imaging and post processing techniques created a new field of research: Virtual Anthropology.

  14. Virtual Reality: Emerging Applications and Future Directions

    Science.gov (United States)

    Ludlow, Barbara L.

    2015-01-01

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

  15. Virtual Reality in Education The next challenge

    National Research Council Canada - National Science Library

    Jonathan Carlos Samaniego Villarroel

    2016-01-01

    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...

  16. Enhancing tourism with augmented and virtual reality

    OpenAIRE

    Jenny, Sandra

    2017-01-01

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

  17. 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...

  18. Projector-based virtual reality dome environment for procedural pain and anxiety in young children with burn injuries: a pilot study

    Science.gov (United States)

    Khadra, Christelle; Ballard, Ariane; Déry, Johanne; Paquin, David; Fortin, Jean-Simon; Perreault, Isabelle; Labbe, David R; Hoffman, Hunter G; Bouchard, Stéphane

    2018-01-01

    Background Virtual reality (VR) is a non-pharmacological method to distract from pain during painful procedures. However, it was never tested in young children with burn injuries undergoing wound care. Aim We aimed to assess the feasibility and acceptability of the study process and the use of VR for procedural pain management. Methods From June 2016 to January 2017, we recruited children from 2 months to 10 years of age with burn injuries requiring a hydrotherapy session in a pediatric university teaching hospital in Montreal. Each child received the projector-based VR intervention in addition to the standard pharmacological treatment. Data on intervention and study feasibility and acceptability in addition to measures on pain (Face, Legs, Activity, Cry, Consolability scale), baseline (Modified Smith Scale) and procedural (Procedure Behavior Check List) anxiety, comfort (OCCEB-BECCO [behavioral observational scale of comfort level for child burn victims]), and sedation (Ramsay Sedation Scale) were collected before, during, and after the procedure. Data analyses included descriptive and non-parametric inferential statistics. Results We recruited 15 children with a mean age of 2.2±2.1 years and a mean total body surface area of 5% (±4). Mean pain score during the procedure was low (2.9/10, ±3), as was the discomfort level (2.9/10, ±2.8). Most children were cooperative, oriented, and calm. Assessing anxiety was not feasible with our sample of participants. The prototype did not interfere with the procedure and was considered useful for procedural pain management by most health care professionals. Conclusion The projector-based VR is a feasible and acceptable intervention for procedural pain management in young children with burn injuries. A larger trial with a control group is required to assess its efficacy. PMID:29491717

  19. 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.

  20. 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.

  1. 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.

  2. 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

  3. 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...

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

    Science.gov (United States)

    Milheim, William D.

    1995-01-01

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

  5. 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.

  6. Rationalizing virtual reality based on manufacturing paradigms

    NARCIS (Netherlands)

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

    2014-01-01

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

  7. 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…

  8. 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

  9. 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...

  10. Virtual reality and language work

    OpenAIRE

    Gallet-Blanchard, Liliane

    2014-01-01

    Pour la raison évidente, mais non rédhibitoire que la réalité virtuelle a la réputation d’être inabordable pour des universités peu argentées, pratiquement aucune investigation n’a été faite dans ce domaine. Après avoir pris part à diverses conférences au Centre Pompidou à Paris et lu Virtual Reality de Howard Rheingold, je pense que nous ne devons plus nous poser le problème de ce que nous pouvons faire, mais de ce que nous voulons faire désormais. De plus, au lieu de nous plaindre de la mau...

  11. Projector-based virtual reality dome environment for procedural pain and anxiety in young children with burn injuries: a pilot study

    Directory of Open Access Journals (Sweden)

    Khadra C

    2018-02-01

    Full Text Available Christelle Khadra,1,2 Ariane Ballard,1,2 Johanne Déry,1,3 David Paquin,4 Jean-Simon Fortin,5 Isabelle Perreault,6 David R Labbe,7 Hunter G Hoffman,8 Stéphane Bouchard,9 Sylvie LeMay1,2 1Faculty of Nursing, University of Montreal, Montreal, QC, Canada; 2Research Center, Centre Hospitalier Universitaire (CHU Sainte-Justine, Montreal, QC, Canada; 3Direction of Nursing, Centre Hospitalier Universitaire (CHU Sainte-Justine, Montreal, QC, Canada; 4Department in Creation and New Media, Université du Québec en Abitibi-Témiscamingue, Rouyn-Noranda, QC, Canada; 5Emergency Department, Hôpital de Granby, Granby, QC, Canada; 6Department of Surgery, Centre Hospitalier Universitaire (CHU Sainte-Justine, Montreal, QC, Canada; 7Department of Software and IT Engineering, École de Technologie Supérieure, Montreal, QC, Canada; 8Department of Mechanical Engineering, University of Washington, Seattle, WA, USA; 9Department of Psychoeducation and Psychology, Université du Québec en Outaouais, Gatineau, QC, Canada Background: Virtual reality (VR is a non-pharmacological method to distract from pain during painful procedures. However, it was never tested in young children with burn injuries undergoing wound care.Aim: We aimed to assess the feasibility and acceptability of the study process and the use of VR for procedural pain management.Methods: From June 2016 to January 2017, we recruited children from 2 months to 10 years of age with burn injuries requiring a hydrotherapy session in a pediatric university teaching hospital in Montreal. Each child received the projector-based VR intervention in addition to the standard pharmacological treatment. Data on intervention and study feasibility and acceptability in addition to measures on pain (Face, Legs, Activity, Cry, Consolability scale, baseline (Modified Smith Scale and procedural (Procedure Behavior Check List anxiety, comfort (OCCEB-BECCO [behavioral observational scale of comfort level for child burn

  12. 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

  13. 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

  14. Virtual reality training improves balance function

    Science.gov (United States)

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

    2014-01-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function. PMID:25368651

  15. 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.

  16. 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...

  17. 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…

  18. Virtual Reality and Simulation in Neurosurgical Training.

    Science.gov (United States)

    Bernardo, Antonio

    2017-10-01

    Recent biotechnological advances, including three-dimensional microscopy and endoscopy, virtual reality, surgical simulation, surgical robotics, and advanced neuroimaging, have continued to mold the surgeon-computer relationship. For developing neurosurgeons, such tools can reduce the learning curve, improve conceptual understanding of complex anatomy, and enhance visuospatial skills. We explore the current and future roles and application of virtual reality and simulation in neurosurgical training. Copyright © 2017 Elsevier Inc. All rights reserved.

  19. Cochrane review: virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, K; George, S; Thomas, S; Deutsch, J E; Crotty, M

    2012-09-01

    Virtual reality and interactive video gaming are innovative therapy approaches in the field of stroke rehabilitation. The primary objective of this review was to determine the effectiveness of virtual reality on motor function after stroke. The impact on secondary outcomes including activities of daily living was also assessed. Randomised and quasi-randomised controlled trials that compared virtual reality with an alternative or no intervention were included in the review. The authors searched the Cochrane Stroke Group Trials Register, the Cochrane Central Register of Controlled Trials, electronic databases, trial registers, reference lists, Dissertation Abstracts, conference proceedings and contacted key researchers and virtual reality manufacturers. Search results were independently examined by two review authors to identify studies meeting the inclusion criteria. Nineteen studies with a total of 565 participants were included in the review. Variation in intervention approaches and outcome data collected limited the extent to which studies could be compared. Virtual reality was found to be significantly more effective than conventional therapy in improving upper limb function (standardised mean difference, SMD) 0.53, 95% confidence intervals [CI] 0.25 to 0.81)) based on seven studies, and activities of daily living (ADL) function (SMD 0.81, 95% CI 0.39 to 1.22) based on three studies. No statistically significant effects were found for grip strength (based on two studies) or gait speed (based on three studies). Virtual reality appears to be a promising approach however, further studies are required to confirm these findings.

  20. 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.

  1. 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 -

  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. 3D Character Modeling in Virtual Reality

    NARCIS (Netherlands)

    Kiss, S.; Williams, A.

    2002-01-01

    The paper presents a virtual reality modeling system based on interactive web technologies. The system's goal is to provide a user-friendly virtual environment for the development of 3D characters with an articulated structure. The interface allows the modeling of both the character's joint

  4. 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.

  5. Sensorimotor Training in Virtual Reality: A Review

    OpenAIRE

    Adamovich, Sergei V.; Fluet, Gerard G; Tunik, Eugene; Merians, Alma S

    2009-01-01

    Recent experimental evidence suggests that rapid advancement of virtual reality (VR) technologies has great potential for the development of novel strategies for sensorimotor training in neurorehabilitation. We discuss what the adaptive and engaging virtual environments can provide for massive and intensive sensorimotor stimulation needed to induce brain reorganization. Second, discrepancies between the veridical and virtual feedback can be introduced in VR to facilitate activation of targete...

  6. 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.

  7. Virtual reality, augmented reality?I call it i-Reality

    OpenAIRE

    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.

  8. A Randomized, Controlled Trial of Immersive Virtual Reality Analgesia during Physical Therapy for Pediatric Burn Injuries

    Science.gov (United States)

    Schmitt, Yuko S.; Hoffman, Hunter G.; Blough, David K.; Patterson, David R.; Jensen, Mark P.; Soltani, Maryam; Carrougher, Gretchen J.; Nakamura, Dana; Sharar, Sam R.

    2010-01-01

    This randomized, controlled, within-subjects (crossover design) study examined the effects of immersive virtual reality as an adjunctive analgesic technique for hospitalized pediatric burn inpatients undergoing painful physical therapy. Fifty-four subjects (6–19 years old) performed range-of-motion exercises under a therapist’s direction for one to five days. During each session, subjects spent equivalent time in both the virtual reality and the control conditions (treatment order randomized and counterbalanced). Graphic rating scale scores assessing the sensory, affective, and cognitive components of pain were obtained for each treatment condition. Secondary outcomes assessed subjects’ perception of the virtual reality experience and maximum range-of-motion. Results showed that on study day one, subjects reported significant decreases (27–44%) in pain ratings during virtual reality. They also reported improved affect (“fun”) during virtual reality. The analgesia and affect improvements were maintained with repeated virtual reality use over multiple therapy sessions. Maximum range-of-motion was not different between treatment conditions, but was significantly greater after the second treatment condition (regardless of treatment order). These results suggest that immersive virtual reality is an effective nonpharmacologic, adjunctive pain reduction technique in the pediatric burn population undergoing painful rehabilitation therapy. The magnitude of the analgesic effect is clinically meaningful and is maintained with repeated use. PMID:20692769

  9. A randomized, controlled trial of immersive virtual reality analgesia, during physical therapy for pediatric burns.

    Science.gov (United States)

    Schmitt, Yuko S; Hoffman, Hunter G; Blough, David K; Patterson, David R; Jensen, Mark P; Soltani, Maryam; Carrougher, Gretchen J; Nakamura, Dana; Sharar, Sam R

    2011-02-01

    This randomized, controlled, within-subjects (crossover design) study examined the effects of immersive virtual reality as an adjunctive analgesic technique for hospitalized pediatric burn inpatients undergoing painful physical therapy. Fifty-four subjects (6-19 years old) performed range-of-motion exercises under a therapist's direction for 1-5 days. During each session, subjects spent equivalent time in both the virtual reality and the control conditions (treatment order randomized and counterbalanced). Graphic rating scale scores assessing the sensory, affective, and cognitive components of pain were obtained for each treatment condition. Secondary outcomes assessed subjects' perception of the virtual reality experience and maximum range-of-motion. Results showed that on study day one, subjects reported significant decreases (27-44%) in pain ratings during virtual reality. They also reported improved affect ("fun") during virtual reality. The analgesia and affect improvements were maintained with repeated virtual reality use over multiple therapy sessions. Maximum range-of-motion was not different between treatment conditions, but was significantly greater after the second treatment condition (regardless of treatment order). These results suggest that immersive virtual reality is an effective nonpharmacologic, adjunctive pain reduction technique in the pediatric burn population undergoing painful rehabilitation therapy. The magnitude of the analgesic effect is clinically meaningful and is maintained with repeated use. Copyright © 2010 Elsevier Ltd and ISBI. All rights reserved.

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

    Science.gov (United States)

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

    2017-11-01

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

  11. Use of virtual reality for treating burned children: case reports

    OpenAIRE

    Scapin, Soliane Quitolina; Echevarría-Guanilo, Maria Elena; Fuculo Junior, Paulo Roberto Boeira; Martins, Jerusa Celi; Barbosa, Mayara da Ventura; Pereima, Maurício José Lopes

    2017-01-01

    ABSTRACT Objective: To report the use of virtual reality (VR) in pain intensity during dressing change of two burned children hospitalized in a Burn Treatment Center (BTC) in Southern Brazil. Method: Case report on the use of VR during dressing change of two burned children hospitalized in a BTC, from May to July 2016. For assessing pain, a facial pain rating scale was applied at four times: just before the dressing, during the dressing without the use of VR, during the dressing with the VR...

  12. Virtual Reality: A Definition History - A Personal Essay

    OpenAIRE

    Bryson, Steve

    2013-01-01

    This essay, written in 1998 by an active participant in both virtual reality development and the virtual reality definition debate, discusses the definition of the phrase "Virtual Reality" (VR). I start with history from a personal perspective, concentrating on the debate between the "Virtual Reality" and "Virtual Environment" labels in the late 1980's and early 1990's. Definitions of VR based on specific technologies are shown to be unsatisfactory. I propose the following definition of VR, b...

  13. 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.

  14. The photon: A virtual reality

    OpenAIRE

    Andrews, D.L.

    2008-01-01

    It has been observed that every photon is, in a sense, virtual - being emitted and then sooner or later absorbed. As the motif of a quantum radiation state, the photon shares these characteristics of any virtual state: that it is not directly observable; and that it can signify only one of a number of indeterminable intermediates, between matter states that are directly measurable. Nonetheless, other traits of real and virtual behavior are usually quite clearly differentiable. How 'real', the...

  15. Laparoscopic baseline ability assessment by virtual reality.

    Science.gov (United States)

    Madan, Atul K; Frantzides, Constantine T; Sasso, Lisa M

    2005-02-01

    Assessment of any surgical skill is time-consuming and difficult. Currently, there are no accepted metrics for most surgical skills, especially laparoscopic skills. Virtual reality has been utilized for laparoscopic training of surgical residents. Our hypothesis is that this technology can be utilized for laparoscopic ability metrics. This study involved medical students with no previous laparoscopic experience. All students were taken into a porcine laboratory in order to assess two operative tasks (measuring a piece of bowel and placing a piece of bowel into a laparoscopic bag). Then they were taken into an inanimate lab with a Minimally Invasive Surgery Trainer-Virtual Reality (MIST-VR). Each student repeatedly performed one task (placing a virtual reality ball into a receptacle). The students' scores and times from the animate lab were compared with average economy of movement and times from the MIST-VR. The MIST-VR scored both hands individually. Thirty-two first- and second-year medical students were included in the study. There was statistically significant (P reality trainer and operative tasks. While not all of the possible relationships demonstrated statistically significant correlation, the majority of the possible relationships demonstrated statistically significant correlation. Virtual reality may be an avenue for measuring laparoscopic surgical ability.

  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. Manually locating physical and virtual reality objects.

    Science.gov (United States)

    Chen, Karen B; Kimmel, Ryan A; Bartholomew, Aaron; Ponto, Kevin; Gleicher, Michael L; Radwin, Robert G

    2014-09-01

    In this study, we compared how users locate physical and equivalent three-dimensional images of virtual objects in a cave automatic virtual environment (CAVE) using the hand to examine how human performance (accuracy, time, and approach) is affected by object size, location, and distance. Virtual reality (VR) offers the promise to flexibly simulate arbitrary environments for studying human performance. Previously, VR researchers primarily considered differences between virtual and physical distance estimation rather than reaching for close-up objects. Fourteen participants completed manual targeting tasks that involved reaching for corners on equivalent physical and virtual boxes of three different sizes. Predicted errors were calculated from a geometric model based on user interpupillary distance, eye location, distance from the eyes to the projector screen, and object. Users were 1.64 times less accurate (p virtual versus physical box corners using the hands. Predicted virtual targeting errors were on average 1.53 times (p virtual targets but not significantly different for close-up virtual targets. Target size, location, and distance, in addition to binocular disparity, affected virtual object targeting inaccuracy. Observed virtual box inaccuracy was less than predicted for farther locations, suggesting possible influence of cues other than binocular vision. Human physical interaction with objects in VR for simulation, training, and prototyping involving reaching and manually handling virtual objects in a CAVE are more accurate than predicted when locating farther objects.

  18. 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)…

  19. 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...

  20. The social construction of virtual reality

    OpenAIRE

    Golubinskaya Anastasia Valerievna

    2016-01-01

    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 ...

  1. 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…

  2. 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.

  3. 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

  4. 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…

  5. 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…

  6. 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.

  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 Training Environments: Contexts and Concerns.

    Science.gov (United States)

    Harmon, Stephen W.; Kenney, Patrick J.

    1994-01-01

    Discusses the contexts where virtual reality (VR) training environments might be appropriate; examines the advantages and disadvantages of VR as a training technology; and presents a case study of a VR training environment used at the NASA Johnson Space Center in preparation for the repair of the Hubble Space Telescope. (AEF)

  9. Virtual reality studies outside the laboratory

    DEFF Research Database (Denmark)

    Mottelson, Aske; Hornbæk, Kasper

    2017-01-01

    virtual reality (VR) studies outside laboratories remains unclear because these studies often use expensive equipment, depend critically on the physical context, and sometimes study delicate phenomena concerning body awareness and immersion. To investigate, we explore pointing, 3D tracing, and body...

  10. Are Learning Styles Relevant to Virtual Reality?

    Science.gov (United States)

    Chen, Chwen Jen; Toh, Seong Chong; Ismail, Wan Mohd Fauzy Wan

    2005-01-01

    This study aims to investigate the effects of a virtual reality (VR)-based learning environment on learners with different learning styles. The findings of the aptitude-by-treatment interaction study have shown that learners benefit most from the VR (guided exploration) mode, irrespective of their learning styles. This shows that the VR-based…

  11. 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 would

  12. Stencil cutouts for virtual reality inputs

    CSIR Research Space (South Africa)

    Ausmeier, Natalie J

    2017-02-01

    Full Text Available Virtual Reality (VR) is widely used in training simulators of dangerous or expensive vehicles such as aircraft or heavy mining machinery. The vehicles often have very complicated controls that users need to master before attempting to operate a real...

  13. 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. Vletter-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

  14. Natural Language Navigation Support in Virtual Reality

    NARCIS (Netherlands)

    van Luin, J.; Nijholt, Antinus; op den Akker, Hendrikus J.A.; Giagourta, V.; Strintzis, M.G.

    2001-01-01

    We describe our work on designing a natural language accessible navigation agent for a virtual reality (VR) environment. The agent is part of an agent framework, which means that it can communicate with other agents. Its navigation task consists of guiding the visitors in the environment and to

  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. 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...

  17. Revolutionizing Education: The Promise of Virtual Reality

    Science.gov (United States)

    Gadelha, Rene

    2018-01-01

    Virtual reality (VR) has the potential to revolutionize education, as it immerses students in their learning more than any other available medium. By blocking out visual and auditory distractions in the classroom, it has the potential to help students deeply connect with the material they are learning in a way that has never been possible before.…

  18. Virtual reality studies outside the laboratory

    DEFF Research Database (Denmark)

    Mottelson, Aske; Hornbæk, Kasper

    virtual reality (VR) studies outside laboratories remains unclear because these studies often use expensive equipment, depend critically on the physical context, and sometimes study delicate phenomena concerning body awareness and immersion. To investigate, we explore pointing, 3D tracing, and body...

  19. A manufactured past: virtual reality in archaeology

    Directory of Open Access Journals (Sweden)

    Glyn Goodrick

    2004-01-01

    Full Text Available Virtual reality and visualisation technologies developed over the past thirty years have been readily accessible to the archaeological community since the mid 1990s. Despite the high profile of virtual archaeology (Reilly 1991 both within the media and professional archaeology it has not been taken on board as a generally useful and standard technique by archaeologists. In this article we wish to discuss the technical and other issues which have resulted in a reluctance to adopt virtual archaeology and, more importantly, discuss ways forward that can enable us routinely to benefit from this technology in the diversity of archaeological practice.

  20. Integrated Data Visualization and Virtual Reality Tool

    Science.gov (United States)

    Dryer, David A.

    1998-01-01

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

  1. 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

  2. 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.

  3. 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

  4. Use of virtual reality for treating burned children: case reports

    Directory of Open Access Journals (Sweden)

    Soliane Quitolina Scapin

    Full Text Available ABSTRACT Objective: To report the use of virtual reality (VR in pain intensity during dressing change of two burned children hospitalized in a Burn Treatment Center (BTC in Southern Brazil. Method: Case report on the use of VR during dressing change of two burned children hospitalized in a BTC, from May to July 2016. For assessing pain, a facial pain rating scale was applied at four times: just before the dressing, during the dressing without the use of VR, during the dressing with the VR, and after the use of VR. Results: The use of goggles was easy to apply and well-accepted by the children, and also had a relevant effect reducing pain. Conclusion: VR can become an important nonpharmacological method for treating pain in burned children.

  5. 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.

  6. 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

  7. 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.

  8. 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.

  9. Virtual reality negotiation training system with virtual cognitions

    NARCIS (Netherlands)

    Ding, D.; Burger, F.; Brinkman, W.P.; Neerincx, M.A.

    2017-01-01

    A number of negotiation training systems have been developed to improve people’s performance in negotiation. They mainly focus on the skills development, and less on negotiation understanding and improving self-efficacy. We propose a virtual reality negotiation training system that exposes users to

  10. The photon: a virtual reality

    Science.gov (United States)

    Andrews, David L.

    2005-08-01

    It has been observed that every photon is, in a sense, virtual - being emitted and then sooner or later absorbed. As the motif of a quantum radiation state, the photon shares these characteristics of any virtual state: that it is not directly observable; and that it can signify only one of a number of indeterminable intermediates, between matter states that are directly measurable. Nonetheless, other traits of real and virtual behavior are usually quite clearly differentiable. How 'real', then, is the photon? To address this and related questions it is helpful to look in detail at the quantum description of light emission and absorption. A straightforward analysis of the dynamic electric field, based on quantum electro-dynamics, reveals not only the entanglement of energy transfer mechanisms usually regarded as 'radiative' and 'radiationless'; it also gives significant physical insights into several other electromagnetic topics. These include: the propagating and non-propagating character in electromagnetic fields; near-zone and wave-zone effects; transverse and longitudinal character; the effects of retardation, manifestations of quantum uncertainty and issues of photon spin. As a result it is possible to gain a clearer perspective on when, or whether, the terms 'real' and 'virtual' are helpful descriptors of the photon.

  11. 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…

  12. 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.

  13. 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

  14. 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.

  15. Optoelectronics technologies for Virtual Reality systems

    Science.gov (United States)

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

    2017-08-01

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

  16. 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

  17. 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.

  18. 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.

  19. 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....

  20. 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...

  1. 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 ...

  2. Virtual reality in the treatment of fibromyalgia: a pilot study.

    Science.gov (United States)

    Botella, Cristina; Garcia-Palacios, Azucena; Vizcaíno, Yolanda; Herrero, Rocio; Baños, Rosa Maria; Belmonte, Miguel Angel

    2013-03-01

    The aim of this article is to present preliminary data on the effectiveness of virtual reality (VR) as an adjunct to cognitive behavioral therapy (CBT) in the treatment of fibromyalgia (FM). The sample comprised six women diagnosed with FM according to the American College of Rheumatology guidelines (1990). The treatment program consisted of 10 sessions of group CBT with the support of an adaptive virtual environment containing a specific content for developing relaxation and mindfulness skills. Patients were assessed at pretreatment, post-treatment, and at a 6-month follow-up for the following outcome variables: functional status related to pain, depression, a negative and positive affect, and coping skills. The results showed the long-term benefits of significantly reduced pain and depression and an increased positive affect and use of healthy coping strategies. This is the first study showing a preliminary utility of VR in treating FM.

  3. 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.

  4. Virtual reality environments for health professional education

    OpenAIRE

    Saxena, Nakul; Kyaw, Bhone M.; Všetečková, Jitka; Dev, Parvati; Paul, Pradeep; Lim, Kenneth Teck Kiat; Kononowicz, Andrezej; Masiello, Italo; Tudor Car, Lorainne; Nikolaou, Charoula K.; Zary, Nabil; Car, Josip

    2016-01-01

    This is the protocol for a review and there is no abstract. The objectives are as follows: To assess the effects of virtual reality environment (VRE)-based educational interventions for health professionals on knowledge, skills, and participants??? attitude towards and satisfaction with the interventions. Additionally, this review will assess the interventions' economic impact (cost and cost effectiveness), patient-related outcomes and unintended adverse effects of VRE-based educational inter...

  5. Transcending the self in immersive virtual reality

    OpenAIRE

    Slater, Mel; Sánchez-Vives, María Victoria

    2014-01-01

    Cognitive neuroscientists have discovered various experimental setups that suggest that our body representation is surprisingly flexible, where the brain can easily be tricked into the illusion that a rubber hand is your hand or that a manikin body is your body. These multisensory illusions work well in immersive virtual reality (IVR). What is even more surprising is that such embodiment induces perceptual, attitudinal and behavioural changes that are concomitant with the displayed body type....

  6. The Virtual Reality Modeling Language and Java

    OpenAIRE

    Brutzman, Don

    1998-01-01

    The Virtual Reality Modeling Language (VRML) and Java provide a standardized, portable and platform-independent way to render dynamic, interactive 3D scenes across the Internet. Integrating two powerful and portable software languages provides interactive 3D graphics plus complete programming capabilities plus network access. Intended for programmers and scene authors, this paper provides a VRML overview, synopsizes the open development history of the specification, provdes a condensed summ...

  7. 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...

  8. 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.

  9. International workshop on multimodal virtual and augmented reality (workshop summary)

    NARCIS (Netherlands)

    Hürst, W.O.; Iwai, Daisuke; Balakrishnan, Prabhakaran

    2016-01-01

    Virtual reality (VR) and augmented reality (AR) are expected by many to become the next wave of computing with significant impacts on our daily lives. Motivated by this, we organized a workshop on “Multimodal Virtual and Augmented Reality (MVAR)” at the 18th ACM International Conference on

  10. 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.

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

    Science.gov (United States)

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

    2009-05-01

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

  12. 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.

  13. 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…

  14. 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…

  15. 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.

  16. 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

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

    Science.gov (United States)

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

    2018-02-01

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

  18. The concept of strong and weak virtual reality

    OpenAIRE

    Lisewski, A. M.

    2003-01-01

    We approach the virtual reality phenomenon by studying its relationship to set theory, and we investigate the case where this is done using the wellfoundedness property of sets. Our hypothesis is that non-wellfounded sets (hypersets) give rise to a different quality of virtual reality than do familiar wellfounded sets. We initially provide an alternative approach to virtual reality based on Sommerhoff's idea of first and second order self-awareness; both categories of self-awareness are consi...

  19. Virtual reality exposure on nicotine craving.

    Science.gov (United States)

    Gamito, Pedro; Oliveira, Jorge; Baptista, André; Pereira, Edgar; Morais, Diogo; Saraiva, Tomaz; Santos, Nuno; Soares, Fábio

    2011-01-01

    Several forms of treatment for nicotine dependence that combine the classical smoking cessation strategies with new Virtual Reality (VR) exposure techniques to smoking-related cues are in development. In this line, the main goal of our study was to develop a virtual platform in order to induce cravings in smokers. Sixty undergraduate students were randomly assigned to two different virtual environments (high-arousal cues and low-arousal cues). Both environments were based on a three-room apartment with commercial music playing and virtual characters interacting in a social event. The assessment was carried out before and after exposure through psychophysiological activation and self-report data for craving and nicotine dependence levels. No statistical differences were observed between smokers and non-smokers in psychophysiological activation. As far as self-report data is concerned, smokers revealed a significant increase in craving after the VR exposure to high arousal environments. Overall results were in line with previous studies suggesting the use of virtual environments as a tool for the existing smoking cessation programs.

  20. Sensorimotor training in virtual reality: a review.

    Science.gov (United States)

    Adamovich, Sergei V; Fluet, Gerard G; Tunik, Eugene; Merians, Alma S

    2009-01-01

    Recent experimental evidence suggests that rapid advancement of virtual reality (VR) technologies has great potential for the development of novel strategies for sensorimotor training in neurorehabilitation. We discuss what the adaptive and engaging virtual environments can provide for massive and intensive sensorimotor stimulation needed to induce brain reorganization.Second, discrepancies between the veridical and virtual feedback can be introduced in VR to facilitate activation of targeted brain networks, which in turn can potentially speed up the recovery process. Here we review the existing experimental evidence regarding the beneficial effects of training in virtual environments on the recovery of function in the areas of gait,upper extremity function and balance, in various patient populations. We also discuss possible mechanisms underlying these effects. We feel that future research in the area of virtual rehabilitation should follow several important paths. Imaging studies to evaluate the effects of sensory manipulation on brain activation patterns and the effect of various training parameters on long term changes in brain function are needed to guide future clinical inquiry. Larger clinical studies are also needed to establish the efficacy of sensorimotor rehabilitation using VR in various clinical populations and most importantly, to identify VR training parameters that are associated with optimal transfer to real-world functional improvements.

  1. VIRTUAL REALITY IN WAKING AND DREAMING CONSCIOUSNESS

    Directory of Open Access Journals (Sweden)

    Allan eHobson

    2014-10-01

    Full Text Available 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 theatre for conscious experience. Functional neuroimaging evidence for brain activations that are time-locked to rapid eye movements 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 sensorium 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.

  2. Using virtual reality to analyze sports performance.

    Science.gov (United States)

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

    2010-01-01

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

  3. Virtual reality in neuroscience research and therapy.

    Science.gov (United States)

    Bohil, Corey J; Alicea, Bradly; Biocca, Frank A

    2011-11-03

    Virtual reality (VR) environments are increasingly being used by neuroscientists to simulate natural events and social interactions. VR creates interactive, multimodal sensory stimuli that offer unique advantages over other approaches to neuroscientific research and applications. VR's compatibility with imaging technologies such as functional MRI allows researchers to present multimodal stimuli with a high degree of ecological validity and control while recording changes in brain activity. Therapists, too, stand to gain from progress in VR technology, which provides a high degree of control over the therapeutic experience. Here we review the latest advances in VR technology and its applications in neuroscience research.

  4. 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

  5. Virtual reality in rehabilitation after stroke

    Directory of Open Access Journals (Sweden)

    Krasnova-Goleva V.V.

    2016-01-01

    Full Text Available After a stroke many people have serious problems in motion activity, decline in cognitive activity, as well as a number of psychological problems that may accompany the man for many years. Motivational rehabilitation component plays a decisive role in the process of recovery after suffering a stroke. At present one of the most successful methods of rehabilitation is considered to be a recovery through "observation-imitation”, because this method enhances the plasticity of the brain and, as a result, rehabilitation potential. Modern rehabilitation using virtual reality had demonstrated good results to improve motor and cognitive skills, as well as the psychological condition

  6. Showing Complex Astrophysical Settings Through Virtual Reality

    Science.gov (United States)

    Green, Joel; Smith, Denise; Smith, Louis Chad; Lawton, Brandon; Lockwood, Alexandra; Jirdeh, Hussein

    2018-01-01

    The James Webb Space Telescope (JWST), NASA’s next great observatory launching in spring 2019, will routinely showcase astrophysical concepts that will challenge the public's understanding. Emerging technologies such as virtual reality bring the viewer into the data and the concept in previously unimaginable immersive detail. For example, we imagine a spacefarer inside a protoplanetary disk, seeing the accretion process directly. STScI is pioneering some tools related to JWST for showcasing at AAS, and in local events, which I highlight here. If we develop materials properly tailored to this medium, we can reach more diverse audiences than ever before.

  7. Virtual reality studies outside the laboratory

    DEFF Research Database (Denmark)

    Mottelson, Aske; Hornbæk, Kasper

    2017-01-01

    Many user studies are now conducted outside laboratories to increase the number and heterogeneity of participants. These studies are conducted in diverse settings, with the potential to give research greater external validity and statistical power at a lower cost. The feasibility of conducting...... virtual reality (VR) studies outside laboratories remains unclear because these studies often use expensive equipment, depend critically on the physical context, and sometimes study delicate phenomena concerning body awareness and immersion. To investigate, we explore pointing, 3D tracing, and body...

  8. 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...... procedures, each on a VR bronchoscopy simulator. They performed 3 diagnostic bronchoscopies, 2 bronchoalveolar lavages, and 3 procedures in which they used all the available biopsy tools (needle, brush, and forceps) that could be used for tumors of increasing procedural difficulty. After the procedures...

  9. Solid Modelling Interaction with Sensors for Virtual Reality Welding

    Directory of Open Access Journals (Sweden)

    Bharath V. G.

    2018-01-01

    Full Text Available The imperative part of strong displaying in virtual reality framework is to improve the movement of a user with definitive movement control in genuine intelligent condition. In a real environment motion characteristic is based on sensors and servomechanisms where as in virtual reality systems the motion fundamentals are kinematic in nature. To achieve physically correct interactivity suitable dynamic constraints, should be imposed which can be obtained by augmented reality interface. Beyond input and output hardware, the underlying software plays a very important role in virtual reality systems. It is responsible for the managing of input/output devices, analysing incoming data and generating proper feedback. This research paper focusses on movement displaying for connection between CAD models and Virtual Reality Models using 3ds Max 2017 and Unity 3d softwares. The paper portrays different equipment arrangement of sensors and Arduino for virtual reality welding.

  10. Virtual reality for automotive design evaluation

    Science.gov (United States)

    Dodd, George G.

    1995-01-01

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

  11. 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.

  12. 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.

  13. Sound can enhance the analgesic effect of virtual reality.

    Science.gov (United States)

    Johnson, Sarah; Coxon, Matthew

    2016-03-01

    Virtual reality (VR) technology may serve as an effective non-pharmacological analgesic to aid pain management. During VR distraction, the individual is immersed in a game presented through a head-mounted display (HMD). The technological level of the HMD can vary, as can the use of different input devices and the inclusion of sound. While more technologically advanced designs may lead to more effective pain management the specific roles of individual components within such systems are not yet fully understood. Here, the role of supplementary auditory information was explored owing to its particular ecological relevance. Healthy adult participants took part in a series of cold-pressor trials submerging their hand in cold water for as long as possible. Individual pain tolerances were measured according to the time (in seconds) before the participant withdrew their hand. The concurrent use of a VR game and the inclusion of sound was varied systematically within participants. In keeping with previous literature, the use of a VR game increased pain tolerance across conditions. Highest pain tolerance was recorded when participants were simultaneously exposed to both the VR game and supplementary sound. The simultaneous inclusion of sound may therefore play an important role when designing VR to manage pain.

  14. Virtual Reality as Innovative Approach to the Interior Designing

    Directory of Open Access Journals (Sweden)

    Kaleja Pavol

    2017-06-01

    Full Text Available 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

  15. Virtual reality simulator for vitreoretinal surgery.

    Science.gov (United States)

    Verma, D; Wills, D; Verma, M

    2003-01-01

    To develop computer simulation of steps in vitreoretinal surgery using virtual reality technology. A workstation with three-dimensional position tracking stylus was attached to a Pentium II desktop PC with a graphic accelerator. Computer algorithms were developed using Open GL and Microsoft Visual C++ languages to control the interaction and update the visual feedback tracking the instruments. Soft tissue computer modelling was carried out to mimic the removal of a vitreous opacity. Lens touch with the instruments was also detected. Mathematical modelling to allow for lens distortion was taken into account. A virtual reality computer model has been developed that can simulate initial steps of vitreoretinal surgery. Soft tissue modelling of the vitreous opacity and its removal by the vitrector was successfully simulated. The movements of the active and passive instruments in the dummy eye corresponded to the movements on the computer screen. On evaluation of the system, there was a minimal but discernable time lag between the stylus movement and the visual feedback. There was no tactile feedback when the lens touch was simulated. No further complex vitreoretinal surgery simulation was possible at this stage.

  16. 3D Flow visualization in virtual reality

    Science.gov (United States)

    Pietraszewski, Noah; Dhillon, Ranbir; Green, Melissa

    2017-11-01

    By viewing fluid dynamic isosurfaces in virtual reality (VR), many of the issues associated with the rendering of three-dimensional objects on a two-dimensional screen can be addressed. In addition, viewing a variety of unsteady 3D data sets in VR opens up novel opportunities for education and community outreach. In this work, the vortex wake of a bio-inspired pitching panel was visualized using a three-dimensional structural model of Q-criterion isosurfaces rendered in virtual reality using the HTC Vive. Utilizing the Unity cross-platform gaming engine, a program was developed to allow the user to control and change this model's position and orientation in three-dimensional space. In addition to controlling the model's position and orientation, the user can ``scroll'' forward and backward in time to analyze the formation and shedding of vortices in the wake. Finally, the user can toggle between different quantities, while keeping the time step constant, to analyze flow parameter relationships at specific times during flow development. The information, data, or work presented herein was funded in part by an award from NYS Department of Economic Development (DED) through the Syracuse Center of Excellence.

  17. Applying virtual reality to remote control of mobile robot

    Directory of Open Access Journals (Sweden)

    Chen Chin-Shan

    2017-01-01

    Full Text Available The purpose of this research is based on virtual reality to assisted pick and place tasks. Virtual reality can be utilized to control remote robot for pick and place element. The operator monitored and controlled the situation information of working site by Human Machine Interface. Therefore, we worked in harsh or dangerous environments that thing can be avoided. The procedure to operate mobile robot in virtual reality describes as follow: An experiment site with really experimental equipment is first established. Then, the experimental equipment and scene modeling are input to virtual reality for establishing a environment similar to the reality. Finally, the remote mobile robot is controlled to operate pick and place tasks through wireless communication by the object operation in virtual reality. The robot consists of a movable robot platform and robotic arm. The virtual reality is constructed by EON software; the Human Machine Interface is established by Visual Basic. The wireless connection is equipped the wireless Bluetooth, which is set the PC and PLC controller. With experimental tests to verify the robot in virtual reality and the wireless remote control, the robot could be operated and controlled to successfully complete pick and place tasks in reality by Human Machine Interface.

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

    African Journals Online (AJOL)

    influence modern design in both theatre and film productions. This paper is of the view that Virtual Reality, as an operational phrase in modern and post- modern theatre and film, has become a .... lights and colour to graphically produce architecture or sculptural images. In a similar development, most current Virtual Reality ...

  19. 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…

  20. 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

  1. 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…

  2. Role of virtual reality simulation in endoscopy training

    Science.gov (United States)

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

    2015-01-01

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

  3. 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.

  4. 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

  5. Virtual Reality Stroop Task for neurocognitive assessment.

    Science.gov (United States)

    Parsons, Thomas D; Courtney, Christopher G; Arizmendi, Brian; Dawson, Michael

    2011-01-01

    Given the prevalence of traumatic brain injury (TBI), and the fact that many mild TBIs have no external marker of injury, there is a pressing need for innovative assessment technology. The demand for assessment that goes beyond traditional paper-and-pencil testing has resulted in the use of automated cognitive testing for increased precision and efficiency; and the use of virtual environment technology for enhanced ecological validity and increased function-based assessment. To address these issues, a Virtual Reality Stroop Task (VRST) that involves the subject being immersed in a virtual Humvee as Stroop stimuli appear on the windshield was developed. This study is an initial validation of the VRST as an assessment of neurocognitive functioning. When compared to the paper-and-pencil, as well as Automated Neuropsychological Assessment Metrics versions of the Stroop, the VRST appears to have enhanced capacity for providing an indication of a participant's reaction time and ability to inhibit a prepotent response while immersed in a military relevant simulation that presents psychophysiologically arousing high and low threat stimuli.

  6. 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.

  7. Walkable self-overlapping virtual reality maze and map visualization demo: public virtual reality setup for asymmetric collaboration

    DEFF Research Database (Denmark)

    Serubugo, Sule; Skantarova, Denisa; Evers, Nicolaj

    2017-01-01

    This paper describes our demonstration of a walkable self-overlapping maze and its corresponding map to facilitate asymmetric collaboration for room-scale virtual reality setups in public places.......This paper describes our demonstration of a walkable self-overlapping maze and its corresponding map to facilitate asymmetric collaboration for room-scale virtual reality setups in public places....

  8. 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

  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. 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.

  11. 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.

  12. 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

    2017-10-01

    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.

  13. A 3D virtual reality ophthalmoscopy trainer.

    Science.gov (United States)

    Wilson, Andrew S; O'Connor, Jake; Taylor, Lewis; Carruthers, David

    2017-04-12

    Performing eye examinations is an important clinical skill that medical students often find difficult to become proficient in. This paper describes the development and evaluation of an innovative 3D virtual reality (VR) training application to support learning these skills. The VR ophthalmoscope was developed by a clinical team and technologist using the unity game engine, smartphone and virtual reality headset. It has a series of tasks that include performing systematic eye examinations, identifying common eye pathologies and a knowledge quiz. As part of their clinical training, 15 fourth-year medical students were surveyed for their views on this teaching approach. The Technology Acceptance Model was used to evaluate perceived usefulness and ease of use. Data were also collected on the usability of the app, together with the students' written comments about it. Users agreed that the teaching approach improved their understanding of ophthalmoscopy (n = 14), their ability to identify landmarks in the eye (n = 14) and their ability to recognise abnormalities (n = 15). They found the app easy to use (n = 15), the teaching approach informative (n = 13) and that it would increase students' confidence when performing these tasks in future (n = 15). Performing eye examinations is an important clinical skill DISCUSSION: The evaluation showed that a VR app can successfully simulate the processes involved in performing eye examinations. The app was highly rated for all elements of perceived usefulness, ease of use and usability. Medical students stated that they would like to be taught other medical skills in this way in future. © 2017 John Wiley & Sons Ltd and The Association for the Study of Medical Education.

  14. 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.

  15. 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.

  16. Possible Application of Virtual Reality in Geography Teaching

    Directory of Open Access Journals (Sweden)

    Ivan Stojšić

    2017-03-01

    Full Text Available Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in educational setting were recognised in the past decades, however mass application was left out due to the lack of development and high price. Intensive development of new platforms and virtual reality devices in the last few years started up with Oculus Rift, and subsequently accelerated in the year 2014 by occurrence of Google Cardboard. Nowadays, for the first time in history, immersive virtual reality is available to millions of people. In the mid 2015 Google commenced developing Expeditions Pioneer Program aiming to massively utilise the Google Cardboard platform in education. Expeditions and other VR apps can enhance geography teaching and learning. Realistic experience acquired by utilisation of virtual reality in teaching process significantly overcome possibilities provided by images and illustrations in the textbook. Besides literature review on usage of virtual reality in education this paper presents suggestion of VR mobile apps that can be used together with the Google Cardboard head mounted displays (HMDs in geography classes, thereby emphasising advantages and disadvantages as well as possible obstacles which may occur in introducing the immersive virtual reality in the educational process.

  17. 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

  18. 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.

  19. Simulating hemispatial neglect with virtual reality.

    Science.gov (United States)

    Baheux, Kenji; Yoshizawa, Makoto; Yoshida, Yasuko

    2007-07-19

    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. 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. 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. 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.

  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. Personality traits and virtual reality performance.

    Science.gov (United States)

    Rosenthal, Rachel; Schäfer, Juliane; Hoffmann, Henry; Vitz, Martina; Oertli, Daniel; Hahnloser, Dieter

    2013-01-01

    Surgeons' personalities have been described as different from those of the general population, but this was based on small descriptive studies limited by the choice of evaluation instrument. Furthermore, although the importance of the human factor in team performance has been recognized, the effect of personality traits on technical performance is unknown. This study aimed to compare surgical residents' personality traits with those of the general population and to evaluate whether an association exists between their personality traits and technical performance using a virtual reality (VR) laparoscopy simulator. In this study, 95 participants (54 residents with basic, 29 with intermediate laparoscopic experience, and 12 students) underwent personality assessment using the NEO-Five Factor Inventory and performed five VR tasks of the Lap Mentor™ basic tasks module. The residents' personality traits were compared with those of the general population, and the association between VR performance and personality traits was investigated. Surgical residents showed personality traits different from those of the general population, demonstrating lower neuroticism, higher extraversion and conscientiousness, and male residents showed greater openness. In the multivariable analysis, adjusted for gender and surgical experience, none of the personality traits was found to be an independent predictor of technical performance. Surgical residents present distinct personality traits that differ from those of the general population. These traits were not found to be associated with technical performance in a virtual environment. The traits may, however, play an important role in team performance, which in turn is highly relevant for optimal surgical performance.

  2. 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.

  3. The Internet and medical collaboration using virtual reality.

    Science.gov (United States)

    Liang, Wen Yau; O'Grady, Peter

    2003-01-01

    Computed Tomography (CT) provides a large amount of data but the presentation of the data to a physician can be less than satisfactory. Ideally, the image data should be available to physicians in interactive 3D to allow for improved visualization, planning and diagnosis. A virtual reality representation that not only allows for the manipulation of the image but also allows for the user to, in effect, move inside the image remotely would be ideal. In this paper the research associated with virtual reality is discussed. A formalism is then presented to create, from the CT data, the virtual reality world in the Virtual Reality Modeling Language. An implementation is described of this formalism that uses the Internet to allow for users in remote locations to view and manipulate the virtual worlds.

  4. Effect of virtual reality training on laparoscopic surgery

    DEFF Research Database (Denmark)

    Larsen, Christian R; Soerensen, Jette L; Grantcharov, Teodor P

    2009-01-01

    -14 minutes) and in the control group was 24 (20-29) minutes (Pincreased in a clinically relevant manner using proficiency based virtual reality simulator training. The performance level of novices......OBJECTIVE: To assess the effect of virtual reality training on an actual laparoscopic operation. DESIGN: Prospective randomised controlled and blinded trial. SETTING: Seven gynaecological departments in the Zeeland region of Denmark. PARTICIPANTS: 24 first and second year registrars specialising...... in gynaecology and obstetrics. INTERVENTIONS: Proficiency based virtual reality simulator training in laparoscopic salpingectomy and standard clinical education (controls). MAIN OUTCOME MEASURE: The main outcome measure was technical performance assessed by two independent observers blinded to trainee...

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

    Science.gov (United States)

    Nagendran, Myura; Gurusamy, Kurinchi Selvan; Aggarwal, Rajesh; Loizidou, Marilena; Davidson, Brian R

    2013-08-27

    Standard surgical training has traditionally been one of apprenticeship, where the surgical trainee learns to perform surgery under the supervision of a trained surgeon. This is time-consuming, costly, and of variable effectiveness. Training using a virtual reality simulator is an option to supplement standard training. Virtual reality training improves the technical skills of surgical trainees such as decreased time for suturing and improved accuracy. The clinical impact of virtual reality training is not known. To assess the benefits (increased surgical proficiency and improved patient outcomes) and harms (potentially worse patient outcomes) of supplementary virtual reality training of surgical trainees with limited laparoscopic experience. We searched the Cochrane Central Register of Controlled Trials (CENTRAL) in The Cochrane Library, MEDLINE, EMBASE and Science Citation Index Expanded until July 2012. We included all randomised clinical trials comparing virtual reality training versus other forms of training including box-trainer training, no training, or standard laparoscopic training in surgical trainees with little laparoscopic experience. We also planned to include trials comparing different methods of virtual reality training. We included only trials that assessed the outcomes in people undergoing laparoscopic surgery. Two authors independently identified trials and collected data. We analysed the data with both the fixed-effect and the random-effects models using Review Manager 5 analysis. For each outcome we calculated the mean difference (MD) or standardised mean difference (SMD) with 95% confidence intervals based on intention-to-treat analysis. We included eight trials covering 109 surgical trainees with limited laparoscopic experience. Of the eight trials, six compared virtual reality versus no supplementary training. One trial compared virtual reality training versus box-trainer training and versus no supplementary training, and one trial compared

  6. The Dark Shadow of Virtual Reality

    Directory of Open Access Journals (Sweden)

    Claire Su-Yeon Park

    2018-01-01

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

  7. Towards augmented reality: The dialectics of physical and virtual space

    Directory of Open Access Journals (Sweden)

    Guga Jelena

    2015-01-01

    Full Text Available Spaces generated by new media technologies, no matter how abstract they may be, represent a qualitatively new form of the media environment. Moreover, they are integrated into everyday life in a way that they have become the constituents of social reality. Based on dualistic Cartesian understanding of real and virtual space, virtuality still carries a connotation of 'other' world, which is ontologically and phenomenologically different from 'reality'. However, virtuality as a characteristic of new media technologies should neither be equated with illusion, deception or fiction nor set in opposition to reality, given that it embodies real interactions. Instead, we could say that there are different types or levels of reality and that the virtual exists as reality qualitatively different from that of physical reality. Today, when every place on the planet, as well as social, political, and cultural activities, have their digital manifestations, can we still talk about virtual space as an isolated phenomenon? The ubiquitous use of new media technologies such as smartphones or wearables has profoundly transformed the experience of modern man. It is more and more determined by technologically mediated reality, i.e. augmented reality. In this regard, the key issues that will be addressed in this article are the ways technologically mediated spaces redefine not only the social relationships, but also the notions of identity, embodiment, and the self.

  8. Sweet syndrome: a painful reality.

    Science.gov (United States)

    Khan, Uqba; Rizvi, Humaira; Ali, Farman; Lebovic, Daniel

    2016-12-23

    Sweet syndrome is a rare disorder that is manifested by constellation of clinical features, including fever, neutrophilic leucocytosis, raised painful plaques on skin and dermal infiltration by neutrophils. Numerous aetiological associations have been reported in the literature, including various haematological malignancies and drugs. Our case was peculiar because of association of capecitabine and Sweet syndrome in rectal cancer. We describe a case of a woman aged 57 years, with recently diagnosed stage III rectal cancer, developed painful erythematous rash over her face along with fever and headache. Skin biopsy was performed which revealed typical findings of Sweet syndrome. She was successfully treated with systemic steroids. Our case was an unusual presentation of Sweet syndrome in a patient with rectal adenocarcinoma treated with neoadjuvant capecitabine. 2016 BMJ Publishing Group Ltd.

  9. Using FMRI to study the neural correlates of virtual reality analgesia.

    Science.gov (United States)

    Hoffman, Hunter G; Richards, Todd L; Bills, Aric R; Van Oostrom, Trevor; Magula, Jeff; Seibel, Eric J; Sharar, Sam R

    2006-01-01

    Excessive pain during medical procedures, such as burn wound dressing changes, is a widespread medical problem and is especially challenging for children. This article describes the rationale behind virtual reality (VR) pain distraction, a new non-pharmacologic adjunctive analgesia, and gives a brief summary of empirical studies exploring whether VR reduces clinical procedural pain. Results indicate that patients using VR during painful medical procedures report large reductions in subjective pain. A neuroimaging study measuring the neural correlates of VR analgesia is described in detail. This functional magnetic resonance imaging pain study in healthy volunteers shows that the large drops in subjective pain ratings during VR are accompanied by large drops in pain-related brain activity. Together the clinical and laboratory studies provide converging evidence that VR distraction is a promising new non-pharmacologic pain control technique.

  10. INTERACTIVE MOTION PLATFORMS AND VIRTUAL REALITY FOR VEHICLE SIMULATORS

    Directory of Open Access Journals (Sweden)

    Evžen Thöndel

    2017-12-01

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

  11. Leveraging Virtual Reality for the Benefit of Lunar Exploration

    Science.gov (United States)

    McCandless, R. S.; Burke, E. D.; McGinley, V. T.

    2017-10-01

    Virtual reality (VR) and related technologies will assist scientists with lunar exploration and public engagement. We will present the future exponential impact of VR on lunar activities over the coming decades.

  12. 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

  13. User Interface for Volume Rendering in Virtual Reality Environments

    OpenAIRE

    Klein, Jonathan; Reuling, Dennis; Grimm, Jan; Pfau, Andreas; Lefloch, Damien; Lambers, Martin; Kolb, Andreas

    2013-01-01

    Volume Rendering applications require sophisticated user interaction for the definition and refinement of transfer functions. Traditional 2D desktop user interface elements have been developed to solve this task, but such concepts do not map well to the interaction devices available in Virtual Reality environments. In this paper, we propose an intuitive user interface for Volume Rendering specifically designed for Virtual Reality environments. The proposed interface allows transfer function d...

  14. 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 ...

  15. Virtual Reality and Medical Inpatients: A Systematic Review of Randomized, Controlled Trials.

    Science.gov (United States)

    Dascal, Julieta; Reid, Mark; IsHak, Waguih William; Spiegel, Brennan; Recacho, Jennifer; Rosen, Bradley; Danovitch, Itai

    2017-01-01

    Objective: We evaluated the evidence supporting the use of virtual reality among patients in acute inpatient medical settings. Method: We conducted a systematic review of randomized controlled trials conducted that examined virtual reality applications in inpatient medical settings between 2005 and 2015. We used PsycINFO, PubMed, and Medline databases to identify studies using the keywords virtual reality, VR therapy, treatment, and inpatient.Results: We identified 2,024 citations, among which 11 met criteria for inclusion. Studies addressed three general areas: pain management, eating disorders, and cognitive and motor rehabilitation. Studies were small and heterogeneous and utilized different designs and measures. Virtual reality was generally well tolerated by patients, and a majority of studies demonstrated clinical efficacy. Studies varied in quality, as measured by an evaluation metric developed by Reisch, Tyson, and Mize (average quality score=0.87; range=0.78-0.96). Conclusion: Virtual reality is a promising intervention with several potential applications in the inpatient medical setting. Studies to date demonstrate some efficacy, but there is a need for larger, well-controlled studies to show clinical and cost-effectiveness.

  16. Integrating Virtual Reality (VR) into traditional instructional design ...

    African Journals Online (AJOL)

    PROF. OLIVER OSUAGWA

    2015-12-01

    Dec 1, 2015 ... on a robot. This model is useful for performing operations in dangerous and risky environments such as control of nuclear plants and celestial exploration. Fig. 1: Example of Telepresence VR system. •. Mixed Reality(Augmented Reality). This model involves the seamless merging of real space and virtual ...

  17. 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. © The Author(s) 2014.

  18. Enabling scientific workflows in virtual reality

    Science.gov (United States)

    Kreylos, O.; Bawden, G.; Bernardin, T.; Billen, M.I.; Cowgill, E.S.; Gold, R.D.; Hamann, B.; Jadamec, M.; Kellogg, L.H.; Staadt, O.G.; Sumner, D.Y.

    2006-01-01

    To advance research and improve the scientific return on data collection and interpretation efforts in the geosciences, we have developed methods of interactive visualization, with a special focus on immersive virtual reality (VR) environments. Earth sciences employ a strongly visual approach to the measurement and analysis of geologic data due to the spatial and temporal scales over which such data ranges, As observations and simulations increase in size and complexity, the Earth sciences are challenged to manage and interpret increasing amounts of data. Reaping the full intellectual benefits of immersive VR requires us to tailor exploratory approaches to scientific problems. These applications build on the visualization method's strengths, using both 3D perception and interaction with data and models, to take advantage of the skills and training of the geological scientists exploring their data in the VR environment. This interactive approach has enabled us to develop a suite of tools that are adaptable to a range of problems in the geosciences and beyond. Copyright ?? 2008 by the Association for Computing Machinery, Inc.

  19. 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

  20. 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

  1. Using visuo-kinetic virtual reality to induce illusory spinal movement: the MoOVi Illusion.

    Science.gov (United States)

    Harvie, Daniel S; Smith, Ross T; Hunter, Estin V; Davis, Miles G; Sterling, Michele; Moseley, G Lorimer

    2017-01-01

    Illusions that alter perception of the body provide novel opportunities to target brain-based contributions to problems such as persistent pain. One example of this, mirror therapy, uses vision to augment perceived movement of a painful limb to treat pain. Since mirrors can't be used to induce augmented neck or other spinal movement, we aimed to test whether such an illusion could be achieved using virtual reality, in advance of testing its potential therapeutic benefit. We hypothesised that perceived head rotation would depend on visually suggested movement. In a within-subjects repeated measures experiment, 24 healthy volunteers performed neck movements to 50o of rotation, while a virtual reality system delivered corresponding visual feedback that was offset by a factor of 50%-200%-the Motor Offset Visual Illusion (MoOVi)-thus simulating more or less movement than that actually occurring. At 50o of real-world head rotation, participants pointed in the direction that they perceived they were facing. The discrepancy between actual and perceived direction was measured and compared between conditions. The impact of including multisensory (auditory and visual) feedback, the presence of a virtual body reference, and the use of 360o immersive virtual reality with and without three-dimensional properties, was also investigated. Perception of head movement was dependent on visual-kinaesthetic feedback (p = 0.001, partial eta squared = 0.17). That is, altered visual feedback caused a kinaesthetic drift in the direction of the visually suggested movement. The magnitude of the drift was not moderated by secondary variables such as the addition of illusory auditory feedback, the presence of a virtual body reference, or three-dimensionality of the scene. Virtual reality can be used to augment perceived movement and body position, such that one can perform a small movement, yet perceive a large one. The MoOVi technique tested here has clear potential for assessment and

  2. VIRTUAL WOLVERHAMPTON: RECREATING THE HISTORIC CITY IN VIRTUAL REALITY

    Directory of Open Access Journals (Sweden)

    Eleanor Ramsey

    2017-11-01

    Full Text Available While many towns and cities have historic origins, the modern urban landscape is often unrecognisable from the past. Over the last two thousand years innumerable changes have occurred, from the Roman period to the Industrial Revolution, culminating in wide scale development and redevelopment of towns and cities during the 19th and 20th centuries. Fragments of the past survive as extant buildings, monuments, and areas, and are offered protection through mechanisms such as the National Heritage List for England. However, these buildings are part of a dynamic and changing environment, and their place within their original landscape not always visible. Meanwhile, the advent of mainstream and accessible immersive virtual reality offers opportunities to recreate and explore the past, and to disseminate a deeper understanding of the history and historic context of our heritage assets to a broader audience via new technologies. This paper discusses a project based on Wolverhampton that aims to create immersive and 360° experiences of the historic city that allows the user or viewer to explore how the city might have been in the past from a ‘first person’ perspective. It uses multiple approaches to gather, verify and validate archival data, records, maps and building style information. The project itself is a work-in-progress, with various approaches being explored. It looks at sources of information used to inform the virtual world; software and methodologies used to create the model; different forms of VR output; potential forms of funding for wider dissemination; and problems encountered so far.

  3. 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

  4. 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…

  5. 3D Virtual Reality Check: Learner Engagement and Constructivist Theory

    Science.gov (United States)

    Bair, Richard A.

    2013-01-01

    The inclusion of three-dimensional (3D) virtual tools has created a need to communicate the engagement of 3D tools and specify learning gains that educators and the institutions, which are funding 3D tools, can expect. A review of literature demonstrates that specific models and theories for 3D Virtual Reality (VR) learning do not exist "per…

  6. An Interactive Mixed Reality Framework for Virtual Humans

    NARCIS (Netherlands)

    Egges, A.; Papagiannakis, G.; Magnenat-Thalmann, M.

    2006-01-01

    In this paper, we present a simple and robust Mixed Reality (MR) framework that allows for real-time interaction with Virtual Humans in real and virtual environments under consistent illumination. We will look at three crucial parts of this system: interaction, animation and global

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

    DEFF Research Database (Denmark)

    Lewis Brooks, Anthony

    2011-01-01

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

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

    Science.gov (United States)

    Beach, Jason; Wendt, Jeremy

    2016-01-01

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

  9. Virtual Reality as a Tool in the Education

    Science.gov (United States)

    Piovesan, Sandra Dutra; Passerino, Liliana Maria; Pereira, Adriana Soares

    2012-01-01

    The virtual reality is being more and more used in the education, enabling the student to find out, to explore and to build his own knowledge. This paper presents an Educational Software for presence or distance education, for subjects of Formal Language, where the student can manipulate virtually the target that must be explored, analyzed and…

  10. Markov queue game with virtual reality strategies | Nwobi-Okoye ...

    African Journals Online (AJOL)

    A non cooperative markov game with several unique characteristics was introduced. Some of these characteristics include: the existence of a single phase multi server queuing model and markovian transition matrix/matrices for each game, introduction of virtual situations (virtual reality) or dummies to improve the chances ...

  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. Virtual Reality: When “Real” Becomes Real

    OpenAIRE

    Whittinghill, David

    2016-01-01

    Virtual reality has moved out of the lab and into our living rooms. With it comes an entire new medium for entertainment, simulation, and social interaction. Its potential impact on humanity, however, is actually far more profound. VR provides not just a new digital content delivery platform. It creates, in literal fact, an entire new class of human experience. A virtual experience is only virtual according to our intellects, but to every other fiber of our perceptual system, the experience i...

  13. Virtual Reality as Innovative Approach to the Interior Designing

    OpenAIRE

    Kaleja Pavol; Kozlovská Mária

    2017-01-01

    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 ...

  14. Disguising Rotational Gain for Redirected Walking in Virtual Reality

    DEFF Research Database (Denmark)

    Paludan, Anders Glud; Elbaek, Jacob; Mortensen, Mathias Helmuth

    2016-01-01

    In virtual reality environments that allow users to walk freely, the area of the virtual environment (VE) is constrained to the size of the tracking area. By using redirection techniques, this problem can be partially circumvented; one of the techniques involves rotating the user more or less...... in the virtual world than in the physical world; this technique is referred to as rotational gain. This paper seeks to further investigate this area, examining the effect of visual density in the VE....

  15. 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

  16. Speculations on the representation of architecture in virtual reality

    DEFF Research Database (Denmark)

    Hermund, Anders; Klint, Lars; Bundgård, Ture Slot

    2017-01-01

    This paper discusses the present and future possibilities of representation models of architecture in new media such as virtual reality, seen in the broader context of tradition, perception, and neurology. Through comparative studies of real and virtual scenarios using eye tracking, the paper...... discusses if the constantly evolving toolset for architectural representation has in itself changed the core values of architecture, or if it is rather the level of skilful application of technology that can inflict on architecture and its quality. It is easy to contemplate virtual reality as an extension...... to the visual field of perception. However, this should not necessarily imply an acceptance of the dominance of vision over the other senses, and the much-criticized retinal architecture with its inherent loss of plasticity. Recent neurology studies indicate that 3D representation models in virtual reality...

  17. Virtual Reality as an Educational and Training Tool for Medicine.

    Science.gov (United States)

    Izard, Santiago González; Juanes, Juan A; García Peñalvo, Francisco J; Estella, Jesús Mª Gonçalvez; Ledesma, Mª José Sánchez; Ruisoto, Pablo

    2018-02-01

    Until very recently, we considered Virtual Reality as something that was very close, but it was still science fiction. However, today Virtual Reality is being integrated into many different areas of our lives, from videogames to different industrial use cases and, of course, it is starting to be used in medicine. There are two great general classifications for Virtual Reality. Firstly, we find a Virtual Reality in which we visualize a world completely created by computer, three-dimensional and where we can appreciate that the world we are visualizing is not real, at least for the moment as rendered images are improving very fast. Secondly, there is a Virtual Reality that basically consists of a reflection of our reality. This type of Virtual Reality is created using spherical or 360 images and videos, so we lose three-dimensional visualization capacity (until the 3D cameras are more developed), but on the other hand we gain in terms of realism in the images. We could also mention a third classification that merges the previous two, where virtual elements created by computer coexist with 360 images and videos. In this article we will show two systems that we have developed where each of them can be framed within one of the previous classifications, identifying the technologies used for their implementation as well as the advantages of each one. We will also analize how these systems can improve the current methodologies used for medical training. The implications of these developments as tools for teaching, learning and training are discussed.

  18. Evaluating Virtual Reality and Augmented Reality Training for Industrial Maintenance and Assembly Tasks

    Science.gov (United States)

    Gavish, Nirit; Gutiérrez, Teresa; Webel, Sabine; Rodríguez, Jorge; Peveri, Matteo; Bockholt, Uli; Tecchia, Franco

    2015-01-01

    The current study evaluated the use of virtual reality (VR) and augmented reality (AR) platforms, developed within the scope of the SKILLS Integrated Project, for industrial maintenance and assembly (IMA) tasks training. VR and AR systems are now widely regarded as promising training platforms for complex and highly demanding IMA tasks. However,…

  19. Feasibility and potential effect of a low-cost virtual reality system on reducing pain and anxiety in adult burn injury patients during physiotherapy in a developing country.

    Science.gov (United States)

    Morris, Linzette Deidré; Louw, Quinette Abegail; Crous, Lynette Christine

    2010-08-01

    The purpose of this study was to ascertain the feasibility and potential effect of a low-cost VR system (eMagin Z800 3DVisor), used in conjunction with pharmacological analgesia, on reducing pain and anxiety in adult burn patients undergoing physiotherapy treatment, compared to pharmacologic analgesia alone at a South African hospital. Single-blind, within-subject study design. Pain and anxiety outcome measures were measured by a blinded assessor using the Numeric Pain Rating Scale and Burn Specific Pain and Anxiety Scale. Box-and-whisker plot method, Chi-square tests as well as the Student's paired t-test were used to analyze data. Eleven eligible adult burn patients consented to participate in this study (3 female, 8 male; median age 33 years: range 23-54 years). A marginal (p=0.06) to insignificant (p=0.13) difference between the two sessions (analgesia with VR and analgesia without VR) in reducing pain was found. No significant difference (p=0.58) was found between the two sessions (analgesia with VR and analgesia without VR) for anxiety. There seems to be a trend that the low-cost VR system, when added to routine pharmacological analgesics, is a safe technique and could be of considerable benefit if implemented into the pain management regime of burn units at a South African hospital.

  20. Immersive Virtual Reality with Applications to Tele-Operation and Training

    Science.gov (United States)

    2016-03-07

    Object Manipulation in Immersive Virtual Environments", in the Proceedings of IEEE Virtual Reality Conference, Greenville, SC, March, 2016. [15] Goyette...Immersive Virtual Reality with Applications to Tele-Operation and Training The proposed project aims to develop a fundamental framework for...establishing an immersive virtual reality environment for robust and scalable human robotics interaction in a cooperative intelligent architecture at the

  1. 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.

  2. The distortion of reality perception in schizophrenia patients, as measured in Virtual Reality.

    Science.gov (United States)

    Sorkin, Anna; Weinshall, Daphna; Peled, Avi

    2008-01-01

    Virtual Reality is an interactive three-dimensional computer generated environment. Providing a complex and multi-modal environment, VR can be particularly useful for the study of complex cognitive functions and brain disorders. Here we used a VR world to measure the distortion in reality perception in schizophrenia patients. 43 schizophrenia patients and 29 healthy controls navigated in a VR environment and were asked to detect incoherencies, such as a cat barking or a tree with red leaves. Whereas the healthy participants reliably detected incoherencies in the virtual experience, 88% of the patients failed in this task. The patients group had specific difficulty in the detection of audio-visual incoherencies; this was significantly correlated with the hallucinations score of the PANSS. By measuring the distortion in reality perception in schizophrenia patients, we demonstrated that Virtual Reality can serve as a powerful experimental tool to study complex cognitive processes.

  3. A new possibility in thoracoscopic virtual reality simulation training

    DEFF Research Database (Denmark)

    Jensen, Katrine; Bjerrum, Flemming; Hansen, Henrik Jessen

    2015-01-01

    and intermediate experienced thoracic surgeons, but not very useful as a training tool for experienced surgeons. The metric scores were not statistically significant between groups. CONCLUSIONS: This is the first study to describe a commercially available virtual reality simulator for a VATS lobectomy. More than......OBJECTIVES: The aims of this study were to develop virtual reality simulation software for video-assisted thoracic surgery (VATS) lobectomy, to explore the opinions of thoracic surgeons concerning the VATS lobectomy simulator and to test the validity of the simulator metrics. METHODS: Experienced...... VATS surgeons worked with computer specialists to develop a VATS lobectomy software for a virtual reality simulator. Thoracic surgeons with different degrees of experience in VATS were enrolled at the 22nd meeting of the European Society of Thoracic Surgeons (ESTS) held in Copenhagen in June 2014...

  4. 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.

  5. Could virtual reality be effective in treating children with phobias?

    Science.gov (United States)

    Bouchard, Stéphane

    2011-02-01

    The use of virtual reality to treat anxiety disorders in adults is gaining popularity and its efficacy is supported by numerous outcome studies. Similar research for children is lagging behind. The outcome studies on the use of virtual reality to treat anxiety disorders in children currently address only specific phobias, and all of the available trials are reviewed in this article. Despite the limited number of studies, results are very encouraging for the treatment of school and spider phobias. A study with adolescents suggests that, at least for social anxiety, exposure stimuli would be more effective if they were developed specifically for younger populations. Virtual reality may not increase children's motivation towards therapy unless their fearful apprehension is addressed before initiating the treatment.

  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. Virtual and augmented reality technologies in Human Performance: a review

    OpenAIRE

    Crocetta,Tânia Brusque; Oliveira, Sandra Rogéria de; Liz, Carla Maria de; Andrade, Alexandro

    2015-01-01

    Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their wo...

  8. Football simulator in virtual reality using Kinect and Htc Vive

    OpenAIRE

    Delgado Gonzalo, Guillem

    2017-01-01

    This thesis addresses the problem of incorporating real world objects into the virtual reality world and its usage inside the gaming community. Using Kinect camera and HTC Vive glasses we recreated a football simulator where the user is able to play with a real ball while watching it in virtual reality. To achieve our goal, we present a mix of image processing algorithms that are be able to track the ball with only depth given by Kinect. Furthermore, a dynamic-link library is generated from t...

  9. Diagnosis of acute unilateral vestibular deficit by virtual reality.

    Science.gov (United States)

    Mora, Renzo; Cesarani, Antonio; Meloni, Francesco; Passali, Francesco Maria; Mora, Francesco; Passali, Giulio Cesare; Barbieri, Marco

    2004-01-01

    The aim of our study was to establish a new diagnostic approach, through the use of virtual reality, to the study of the subjective vertical bar in unilateral peripheral vestibular dysfunction. We subjected 174 patients with unilateral peripheral vestibular dysfunction (ages 18-82 years) to vestibular diagnosis with the virtual reality system. We changed the classic configuration of the subjective visual vertical into a subjective visual horizontal bar. This technique revealed values of the subjective visual horizontal outside the normal range in 91% of patients.

  10. Stereopsis, Visuospatial Ability, and Virtual Reality in Anatomy Learning

    Directory of Open Access Journals (Sweden)

    Jan-Maarten Luursema

    2017-01-01

    Full Text Available A new wave of virtual reality headsets has become available. A potential benefit for the study of human anatomy is the reintroduction of stereopsis and absolute size. We report a randomized controlled trial to assess the contribution of stereopsis to anatomy learning, for students of different visuospatial ability. Sixty-three participants engaged in a one-hour session including a study phase and posttest. One group studied 3D models of the anatomy of the deep neck in full stereoptic virtual reality; one group studied those structures in virtual reality without stereoptic depth. The control group experienced an unrelated virtual reality environment. A post hoc questionnaire explored cognitive load and problem solving strategies of the participants. We found no effect of condition on learning. Visuospatial ability however did impact correct answers at F(1=5.63 and p=.02. No evidence was found for an impact of cognitive load on performance. Possibly, participants were able to solve the posttest items based on visuospatial information contained in the test items themselves. Additionally, the virtual anatomy may have been complex enough to discourage memory based strategies. It is important to control the amount of visuospatial information present in test items.

  11. A Virtual Reality-Based Simulation of Abdominal Surgery

    Science.gov (United States)

    1994-06-30

    N00014-93-C-0279 Fmi Repd - A Vitual Reality -Based Simulation Of Abdominal Surgery Pa A-1 9 June 21,1994 Appendix A - Literature Search Chares J...Leaf Systems, Inc. e ARPA Contract number N00014-93-C-0279 Fmal Report -A Vitual Reality -Base Simuilation Of Abdominal Surgery Page A-22 June 21, 1994...415) 591-7881 In! IhNiI 1 SHORT TITLE: A Virtual Reality -Based Simulation of Abdominal Surgery REPORTING PERIOD: October 31, 1993-June 30, 1994 The

  12. Virtual Charter Schools: Realities and Unknowns

    Science.gov (United States)

    Torre, Daniela

    2013-01-01

    Virtual charter schools have emerged over the last decade as an increasingly popular alternative to traditional public schooling. Unlike their face-to-face counterparts, virtual charter schools educate students through blended or entirely online curricula. They present a host of new policy issues that should be scrutinized in order to ensure that…

  13. Virtual Reality Simulation Training for Ebola Deployment.

    Science.gov (United States)

    Ragazzoni, Luca; Ingrassia, Pier Luigi; Echeverri, Lina; Maccapani, Fabio; Berryman, Lizzy; Burkle, Frederick M; Della Corte, Francesco

    2015-10-01

    Both virtual and hybrid simulation training offer a realistic and effective educational framework and opportunity to provide virtual exposure to operational public health skills that are essential for infection control and Ebola treatment management. This training is designed to increase staff safety and create a safe and realistic environment where trainees can gain essential basic and advanced skills.

  14. Virtual reality exposure therapy for combat‐related posttraumatic stress disorder

    National Research Council Canada - National Science Library

    Rothbaum, Barbara O; Rizzo, Albert “Skip”; Difede, JoAnn

    2010-01-01

    ... research on virtual reality exposure therapy, a recently emerging treatment for PTSD. Three virtual reality scenarios used to treat PTSD in active duty military and combat veterans and survivors of terrorism are presented...

  15. Collaboration and dialogue in Virtual reality

    DEFF Research Database (Denmark)

    Jensen, Camilla Gyldendahl

    2017-01-01

    Virtual reality” adds a new dimension to constructivist problem-based learning (PBL) environments in the architectural and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each...... other. Combined with “Building Information Models” (BIM), “Virtual Reality” provides an entirely new opportunity to innovate and optimize the architecture and construction in its early stages, which creates and iterative learning process. There are several studies where virtual simulation tools based...... on predefined tutorials are tested for their ability to facilitate collaborative processes. This study addresses the problem from a new angle by the virtual universe created through the students' own iterative design of a building. The “Virtual reality” system's narrative tale arises spontaneously through...

  16. [Application of virtual reality technique in forensic pathology].

    Science.gov (United States)

    Xiao, Jian; Zhang, Hui-xia; Liu, Liang

    2005-05-01

    This article reviewed general information, application and progress of the virtual reality (VR) technique. Lectures showed that the VR technique would impact and prompt the teaching, experiment, research and application of forensic pathology with the development of operation guiding system, virtual autopsy, micro-imaging technique. Because of the limitation of software, hardware and the expense, the VR technique needed to be improved and perfected.

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

    OpenAIRE

    Hyuk-Jin Lee

    2017-01-01

    [EN] 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 ...

  18. Reducing latency when using Virtual Reality for teaching in sport

    OpenAIRE

    P Iskandar, Yulita Hanum; Gilbert, Lester; Wills, Gary

    2008-01-01

    Latency is a frequently cited shortcoming of Virtual Reality (VR) applications. To compensate for excessive latency, prediction mechanisms may use sophisticated mathematical algorithms, which may not be appropriate for complex virtual teaching applications. This paper suggests that heuristic prediction algorithms could be used to develop more effective and general systems for VR educational applications. A fast synchronization squash simulation illustrates where heuristic prediction can be us...

  19. A virtual reality platform for modeling cognitive development

    OpenAIRE

    Jasso, Hector; Triesch, Jochen

    2005-01-01

    We present a virtual reality platform for developing and evaluating embodied models of cognitive development. The platform facilitates structuring of the learning agent, of its visual environment, and of other virtual characters that interact with the learning agent. It allows us to systematically study the role of the visual and social environment for the development of particular cognitive skills in a controlled fashion. We describe how it is currently being used for constructing an embodie...

  20. Remote Manipulation of Guidewire using a Virtual Reality Device.

    Science.gov (United States)

    Fukasaku, K; Negoro, M; Himeno, R

    2001-12-22

    A trial of remote manipulation for micro guidewire is reported. The system had masterslave style. When an operator manipulated the virtual torque device at the master side, a machine at the distant slave side reproduced the manipulation. At the same time, the operator could feel the force feedback from the manipulation at the slave. We could experimentally realize this remote manipulating system using a virtual reality device.

  1. Remote Manipulation of Guidewire using a Virtual Reality Device

    OpenAIRE

    Fukasaku, K.; Negoro, M.; Himeno, R.

    2001-01-01

    A trial of remote manipulation for micro guidewire is reported. The system had master-slave style. When an operator manipulated the virtual torque device at the master side, a machine at the distant slave side reproduced the manipulation. At the same time, the operator could feel the force feedback from the manipulation at the slave. We could experimentally realize this remote manipulating system using a virtual reality device.

  2. The co-definition of self: conversations in virtual reality.

    Science.gov (United States)

    Cantamesse, Matteo

    2009-01-01

    Conversation analysis can take the form of a qualitative methodology for the exploration of discursive productions, whose main goal is the formulation of hypotheses for reading psychosocial interaction through descriptive models of interlocution. Therefore, in this study, conversations in a shared Virtual Environment have been analyzed in order to understand the specific structure, dynamics, and phenomenology of Virtual Reality effects on the "interactive micro-chains" that constitute the communicative thread of daily experience.

  3. AL-HARM EXPANSION MOVIE BASED ON VIRTUAL REALITY

    OpenAIRE

    Alanoud Salem; Sara Musallam; El-Shaimaa Nada; Ahmed Ahmed

    2015-01-01

    Animated movies are excellent virtual environments for creating models in high quality. Animated movies can include 3D models, sounds and lights effects, and detailed maps. In this paper, a virtual reality movie is applied to Al-Haram Expansion stages including the future stage of expansion. 3DMAX program is used to rich the maximum benefits of using 3D modeling. Maps with details are built by using ARCGIS program in order to understand the real difference between the three dif...

  4. Research of the Remote Experiment System Based on Virtual Reality

    Science.gov (United States)

    Lei, Liangyu; Liu, Jianjun; Yang, Xiufang

    The remote education based on Virtual Reality technology is one of the leading developmental ways in modern education. The present researching status of VR technology's application in the remote experiment is analyzed and the characteristics are summarized in this paper. Then the remote experiment system is designed and the learning mode of the 3-D virtual experiment, the virtual experiment model based on Internet, the functional modules of virtual experiment system are studied. The network-based system of remote virtual experiment is built with the programming languages VRML and JavaScript. Furthermore, the remote experiment system on fatigue test of the drive axle is developed and some key problems in the remote virtual experiment are realized.

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

    Directory of Open Access Journals (Sweden)

    Elby Roy

    2017-04-01

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

  6. Usability evaluation of low-cost virtual reality hand and arm rehabilitation games

    OpenAIRE

    Na Jin Seo, PhD; Jayashree Arun Kumar, MS; Pilwon Hur, PhD; Vincent Crocher, PhD; Binal Motawar, PT, MS; Kishor Lakshminarayanan, MS

    2016-01-01

    The emergence of lower-cost motion tracking devices enables home-based virtual reality rehabilitation activities and increased accessibility to patients. Currently, little documentation on patients' expectations for virtual reality rehabilitation is available. This study surveyed 10 people with stroke for their expectations of virtual reality rehabilitation games. This study also evaluated the usability of three lower-cost virtual reality rehabilitation games using a survey and House of Quali...

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

    Science.gov (United States)

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

    2017-04-01

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

  8. COLLABORATION AND DIALOGUE IN VIRTUAL REALITY

    Directory of Open Access Journals (Sweden)

    Camilla Gyldendahl Jensen

    2017-01-01

    Full Text Available “Virtual reality” adds a new dimension to constructivist problem-based learning (PBL environments in the architectural and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with “Building Information Models” (BIM, “Virtual Reality” provides an entirely new opportunity to innovate and optimize the architecture and construction in its early stages, which creates and iterative learning process. There are several studies where virtual simulation tools based on predefined tutorials are tested for their ability to facilitate collaborative processes. This study addresses the problem from a new angle by the virtual universe created through the students' own iterative design of a building. The “Virtual reality” system's narrative tale arises spontaneously through the dialogue. The result of this study shows that “Virtual Reality”, as a tool, creates some changes in the dialogue conditions which affect the learning process. The use of “Virtual Reality” requires a very precise framing about the system's ability to facilitate a collaborative learning process. The analysis identifies several clear opportunities about incorporating gamification mechanisms known from e.g. video games software.

  9. Virtual Reality Interaction Using Mobile Devices

    KAUST Repository

    Aseeri, Sahar A.

    2013-07-01

    With the use of an immersive display system such as CAVE system, the user is able to realize a 3D immersive virtual environment realistically. However, interacting with virtual worlds in CAVE systems using traditional input devices to perform easy operations such as manipulation, object selection, and navigation is often difficult. This difficulty could diminish the immersion and sense of presence when it comes to 3D virtual environment tasks. Our research aims to implement and evaluate alternative approaches of interaction with immersive virtual environments on mobile devices for manipulation and object selection tasks. As many researchers have noted, using a mobile device as an interaction device has a number of advantages, including built-in display, built-in control, and touch screen facility. These advantages facilitate simple tasks within immersive virtual environments. This research proposes new methods using mobile devices like Smart-phones to perform di↵erent kinds of interactions both as an input device, (e.g. performing selection and manipulation of objects) and as an output device (e.g. utilizing the screen as an extra view for a virtual camera or information display). Moreover, we developed a prototype system to demonstrate and informally evaluate these methods. The research conclusion suggests using mobile devices as a 3D-controller. This will be a more intuitive approach to interact within the virtual environment.

  10. 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.

  11. 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.

  12. 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…

  13. 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…

  14. Collaboration and dialogue in Virtual reality

    DEFF Research Database (Denmark)

    Jensen, Camilla Gyldendahl

    2017-01-01

    Virtual reality” adds a new dimension to constructivist problem-based learning (PBL) environments in the architectural and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each o...... identifies several clear opportunities about incorporating gamification mechanisms known from e.g. video games software.......“Virtual reality” adds a new dimension to constructivist problem-based learning (PBL) environments in the architectural and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each...... other. Combined with “Building Information Models” (BIM), “Virtual Reality” provides an entirely new opportunity to innovate and optimize the architecture and construction in its early stages, which creates and iterative learning process. There are several studies where virtual simulation tools based...

  15. Who am I - and if so, where? An experiment on personality in online virtual realities

    NARCIS (Netherlands)

    Aas, B.G.; Meyerbröker, K.; Emmelkamp, P.M.G.

    2010-01-01

    Virtual realities form a new technical platform, raising scientific questions about the human mind, communication and identity. There is hardly any scientific research on the influence of a virtual reality on the identity perception and the personality of a user of these virtual realities. The

  16. 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…

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

    African Journals Online (AJOL)

    The paper discusses virtual reality as a visualization tool such that users could interact with 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 which real estate agents could use to visualize estate ...

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

    Science.gov (United States)

    Cheng, Yufang; Huang, Ruowen

    2012-01-01

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

  19. Augmented reality: a class of displays on the reality-virtuality continuum

    Science.gov (United States)

    Milgram, Paul; Takemura, Haruo; Utsumi, Akira; Kishino, Fumio

    1995-12-01

    In this paper we discuss augmented reality (AR) displays in a general sense, within the context of a reality-virtuality (RV) continuum, encompassing a large class of `mixed reality' (MR) displays, which also includes augmented virtuality (AV). MR displays are defined by means of seven examples of existing display concepts in which real objects and virtual objects are juxtaposed. Essential factors which distinguish different MR display systems from each other are presented, first by means of a table in which the nature of the underlying scene, how it is viewed, and the observer's reference to it are compared, and then by means of a three dimensional taxonomic framework comprising: extent of world knowledge, reproduction fidelity, and extent of presence metaphor. A principal objective of the taxonomy is to clarify terminology issues and to provide a framework for classifying research across different disciplines.

  20. Collaborative virtual reality based advanced cardiac life support training simulator using virtual reality principles.

    Science.gov (United States)

    Khanal, Prabal; Vankipuram, Akshay; Ashby, Aaron; Vankipuram, Mithra; Gupta, Ashish; Drumm-Gurnee, Denise; Josey, Karen; Tinker, Linda; Smith, Marshall

    2014-10-01

    Advanced Cardiac Life Support (ACLS) is a series of team-based, sequential and time constrained interventions, requiring effective communication and coordination of activities that are performed by the care provider team on a patient undergoing cardiac arrest or respiratory failure. The state-of-the-art ACLS training is conducted in a face-to-face environment under expert supervision and suffers from several drawbacks including conflicting care provider schedules and high cost of training equipment. The major objective of the study is to describe, including the design, implementation, and evaluation of a novel approach of delivering ACLS training to care providers using the proposed virtual reality simulator that can overcome the challenges and drawbacks imposed by the traditional face-to-face training method. We compare the efficacy and performance outcomes associated with traditional ACLS training with the proposed novel approach of using a virtual reality (VR) based ACLS training simulator. One hundred and forty-eight (148) ACLS certified clinicians, translating into 26 care provider teams, were enrolled for this study. Each team was randomly assigned to one of the three treatment groups: control (traditional ACLS training), persuasive (VR ACLS training with comprehensive feedback components), or minimally persuasive (VR ACLS training with limited feedback components). The teams were tested across two different ACLS procedures that vary in the degree of task complexity: ventricular fibrillation or tachycardia (VFib/VTach) and pulseless electric activity (PEA). The difference in performance between control and persuasive groups was not statistically significant (P=.37 for PEA and P=.1 for VFib/VTach). However, the difference in performance between control and minimally persuasive groups was significant (P=.05 for PEA and P=.02 for VFib/VTach). The pre-post comparison of performances of the groups showed that control (P=.017 for PEA, P=.01 for VFib/VTach) and

  1. Virtual Reality Research at TNO-FEL

    OpenAIRE

    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 simulation systems. After briefly summarising earlier work done at TNO-FEL, a definition of virtual environment simulations is proposed, along with a classification of various types of VE systems. This ...

  2. Virtual reality negotiation training increases negotiation knowledge and skill

    NARCIS (Netherlands)

    Broekens, J.; Harbers, M.; Brinkman W.; Jonker, C.; Bosch, K. van den; Meyer, J.J.C.

    2012-01-01

    In this paper we experimentally investigate learning effects of a rigourously set up virtual reality (VR) negotiation training. We discuss the design of the system in detail. Further, we present results of an experiment (between subject; three experimental conditions: control, training once,

  3. Retention of Mastoidectomy Skills After Virtual Reality Simulation Training

    DEFF Research Database (Denmark)

    Andersen, Steven Arild Wuyts; Konge, Lars; Cayé-Thomasen, Per

    2016-01-01

    IMPORTANCE: The ultimate goal of surgical training is consolidated skills with a consistently high performance. However, surgical skills are heterogeneously retained and depend on a variety of factors, including the task, cognitive demands, and organization of practice. Virtual reality (VR) simul...

  4. Stereopsis, Visuospatial Ability, and Virtual Reality in Anatomy Learning

    NARCIS (Netherlands)

    Luursema, J.M.; Vorstenbosch, M.A.; Kooloos, J.G.M.

    2017-01-01

    A new wave of virtual reality headsets has become available. A potential benefit for the study of human anatomy is the reintroduction of stereopsis and absolute size. We report a randomized controlled trial to assess the contribution of stereopsis to anatomy learning, for students of different

  5. Validation of a novel virtual reality simulator for robotic surgery

    NARCIS (Netherlands)

    Schreuder, Henk W. R.; Persson, Jan E. U.; Wolswijk, Richard G. H.; Ihse, Ingmar; Schijven, Marlies P.; Verheijen, René H. M.

    2014-01-01

    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

  6. Issues Surrounding the Use of Virtual Reality in Geographic Education

    Science.gov (United States)

    Lisichenko, Richard

    2015-01-01

    As with all classroom innovations intended to improve geographic education, the adoption of virtual reality (VR) poses issues for consideration prior to endorsing its use. Of these, effectiveness, implementation, and safe use need to be addressed. Traditionally, sense of place, geographic knowledge, and firsthand experiences provided by field…

  7. 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…

  8. Transforming Clinical Imaging Data for Virtual Reality Learning Objects

    Science.gov (United States)

    Trelease, Robert B.; Rosset, Antoine

    2008-01-01

    Advances in anatomical informatics, three-dimensional (3D) modeling, and virtual reality (VR) methods have made computer-based structural visualization a practical tool for education. In this article, the authors describe streamlined methods for producing VR "learning objects," standardized interactive software modules for anatomical sciences…

  9. Virtual Reality and Cyberspace: From Science Fiction to Science Fact.

    Science.gov (United States)

    Stone, Robert J.

    1991-01-01

    Traces the history of virtual reality (VR), or cyberspace, and describes some of the research and development efforts currently being carried out in the United Kingdom, Europe, and the United States. Applications of VR in interactive computer-aided design (CAD), the military, leisure activities, spaceflight, teleconferencing, and medicine are…

  10. Innovative virtual reality measurements for embryonic growth and development

    NARCIS (Netherlands)

    C.M. Verwoerd-Dikkeboom (Christine); A.H.J. Koning (Anton); W.C.J. Hop (Wim); P.J. van der Spek (Peter); N. Exalto (Niek); R.P.M. Steegers-Theunissen (Régine)

    2010-01-01

    textabstractBackground Innovative imaging techniques, using up-to-date ultrasonic equipment, necessitate specific biometry. The aim of our study was to test the possibility of detailed human embryonic biometry using a virtual reality (VR) technique. Methods In a longitudinal study, three-dimensional

  11. Virtual Reality: Teaching Tool of the Twenty-First Century?

    Science.gov (United States)

    Hoffman, Helene; Vu, Dzung

    1997-01-01

    Virtual reality-based procedural and surgical simulations promise to revolutionize medical training. A wide range of simulations representing diverse content areas and varied implementation strategies are under development or in early use. The new systems will make broad-based training experiences available for students at all levels without risks…

  12. Are Spatial Visualization Abilities Relevant to Virtual Reality?

    Science.gov (United States)

    Chen, Chwen Jen

    2006-01-01

    This study aims to investigate the effects of virtual reality (VR)-based learning environment on learners of different spatial visualization abilities. The findings of the aptitude-by-treatment interaction study have shown that learners benefit most from the Guided VR mode, irrespective of their spatial visualization abilities. This indicates that…

  13. Virtual Reality Augmentation for Functional Assessment and Treatment of Stuttering

    Science.gov (United States)

    Brundage, Shelley B.

    2007-01-01

    Stuttering characteristics, assessment, and treatment principles present challenges to assessment and treatment that can be addressed with virtual reality (VR) technology. This article describes how VR can be used to assist clinicians in meeting some of these challenges with adults who stutter. A review of current VR research at the Stuttering…

  14. Virtual Reality Hypermedia Design Frameworks for Science Instruction.

    Science.gov (United States)

    Maule, R. William; Oh, Byron; Check, Rosa

    This paper reports on a study that conceptualizes a research framework to aid software design and development for virtual reality (VR) computer applications for instruction in the sciences. The framework provides methodologies for the processing, collection, examination, classification, and presentation of multimedia information within hyperlinked…

  15. Application of Virtual Reality for Visual Presentation in the Mineral ...

    African Journals Online (AJOL)

    Computer Graphics (CG) and Virtual Reality (VR) are becoming very useful in the mineral industry as tools by which engineers, managers and planners can communicate complex engineering designs to the relevant end users in 3- dimensional (3D) presentations. Although 2-dimensional (2D) presentations of technical ...

  16. 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…

  17. VirtualTable: a projection augmented reality game

    DEFF Research Database (Denmark)

    Dal Corso, Alessandro; Olsen, Mikkel Damgaard; Steenstrup, Kasper Hornbak

    2015-01-01

    VirtualTable is a projection augmented reality installation where users are engaged in an interactive tower defense game. The installation runs continuously and is designed to attract people to a table, which the game is projected onto. Any number of players can join the game for an optional period...

  18. 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.…

  19. Embryonic staging using a 3D virtual reality system

    NARCIS (Netherlands)

    C.M. Verwoerd-Dikkeboom (Christine); A.H.J. Koning (Anton); P.J. van der Spek (Peter); N. Exalto (Niek); R.P.M. Steegers-Theunissen (Régine)

    2008-01-01

    textabstractBACKGROUND: The aim of this study was to demonstrate that Carnegie Stages could be assigned to embryos visualized with a 3D virtual reality system. METHODS: We analysed 48 3D ultrasound scans of 19 IVF/ICSI pregnancies at 7-10 weeks' gestation. These datasets were visualized as 3D

  20. Virtual reality simulator for vitreoretinal surgery using integrated OCT data.

    Science.gov (United States)

    Kozak, Igor; Banerjee, Pat; Luo, Jia; Luciano, Cristian

    2014-01-01

    Operative practice using surgical simulators has become a part of training in many surgical specialties, including ophthalmology. We introduce a virtual reality retina surgery simulator capable of integrating optical coherence tomography (OCT) scans from real patients for practicing vitreoretinal surgery using different pathologic scenarios.

  1. How to Create a Low-Cost Virtual Reality Network.

    Science.gov (United States)

    Moore, Noel

    1993-01-01

    Describes a project which developed a shared electronic environment of virtual reality using satellite telecommunications technologies to create desktop multimedia networking. The origins of the concept of shared electronic space are explained, and the importance for human communication of sharing both audio and visual space simultaneously is…

  2. Feasibility of Virtual Reality Environments for Adolescent Social Anxiety Disorder

    Science.gov (United States)

    Parrish, Danielle E.; Oxhandler, Holly K.; Duron, Jacuelynn F.; Swank, Paul; Bordnick, Patrick

    2016-01-01

    Purpose: This study assessed the feasibility of virtual reality (VR) exposure as an assessment and treatment modality for youth with social anxiety disorder (SAD). Methods: Forty-one adolescents, 20 of which were identified as having SAD, were recruited from a community sample. Youth with and without SAD were exposed to two social virtual…

  3. Virtual reality training versus blended learning of laparoscopic cholecystectomy

    DEFF Research Database (Denmark)

    Nickel, Felix; Brzoska, Julia Anja; Gondan, Matthias

    2015-01-01

    Objective: This study compared virtual reality (VR) training with low cost blended learning (BL) in a structured training program. Background: Training of laparoscopic skills outside the operating room is mandatory to reduce operative times and risks. Methods: Laparoscopy-naïve medical students...

  4. Visual Realism and Presence in a Virtual Reality Game

    DEFF Research Database (Denmark)

    Hvass, Jonatan Salling; Larsen, Oliver Stevns; Vendelbo, Kasper Bøgelund

    2017-01-01

    Virtual Reality (VR) has finally entered the homes of consumers, and a large number of the available applications are games. This paper presents a between-subjects study (n=50) exploring if vi-sual realism (polygon count and texture resolution) affects pres-ence during a scenario involving gameplay...

  5. 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…

  6. Visualization and labeling of point clouds in virtual reality

    DEFF Research Database (Denmark)

    Stets, Jonathan Dyssel; Sun, Yongbin; Greenwald, Scott W.

    2017-01-01

    We present a Virtual Reality (VR) application for labeling and handling point cloud data sets. A series of room-scale point clouds are recorded as a video sequence using a Microsoft Kinect. The data can be played and paused, and frames can be skipped just like in a video player. The user can walk...

  7. Virtual Reality Training for Upper Extremity in Subacute Stroke (VIRTUES)

    DEFF Research Database (Denmark)

    Brunner, Iris; Skouen, Jan Sture; Hofstad, Håkon

    2017-01-01

    Objective: To compare the effectiveness of upper extremity virtual reality rehabilitation training (VR) to time-matched conventional training (CT) in the subacute phase after stroke. Methods: In this randomized, controlled, single-blind phase III multicenter trial, 120 participants with upper...

  8. Utilising Virtual Reality in Alcohol Studies: A Systematic Review

    Science.gov (United States)

    Durl, James; Dietrich, Timo; Pang, Bo; Potter, Leigh-Ellen; Carter, Lewis

    2018-01-01

    Background: The resurgence of interest in virtual reality (VR) in recent years has been exciting for health educators and researchers, yet little is known about VR's effectiveness. This systematic literature review aims to provide an overview of the prevalence of VR in alcohol studies and assess its effectiveness. Methods: Peer-reviewed articles…

  9. Conveying Architectural Form and Space with Virtual Reality

    DEFF Research Database (Denmark)

    Kreutzberg, Anette

    2015-01-01

    The purpose of this study was to explore the user experience of non-specialists viewing and navigating in an architectural native (Revit) BIM model in Virtual Reality (VR) with a head mounted display (HMD). The perceived sense of presence as well as the quality of vision and total VR experience...

  10. Teaching Marketing through a Micro-Economy in Virtual Reality

    Science.gov (United States)

    Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio

    2011-01-01

    Teaching retailing principles to students is a challenge because although real-world wholesale and retail decision making very heavily depends on dynamic conditions, classroom exercises are limited to abstract discussions and role-playing. This article describes two interlocking class projects taught using the virtual reality of secondlife.com,…

  11. Integrating Virtual Reality (VR) into traditional instructional design ...

    African Journals Online (AJOL)

    Most technical programs in Nigeria's tertiary institutions lack the desired laboratories to impact technical skills to the students. This has led to the production of pseudo-illustrates as graduates and this accounts for reasons why many employers are saying Nigerian graduates are not employable. Virtual Reality (VR) can ...

  12. 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…

  13. A DBR Framework for Designing Mobile Virtual Reality Learning Environments

    Science.gov (United States)

    Cochrane, Thomas Donald; Cook, Stuart; Aiello, Stephen; Christie, Duncan; Sinfield, David; Steagall, Marcus; Aguayo, Claudio

    2017-01-01

    This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first…

  14. Virtual Reality: A Tool for Cartographic Visualization | Quaye-Ballard ...

    African Journals Online (AJOL)

    Visualization methods in the analysis of geographical datasets are based on static models, which restrict the visual analysis capabilities. The use of virtual reality, which is a three-dimensional (3D) perspective, gives the user the ability to change viewpoints and models dynamically overcomes the static limitations of ...

  15. Virtual reality-based medical training and assessment

    DEFF Research Database (Denmark)

    Aboulafia, Annette Løw T.; Lövquist, Erik; Shorten, George Declan

    2012-01-01

    The current focus on patient safety and evidence-based medical education has led to an increased interest in utilising virtual reality (VR) for medical training. The development of VR-based systems require experts from different disciplines to collaborate with shared and agreed objectives through...

  16. 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...

  17. Virtual reality simulators for rock engineering related training.

    CSIR Research Space (South Africa)

    Squelch, A

    1997-12-01

    Full Text Available Virtual reality (VR) has been investigated by SIMRAC and CSIR Miningtek as a means of providing an enhancement to current training methods that will lead to more effective hazard awareness training programmes. A VR training simulator developed under...

  18. Virtual reality training for endoscopic surgery: voluntary or obligatory?

    NARCIS (Netherlands)

    van Dongen, K. W.; van der Wal, W. A.; Borel Rinkes, I. H. M.; Schijven, M. P.; Broeders, I. A. M. J.

    2008-01-01

    INTRODUCTION: Virtual reality (VR) simulators have been developed to train basic endoscopic surgical skills outside of the operating room. An important issue is how to create optimal conditions for integration of these types of simulators into the surgical training curriculum. The willingness of

  19. Virtual Reality: An Experiential Tool for Clinical Psychology

    Science.gov (United States)

    Riva, Giuseppe

    2009-01-01

    Several Virtual Reality (VR) applications for the understanding, assessment and treatment of mental health problems have been developed in the last 15 years. Typically, in VR the patient learns to manipulate problematic situations related to his/her problem. In fact, VR can be described as an advanced form of human-computer interface that is able…

  20. Improving Weight Maintenance Using Virtual Reality (Second Life)

    Science.gov (United States)

    Sullivan, Debra K.; Goetz, Jeannine R.; Gibson, Cheryl A.; Washburn, Richard A.; Smith, Bryan K.; Lee, Jaehoon; Gerald, Stephanie; Fincham, Tennille; Donnelly, Joseph E.

    2013-01-01

    Objective: Compare weight loss and maintenance between a face-to-face (FTF) weight management clinic and a clinic delivered via virtual reality (VR). Methods: Participants were randomized to 3 months of weight loss with a weekly clinic delivered via FTF or VR and then 6 months' weight maintenance delivered with VR. Data were collected at baseline…

  1. 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,…

  2. Self-Characterstics and Sound in Immersive Virtual Reality

    DEFF Research Database (Denmark)

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

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

  3. 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.

  4. 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.

  5. Virtual Reality and its Implementation in Transport Ergonomics

    Directory of Open Access Journals (Sweden)

    Jasna Jurum-Kipke

    2007-03-01

    Full Text Available The experience of our environment is based on the informationthat reach us by means of our sensory organs, andwhich are subsequently processed in our brains. Digital interpretationimplemented to mathematical models of the studiedsubjects brings us to the so-called virtual reality that allows us toreplace some natural human senses, in this case the visualones, by computer-generated infonnation. The procedure is expandedto three-dimensional (3D scanning i. e. searching ofthe special form of the obse1ved subject/object, then digital recordingof the space point cloud (pixels which correspond tothe item, then vectorisation of the fonn, rendering and finallyanimation. In this way, by watching the display, the impressionof the virtual environment can be generated in the human perception.Moreover, in this way the human model can be realizedin a characteristic way in such a virtual space. The implementationof this virtual reality, in accordance with the possibilitiesthat it provides, has been the subject of very intensive researchin the world, and in Croatia as well. The work presentssome possibilities of applying virtual reality in the field of ergonomicanalysis of the collision process of two vehicles.

  6. 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.

  7. 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.

  8. Traditional Instruction versus Virtual Reality Simulation: A Comparative Study of Phlebotomy Training among Nursing Students in Kuwait

    Science.gov (United States)

    William, Abeer; Vidal, Victoria L.; John, Pamela

    2016-01-01

    This quasi-experimental study compared differences in phlebotomy performance on a live client, between a control group taught through the traditional method and an experimental group using virtual reality simulation. The study showed both groups had performed successfully, using the following metrics: number of reinsertions, pain factor, hematoma…

  9. 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

  10. Virtual reality simulators for gastrointestinal endoscopy training

    Science.gov (United States)

    Triantafyllou, Konstantinos; Lazaridis, Lazaros Dimitrios; Dimitriadis, George D

    2014-01-01

    The use of simulators as educational tools for medical procedures is spreading rapidly and many efforts have been made for their implementation in gastrointestinal endoscopy training. Endoscopy simulation training has been suggested for ascertaining patient safety while positively influencing the trainees’ learning curve. Virtual simulators are the most promising tool among all available types of simulators. These integrated modalities offer a human-like endoscopy experience by combining virtual images of the gastrointestinal tract and haptic realism with using a customized endoscope. From their first steps in the 1980s until today, research involving virtual endoscopic simulators can be divided in two categories: investigation of the impact of virtual simulator training in acquiring endoscopy skills and measuring competence. Emphasis should also be given to the financial impact of their implementation in endoscopy, including the cost of these state-of-the-art simulators and the potential economic benefits from their usage. Advances in technology will contribute to the upgrade of existing models and the development of new ones; while further research should be carried out to discover new fields of application. PMID:24527175

  11. 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

  12. Investigating self-representation with virtual reality

    NARCIS (Netherlands)

    Ma, Ke

    2016-01-01

    The main issue addressed in this thesis is the degree to which the representation of our body is flexible, and what possible implication this has. By using the virtual hand illusion (VHI) paradigm, we provided evidence for a dissociation between subjective ownership perception and the skin

  13. Virtual reality simulators for gastrointestinal endoscopy training.

    Science.gov (United States)

    Triantafyllou, Konstantinos; Lazaridis, Lazaros Dimitrios; Dimitriadis, George D

    2014-01-16

    The use of simulators as educational tools for medical procedures is spreading rapidly and many efforts have been made for their implementation in gastrointestinal endoscopy training. Endoscopy simulation training has been suggested for ascertaining patient safety while positively influencing the trainees' learning curve. Virtual simulators are the most promising tool among all available types of simulators. These integrated modalities offer a human-like endoscopy experience by combining virtual images of the gastrointestinal tract and haptic realism with using a customized endoscope. From their first steps in the 1980s until today, research involving virtual endoscopic simulators can be divided in two categories: investigation of the impact of virtual simulator training in acquiring endoscopy skills and measuring competence. Emphasis should also be given to the financial impact of their implementation in endoscopy, including the cost of these state-of-the-art simulators and the potential economic benefits from their usage. Advances in technology will contribute to the upgrade of existing models and the development of new ones; while further research should be carried out to discover new fields of application.

  14. 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.

  15. Using visuo-kinetic virtual reality to induce illusory spinal movement: the MoOVi Illusion

    Directory of Open Access Journals (Sweden)

    Daniel S. Harvie

    2017-02-01

    Full Text Available Background Illusions that alter perception of the body provide novel opportunities to target brain-based contributions to problems such as persistent pain. One example of this, mirror therapy, uses vision to augment perceived movement of a painful limb to treat pain. Since mirrors can’t be used to induce augmented neck or other spinal movement, we aimed to test whether such an illusion could be achieved using virtual reality, in advance of testing its potential therapeutic benefit. We hypothesised that perceived head rotation would depend on visually suggested movement. Method In a within-subjects repeated measures experiment, 24 healthy volunteers performed neck movements to 50o of rotation, while a virtual reality system delivered corresponding visual feedback that was offset by a factor of 50%–200%—the Motor Offset Visual Illusion (MoOVi—thus simulating more or less movement than that actually occurring. At 50o of real-world head rotation, participants pointed in the direction that they perceived they were facing. The discrepancy between actual and perceived direction was measured and compared between conditions. The impact of including multisensory (auditory and visual feedback, the presence of a virtual body reference, and the use of 360o immersive virtual reality with and without three-dimensional properties, was also investigated. Results Perception of head movement was dependent on visual-kinaesthetic feedback (p = 0.001, partial eta squared = 0.17. That is, altered visual feedback caused a kinaesthetic drift in the direction of the visually suggested movement. The magnitude of the drift was not moderated by secondary variables such as the addition of illusory auditory feedback, the presence of a virtual body reference, or three-dimensionality of the scene. Discussion Virtual reality can be used to augment perceived movement and body position, such that one can perform a small movement, yet perceive a large one. The Mo

  16. [Virtual reality in the treatment of mental disorders].

    Science.gov (United States)

    Malbos, Eric; Boyer, Laurent; Lançon, Christophe

    2013-11-01

    Virtual reality is a media allowing users to interact in real time with computerized virtual environments. The application of this immersive technology to cognitive behavioral therapies is increasingly exploited for the treatment of mental disorders. The present study is a review of literature spanning from 1992 to 2012. It depicts the utility of this new tool for assessment and therapy through the various clinical studies carried out on subjects exhibiting diverse mental disorders. Most of the studies conducted on tested subjects attest to the significant efficacy of the Virtual Reality Exposure Therapy (VRET) for the treatment of distinct mental disorders. Comparative studies of VRET with the treatment of reference (the in vivo exposure component of the cognitive behavioral therapy) document an equal efficacy of the two methods and in some cases a superior therapeutic effect in favor of the VRET. Even though clinical experiments set on a larger scale, extended follow-up and studies about factors influencing presence are needed, virtual reality exposure represents an efficacious, confidential, affordable, flexible, interactive therapeutic method which application will progressively widened in the field of mental health. Copyright © 2013 Elsevier Masson SAS. All rights reserved.

  17. Simulation Of Assembly Processes With Technical Of Virtual Reality

    Science.gov (United States)

    García García, Manuel; Arenas Reina, José Manuel; Lite, Alberto Sánchez; Sebastián Pérez, Miguel Ángel

    2009-11-01

    Virtual reality techniques use at industrial processes provides a real approach to product life cycle. For components manual assembly, the use of virtual surroundings facilitates a simultaneous engineering in which variables such as human factors and productivity take a real act. On the other hand, in the actual phase of industrial competition it is required a rapid adjustment to client needs and to market situation. In this work it is analyzed the assembly of the front components of a vehicle using virtual reality tools and following up a product-process design methodology which includes every life service stage. This study is based on workstations design, taking into account productive and human factors from the ergonomic point of view implementing a postural study of every assembly operation, leaving the rest of stages for a later study. Design is optimized applying this methodology together with the use of virtual reality tools. It is also achieved a 15% reduction on time assembly and of 90% reduction in muscle—skeletal diseases at every assembly operation.

  18. Assessment of Virtual Reality Environments for designactivities

    OpenAIRE

    Trakunsaranakom, Channarong; Noël, Frédéric; Marin, Philippe,

    2014-01-01

    International audience; The aim of this research is the performance assessment of 3D visualization and interaction devices for designactivities. Experiments are expected to determine the virtual environments that best fit the dedicated activities.Classification of technologies is proposed on the basis of its apparent relevance to reach intuitive support tothe design activity but a method to provide a more complete and objective assessment is proposed. To checkthe proposed assessment method, a...

  19. 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.

  20. 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.

  1. 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.

  2. Clinical observations during virtual reality therapy for specific phobias.

    Science.gov (United States)

    Wiederhold, B K; Wiederhold, M D

    1999-01-01

    Virtual environments offer a new method of providing exposure therapy to patients with specific phobias. Although the stimuli (three-dimensional computer simulations) is new, the method of systematically desensitizing the patient to phobic stimuli until habituation occurs is a concept that was formally introduced by Joseph Wolpe over 40 years ago. Our article discusses some of the clinical observations that have been made during nearly 500 virtual reality exposure therapy sessions with patients and research participants who have come to our center in the past 15 months with a fear of flying or driving.

  3. Stereoscopic virtual reality presurgical planning for cerebrospinal otorrhea.

    Science.gov (United States)

    Shen, Ming; Zhang, Xiao-Luo; Yang, De-Lin; Wu, Jin-Song

    2010-07-01

    We present a complicated case of spontaneous cerebrospinal otorrhea, which had not been cured despite undergoing 5 surgical interventions in the past. The disability to identify the location of the fistula was the main crux of the past failures. On this occasion, stereoscopic virtual reality presurgical planning was applied to identify the exact location of the fistula and a surgical simulation was performed, and was later confirmed during the actual operation. Interactive manipulation in a stereoscopic virtual environment makes the decision making process easier in the treatment of cerebrospinal otorrhea.

  4. 3D Virtual Reality for Teaching Astronomy

    Science.gov (United States)

    Speck, Angela; Ruzhitskaya, L.; Laffey, J.; Ding, N.

    2012-01-01

    We are developing 3D virtual learning environments (VLEs) as learning materials for an undergraduate astronomy course, in which will utilize advances both in technologies available and in our understanding of the social nature of learning. These learning materials will be used to test whether such VLEs can indeed augment science learning so that it is more engaging, active, visual and effective. Our project focuses on the challenges and requirements of introductory college astronomy classes. Here we present our virtual world of the Jupiter system and how we plan to implement it to allow students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The VLE can allow students to work individually or collaboratively. The 3D world also provides an opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of this VLE is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3D environment. We will present the Jupiter-system environment along with a preliminary study of the efficacy and usability of our Jupiter 3D VLE.

  5. 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.

  6. 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.

  7. 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

  8. Virtual reality for the induction of positive emotions in the treatment of fibromyalgia: a pilot study over acceptability, satisfaction, and the effect of virtual reality on mood.

    Science.gov (United States)

    Herrero, Rocio; García-Palacios, Azucena; Castilla, Diana; Molinari, Guadalupe; Botella, Cristina

    2014-06-01

    One of the most important aspects of fibromyalgia syndrome (FMS) is its impact on quality of life, increasing negative emotions and dysfunctional coping strategies. One of these strategies is to avoid activities, especially meaningful activities, which reduces positive reinforcement. Commencing significant daily activities could enable chronic patients to experience a more fulfilling life. However, the main difficulty found in FMS patients is their willingness to start those activities. Promoting positive emotions could enhance activity management. The aim of this paper is to present a description of a system along with data regarding the acceptability, satisfaction, and preliminary efficacy of a virtual reality (VR) environment for the promotion of positive emotions. The VR environment was especially designed for chronic pain patients. Results showed significant increases in general mood state, positive emotions, motivation, and self-efficacy. These preliminary findings show the potential of VR as an adjunct to the psychological treatment of such an important health problem as chronic pain.

  9. Fundamental arthroscopic skill differentiation with virtual reality simulation.

    Science.gov (United States)

    Rose, Kelsey; Pedowitz, Robert

    2015-02-01

    The purpose of this study was to investigate the use and validity of virtual reality modules as part of the educational approach to mastering arthroscopy in a safe environment by assessing the ability to distinguish between experience levels. Additionally, the study aimed to evaluate whether experts have greater ambidexterity than do novices. Three virtual reality modules (Swemac/Augmented Reality Systems, Linkoping, Sweden) were created to test fundamental arthroscopic skills. Thirty participants-10 experts consisting of faculty, 10 intermediate participants consisting of orthopaedic residents, and 10 novices consisting of medical students-performed each exercise. Steady and Telescope was designed to train centering and image stability. Steady and Probe was designed to train basic triangulation. Track and Moving Target was designed to train coordinated motions of arthroscope and probe. Metrics reflecting speed, accuracy, and efficiency of motion were used to measure construct validity. Steady and Probe and Track a Moving Target both exhibited construct validity, with better performance by experts and intermediate participants than by novices (P reality modules developed through task deconstruction. Participants with the most arthroscopic experience performed better and were more consistent than novices on all 3 virtual reality modules. Greater arthroscopic experience correlates with more symmetry of ambidextrous performance. However, further adjustment of the modules may better simulate fundamental arthroscopic skills and discriminate between experience levels. Arthroscopy training is a critical element of orthopaedic surgery resident training. Developing techniques to safely and effectively train these skills is critical for patient safety and resident education. Copyright © 2015 Arthroscopy Association of North America. Published by Elsevier Inc. All rights reserved.

  10. Augmented Virtual Reality: How to Improve Education Systems

    OpenAIRE

    Manuel Fernandez

    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. Stakeholders in the educational role of technology include students, faculty members, institutions, and manufacturers. While the benefits of suc...

  11. Integrating eye tracking in virtual reality for stroke rehabilitation

    OpenAIRE

    Alves, Júlio Miguel Gomes Rebelo

    2014-01-01

    This thesis reports on research done for the integration of eye tracking technology into virtual reality environments, with the goal of using it in rehabilitation of patients who suffered from stroke. For the last few years, eye tracking has been a focus on medical research, used as an assistive tool  to help people with disabilities interact with new technologies  and as an assessment tool  to track the eye gaze during computer interactions. However, tracking more complex gaze behavio...

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

    OpenAIRE

    Kao Yung-Chou; Lee Chung-Shuo; Liu Zhi-Ren; Lin Yu-Fu

    2017-01-01

    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) t...

  13. Interact: A Mixed Reality Virtual Survivor for Holocaust Testimonies

    OpenAIRE

    Ma, Minhua; Coward, Sarah; Walker, Chris

    2015-01-01

    In this paper we present Interact---a mixed reality virtual survivor for Holocaust education. It was created to preserve the powerful and engaging experience of listening to, and interacting with, Holocaust survivors, allowing future generations of audience access to their unique stories. Interact demonstrates how advanced filming techniques, 3D graphics and natural language processing can be integrated and applied to specially-recorded testimonies to enable users to ask questions and receive...

  14. Virtual reality simulator for vitreoretinal surgery using integrated OCT data

    OpenAIRE

    Kozak, Igor; Banerjee, Pat; Luo, Jia; Luciano, Cristian

    2014-01-01

    Igor Kozak,1 Pat Banerjee,2 Jia Luo,2 Cristian Luciano21King Khaled Eye Specialist Hospital, Vitreoretinal Division, Riyadh, Kingdom of Saudi Arabia; 2College of Engineering, University of Illinois at Chicago, Chicago, IL, USAAbstract: Operative practice using surgical simulators has become a part of training in many surgical specialties, including ophthalmology. We introduce a virtual reality retina surgery simulator capable of integrating optical coherence tomography (OCT) scans from real p...

  15. Effect of Virtual Reality on Cognition in Stroke Patients

    Science.gov (United States)

    Kim, Bo Ryun; Kim, Lee Suk; Park, Ji Young

    2011-01-01

    Objective To investigate the effect of virtual reality on the recovery of cognitive impairment in stroke patients. Method Twenty-eight patients (11 males and 17 females, mean age 64.2) with cognitive impairment following stroke were recruited for this study. All patients were randomly assigned to one of two groups, the virtual reality (VR) group (n=15) or the control group (n=13). The VR group received both virtual reality training and computer-based cognitive rehabilitation, whereas the control group received only computer-based cognitive rehabilitation. To measure, activity of daily living cognitive and motor functions, the following assessment tools were used: computerized neuropsychological test and the Tower of London (TOL) test for cognitive function assessment, Korean-Modified Barthel index (K-MBI) for functional status evaluation, and the motricity index (MI) for motor function assessment. All recruited patients underwent these evaluations before rehabilitation and four weeks after rehabilitation. Results The VR group showed significant improvement in the K-MMSE, visual and auditory continuous performance tests (CPT), forward digit span test (DST), forward and backward visual span tests (VST), visual and verbal learning tests, TOL, K-MBI, and MI scores, while the control group showed significant improvement in the K-MMSE, forward DST, visual and verbal learning tests, trail-making test-type A, TOL, K-MBI, and MI scores after rehabilitation. The changes in the visual CPT and backward VST in the VR group after rehabilitation were significantly higher than those in the control group. Conclusion Our findings suggest that virtual reality training combined with computer-based cognitive rehabilitation may be of additional benefit for treating cognitive impairment in stroke patients. PMID:22506159

  16. Try Before You Buy: Using Virtual Reality for Travel Planning

    OpenAIRE

    Nunez San Juan, Ricardo

    2017-01-01

    Master's thesis in International Hotel and Tourism Management Technological innovations have been transforming the way we handle tourism. Virtual reality (VR), one of the most recent commercially available technologies, is an underexplored marketing opportunity for destination marketing organizations (DMOs) and for companies within the tourism industry. This emerging technology can help to build a closer relationship between DMOs and the traveler. Within this context, it is predicted that ...

  17. Virtual reality - ja det er virkelig allerede en realitet

    DEFF Research Database (Denmark)

    Andersen, Tem Frank

    2016-01-01

    Allerede tilbage i 1980’erne kunne forskningen i medier og informationsteknologier fremvise de første prototyper på 3D virtual reality. Man kan spekulere længe over, hvad der egentligt motiverede forskningen på det tidspunkt. En motivation kunne være den ingeniørmæssige: Er det muligt at skabe en...

  18. The efficacy of virtual reality simulation training in laparoscopy

    DEFF Research Database (Denmark)

    Larsen, Christian Rifbjerg; Oestergaard, Jeanett; Ottesen, Bent S

    2012-01-01

    Background. Virtual reality (VR) simulators for surgical training might possess the properties needed for basic training in laparoscopy. Evidence for training efficacy of VR has been investigated by research of varying quality over the past decade. Objective. To review randomized controlled trials....... Skills in laparoscopic surgery can be increased by proficiency-based procedural VR simulator training. There is substantial evidence (grade IA - IIB) to support the use of VR simulators in laparoscopic training....

  19. Methamphetamine Craving Induced in an Online Virtual Reality Environment

    OpenAIRE

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

    2010-01-01

    The main aim of this study was to assess self-reported craving and physiological reactivity in a methamphetamine virtual reality (METH-VR) cue model created using Second Life, a freely available online gaming platform. Seventeen, non-treatment seeking, individuals that abuse methamphetamine (METH) completed this one-day, outpatient, within-subjects study. Participants completed four test sessions: 1) METH-VR 2) neutral-VR 3) METH-video 4) neutral-video in a counterbalanced (latin square) fash...

  20. Collaborative virtual reality environments for computational science and design.

    Energy Technology Data Exchange (ETDEWEB)

    Papka, M. E.

    1998-02-17

    The authors are developing a networked, multi-user, virtual-reality-based collaborative environment coupled to one or more petaFLOPs computers, enabling the interactive simulation of 10{sup 9} atom systems. The purpose of this work is to explore the requirements for this coupling. Through the design, development, and testing of such systems, they hope to gain knowledge that allows computational scientists to discover and analyze their results more quickly and in a more intuitive manner.

  1. 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

  2. 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.

  3. Human Factors in Virtual Reality Development

    Science.gov (United States)

    Kaiser, Mary K.; Proffitt, Dennis R.; Null, Cynthia H. (Technical Monitor)

    1995-01-01

    This half-day tutorial will provide an overview of basic perceptual functioning as it relates to the design of virtual environment systems. The tutorial consists of three parts. First, basic issues in visual perception will be presented, including discussions of the visual sensations of brightness and color, and the visual perception of depth relationships in three-dimensional space (with a special emphasis on motion -specified depth). The second section will discuss the importance of conducting human-factors user studies and evaluations. Examples and suggestions on how best to get help with user studies will be provided. Finally, we will discuss how, by drawing on their complementary competencies, perceptual psychologists and computer engineers can work as a team to develop optimal VR systems, technologies, and techniques.

  4. 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.

  5. Mixed reality virtual pets to reduce childhood obesity.

    Science.gov (United States)

    Johnsen, Kyle; Ahn, Sun Joo; Moore, James; Brown, Scott; Robertson, Thomas P; Marable, Amanda; Basu, Aryabrata

    2014-04-01

    Novel approaches are needed to reduce the high rates of childhood obesity in the developed world. While multifactorial in cause, a major factor is an increasingly sedentary lifestyle of children. Our research shows that a mixed reality system that is of interest to children can be a powerful motivator of healthy activity. We designed and constructed a mixed reality system that allowed children to exercise, play with, and train a virtual pet using their own physical activity as input. The health, happiness, and intelligence of each virtual pet grew as its associated child owner exercised more, reached goals, and interacted with their pet. We report results of a research study involving 61 children from a local summer camp that shows a large increase in recorded and observed activity, alongside observational evidence that the virtual pet was responsible for that change. These results, and the ease at which the system integrated into the camp environment, demonstrate the practical potential to impact the exercise behaviors of children with mixed reality.

  6. Capturing differences in dental training using a virtual reality simulator.

    Science.gov (United States)

    Mirghani, I; Mushtaq, F; Allsop, M J; Al-Saud, L M; Tickhill, N; Potter, C; Keeling, A; Mon-Williams, M A; Manogue, M

    2018-02-01

    Virtual reality simulators are becoming increasingly popular in dental schools across the world. But to what extent do these systems reflect actual dental ability? Addressing this question of construct validity is a fundamental step that is necessary before these systems can be fully integrated into a dental school's curriculum. In this study, we examined the sensitivity of the Simodont (a haptic virtual reality dental simulator) to differences in dental training experience. Two hundred and eighty-nine participants, with 1 (n = 92), 3 (n = 79), 4 (n = 57) and 5 (n = 61) years of dental training, performed a series of tasks upon their first exposure to the simulator. We found statistically significant differences between novice (Year 1) and experienced dental trainees (operationalised as 3 or more years of training), but no differences between performance of experienced trainees with varying levels of experience. This work represents a crucial first step in understanding the value of haptic virtual reality simulators in dental education. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  7. Role of computer vision in augmented virtual reality

    Science.gov (United States)

    Sharma, Rajeev; Molineros, Jose

    1995-03-01

    An important issue in augmented virtual reality is making the virtual world sensitive to the current state of the surrounding real world as the user interacts with it--changing gaze, manipulating an object, etc. For providing the right virtual stimulus at the right position and time, the system needs some sensor to interpret the surrounding scene. Computer vision holds great potential in providing the necessary interpretation of the scene. We present the preliminary design of a computer vision-based augmented reality system for helping a human in assembling an industrial part from its components. The context of assembly helps in keeping the computer vision task simple by exploiting the geometric model of the assembly components for recognition and pose estimation. The augmentation stimuli include labeling of objects in the scene, helping with sequencing using an assembly planner, visualization of assembly at different stages, handling errors by the human operator, etc. Such a system would have potential applications in assembling complex parts, maintenance, and education. We will present an overview of the design of the system and discuss some of the issues involved in computer vision-based augmented reality.

  8. Virtual reality: a proposal for pelvic floor muscle training.

    Science.gov (United States)

    Botelho, Simone; Martinho, Natalia Miguel; Silva, Valéria Regina; Marques, Joseane; Carvalho, Leonardo C; Riccetto, Cássio

    2015-11-01

    This video's proposal was to present one of the pelvic floor muscle (PFM) training programs, used in our research, that we designed as a virtual reality intervention protocol and investigated its effects on PFM contractility. Two clinical, controlled and prospective studies were conducted, one with 19 nulliparous women without urinary symptoms, who were evaluated by both electromyography and digital palpation (DP) and another with 27 postmenopausal women with mixed urinary symptoms (assessed by both ICIQ UI-SF and ICIQ-OAB), evaluated by vaginal dynamometry and DP, with a total of 46 women in both studies. This protocol was designed so that the participant would play a video game, seated on a pressure base platform, while commanding it through her pelvic movements. Using a virtual reality game, five activities were performed during 30 min, twice a week, with a total of 10 sessions. A significant increase in PFM strength was found in both the nulliparous (p = 0.0001) and the postmenopausal (p = 0.0001) groups of women, as ascertained by DP. A significant increase in postmenopausal women's muscle strength and endurance assessed by dynamometry (p = 0.05) and a concomitant decrease in their urinary symptoms, were observed. This virtual reality program promoted an increase in PFM contractility and a decrease in postmenopausal urinary symptoms.

  9. First person experience of body transfer in virtual reality.

    Science.gov (United States)

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

    2010-05-12

    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. 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. 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 experimental manipulations that would

  10. Utilization of virtual reality for reading the superheated emulsion detector

    Energy Technology Data Exchange (ETDEWEB)

    Santos Sobrinho, Jose C.; Santo, Andre C.E.; Pereira, Claudio M.N.A.; Mol, Antonio C.A., E-mail: volksparati@hotmail.com, E-mail: cotelli.andre@gmail.com, E-mail: cmnap@ien.gov.br, E-mail: mol@ien.gov.br [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)

    2013-07-01

    This paper presents a method based on Virtual Reality for reading the Superheated Emulsion Detector (Bubble Detector). The proposed method is an alternative to: automatic counters offered by the manufacturers of detectors, since they have a relatively high cost (acquisition, maintenance and periodic calibration), and visual counting of detectors, since it only has an advantage when there are a small number of bubbles. The method starts with the collection of detector's digital images in order to obtain a sequence of images to create an animation that is displayed with the help of Virtual Reality. To this end, it is modeled, using OpenGL graphics library, a virtual environment for visualizing and manipulating virtual detector. It is made, then a calibration of this virtual environment thus ensuring the correspondence of the model with reality. The reading of the detector (bubbles count) is made visually by the user with the assistance of stereo vision and a 3D cursor to navigation, marking and counting the bubbles. The user views a further auxiliary display that shows the three-dimensional cursor position, the labeled amount of bubbles and the measured dose. After testing, the following results were achieved: better precision in counting the bubbles compared with the 10% reported by the manufacturer of the automatic reader; achieving a low cost tool that requires no calibration constant in the process of maintenance and/or lifetime; minimizing the problem of manual counting for large number of bubbles and ease of use, because can be operated by a common user. (author)

  11. Virtual reality training for health-care professionals.

    Science.gov (United States)

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

    2003-08-01

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

  12. 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.

  13. 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.

  14. Applied virtual reality at the Research Triangle Institute

    Science.gov (United States)

    Montoya, R. Jorge

    1994-01-01

    Virtual Reality (VR) is a way for humans to use computers in visualizing, manipulating and interacting with large geometric data bases. This paper describes a VR infrastructure and its application to marketing, modeling, architectural walk through, and training problems. VR integration techniques used in these applications are based on a uniform approach which promotes portability and reusability of developed modules. For each problem, a 3D object data base is created using data captured by hand or electronically. The object's realism is enhanced through either procedural or photo textures. The virtual environment is created and populated with the data base using software tools which also support interactions with and immersivity in the environment. These capabilities are augmented by other sensory channels such as voice recognition, 3D sound, and tracking. Four applications are presented: a virtual furniture showroom, virtual reality models of the North Carolina Global TransPark, a walk through the Dresden Fraunenkirche, and the maintenance training simulator for the National Guard.

  15. 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)

  16. 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

  17. Preventing teen smoking with virtual reality.

    Science.gov (United States)

    Nemire, K; Beil, J; Swan, R W

    1999-01-01

    Smoking incidence is rising among adolescents but not adults. Although many prevention programs are effective, there is room for improvement. This pilot project combined the welldocumented benefits of Life Skills Training (LST) with the unique multisensory, 3D qualities of virtual environment (VE) technology to address some of the disadvantages of traditional prevention programs. In an 8-week pilot study, 72 seventh-grade students were randomly assigned to either LST, VE, or nonintervention control groups. The VE system included goggles, synthesized speech, spatial trackers on head and hand, a hand-held controller, and a speech recognition system. Questionnaires measured participants' smoking knowledge, attitudes, and behavior. A bogus pipeline procedure was used to increase reliability of the self-report measures. Pre-exposure data showed no significant differences between groups on the questionnaire. Post-exposure data indicated improvements in attitudes in the LST and VE groups. In addition, the VE group showed more accurate information concerning peer and adult cigarette use and more likelihood of using coping and refusal skills. Usability and acceptability questionnaire data showed ease of use and learning and that participants would use VE technology frequently if it were available to them at school. These data indicated that this VE application is a promising tool for keeping teens healthy.

  18. Virtual reality environments for post-stroke arm rehabilitation

    Directory of Open Access Journals (Sweden)

    Beaudoin Christian

    2007-06-01

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

  19. The use of the virtual reality as intervention tool in the postoperative of cardiac surgery

    Directory of Open Access Journals (Sweden)

    Lucas de Assis Pereira Cacau

    2013-06-01

    Full Text Available INTRODUCTION: Cardiac surgery has been the intervention of choice in many cases of cardiovascular diseases. Susceptibility to postoperative complications, cardiac rehabilitation is indicated. Therapeutic resources, such as virtual reality has been helping the rehabilitational process. The aim of the study was to evaluate the use of virtual reality in the functional rehabilitation of patients in the postoperative period. METHODS: Patients were randomized into two groups, Virtual Reality (VRG, n = 30 and Control (CG, n = 30. The response to treatment was assessed through the functional independence measure (FIM, by the 6-minute walk test (6MWT and the Nottingham Health Profile (NHP. Evaluations were performed preoperatively and postoperatively. RESULTS: On the first day after surgery, patients in both groups showed decreased functional performance. However, the VRG showed lower reduction (45.712.3 when compared to CG (35.0612.09, P0.05. In evaluating the NHP field, we observed a significant decrease in pain score at third assessment (P<0.05. These patients also had a higher energy level in the first evaluation (P<0.05. There were no differences with statistical significance for emotional reactions, physical ability, and social interaction. The length of stay was significantly shorter in patients of VRG (9.410.5 days vs. 12.2 1 0.9 days, P<0.05, which also had a higher 6MWD (319.9119.3 meters vs. 263.5115.4 meters, P<0.02. CONCLUSION: Adjunctive treatment with virtual reality demonstrated benefits, with better functional performance in patients undergoing cardiac surgery.

  20. Virtual Burglary: Exploring the Potential of Virtual Reality to Study Burglary in Action

    NARCIS (Netherlands)

    van Sintemaartensdijk, I.; van Prooijen, J-W.; van Gelder, J-L.; Otte, M.; Nee, Claire; Demetriou, Andrew

    2016-01-01

    Objectives: This article explores the potential of virtual reality (VR) to study burglary by measuring user responses on the subjective, physiological, and behavioral levels. Furthermore, it examines the influence of individual dispositions, such as sensation seeking and self-control, on behavior

  1. Virtual and augmented reality technologies in Human Performance: a review

    Directory of Open Access Journals (Sweden)

    Tânia Brusque Crocetta

    Full Text Available Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR and Virtual Reality (VR technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods : We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL and Scientific Electronic Library Online (SciELO, using the words augmented reality, virtual reality, exergames, Wii and serious games. Results : Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo(r Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7, three with patients with Parkinson's disease (mean = 18.0, three with elderly women (mean = 7.7 and two with patients with stroke injury (mean = 6.0. Conclusion : Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.

  2. Cognitive Components Predict Virtual Reality-Induced Analgesia: Repeated Measures in Healthy Subjects

    Directory of Open Access Journals (Sweden)

    Naor Demeter

    2018-01-01

    Full Text Available Virtual reality (VR is an advanced and useful technology in the distraction from pain. The efficacy of VR for reducing pain is well established. Yet, the literature analyzing the unique attributes of VR which impact pain reduction is scarce. The present study evaluated the effect of two VR environments on experimental pain levels. Both VR environments are games used with an EyeToy application which is part of the video capture VR family. The VR environments were analyzed by expert occupational therapists using a method of activity analysis, allowing for a thorough evaluation of the VR activity performance requirements. The VR environments were found to differ in the cognitive load (CL demands they apply upon subjects. Sixty-two healthy students underwent psychophysical thermal pain tests, followed by exposure to tonic heat stimulation under one of three conditions: Low CL (LCL VR, high CL (HCL VR, and control. In addition, following participation in VR, the subjects completed a self-feedback inventory evaluating their experience in VR. The results showed significantly greater pain reduction during both VR conditions compared to the control condition (p = 0.001. Hierarchical regression revealed cognitive components which were evaluated in the self-feedback inventory to be predictive factors for pain reduction only during the high cognitive load (HCL VR environment (20.2%. CL involved in VR may predict the extent of pain decrease, a finding that should be considered in future clinical and laboratory research.

  3. Training for percutaneous renal access on a virtual reality simulator.

    Science.gov (United States)

    Zhang, Yi; Yu, Cheng-fan; Liu, Jin-shun; Wang, Gang; Zhu, He; Na, Yan-qun

    2013-01-01

    The need to develop new methods of surgical training combined with advances in computing has led to the development of virtual reality surgical simulators. The PERC Mentor(TM) is designed to train the user in percutaneous renal collecting system access puncture. This study aimed to validate the use of this kind of simulator, in percutaneous renal access training. Twenty-one urologists were enrolled as trainees to learn a fluoroscopy-guided percutaneous renal accessing technique. An assigned percutaneous renal access procedure was immediately performed on the PERC Mentor(TM) after watching instruction video and an analog operation. Objective parameters were recorded by the simulator and subjective global rating scale (GRS) score were determined. Simulation training followed and consisted of 2 hours daily training sessions for 2 consecutive days. Twenty-four hours after the training session, trainees were evaluated performing the same procedure. The post-training evaluation was compared to the evaluation of the initial attempt. During the initial attempt, none of the trainees could complete the appointed procedure due to the lack of experience in fluoroscopy-guided percutaneous renal access. After the short-term training, all trainees were able to independently complete the procedure. Of the 21 trainees, 10 had primitive experience in ultrasound-guided percutaneous nephrolithotomy. Trainees were thus categorized into the group of primitive experience and inexperience. The total operating time and amount of contrast material used were significantly lower in the group of primitive experience versus the inexperience group (P = 0.03 and 0.02, respectively). The training on the virtual reality simulator, PERC Mentor(TM), can help trainees with no previous experience of fluoroscopy-guided percutaneous renal access to complete the virtual manipulation of the procedure independently. This virtual reality simulator may become an important training and evaluation tool in

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

    Science.gov (United States)

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

    2017-02-01

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

  5. Dawn of the new everything a journey through virtual reality

    CERN Document Server

    Lanier, Jaron

    2017-01-01

    Virtual Reality has long been one of the dominant clichés of science fiction. Now Virtual Reality is a reality: those big headsets that make people look ridiculous, even while radiating startled delight; the place where war veterans overcome PTSD, surgeries are trialled, aircraft and cities are designed. But VR is far more interesting than any single technology, however spectacular. It is, in fact, the most effective device ever invented for researching what a human being actually is – and how we think and feel. More than thirty years ago, legendary computer scientist, visionary and artist Jaron Lanier pioneered its invention. Here, in what is likely to be one of the most unusual books you ever read, he blends scientific investigation, philosophical thought experiment and his memoir of a life lived at the centre of digital innovation to explain what VR really is: the science of comprehensive illusion; the extension of the intimate magic of earliest childhood into adulthood; a hint of what life would be li...

  6. Laparoscopic varicocelectomy: virtual reality training and learning curve.

    Science.gov (United States)

    Wang, Zheng; Ni, Yuhua; Zhang, Yinan; Jin, Xunbo; Xia, Qinghua; Wang, Hanbo

    2014-01-01

    To explore the role that virtual reality training might play in the learning curve of laparoscopic varicocelectomy. A total of 1326 laparoscopic varicocelectomy cases performed by 16 participants from July 2005 to June 2012 were retrospectively analyzed. The participants were divided into 2 groups: group A was trained by laparoscopic trainer boxes; group B was trained by a virtual reality training course preoperatively. The operation time curves were drafted, and the learning, improving, and platform stages were divided and statistically confirmed. The operation time and number of cases in the learning and improving stages of both groups were compared. Testicular artery sparing failure and postoperative hydroceles rate were statistically analyzed for the confirmation of the learning curve. The learning curve of laparoscopic varicocelectomy was 15 cases, and with 14 cases more, it came into the platform stage. The number of cases for the learning stages of both groups showed no statistical difference (P=.49), but the operation time of group B for the learning stage was less than that of group A (Pvirtual reality training shortened the operation time in the learning stage and hastened the trainees' steps in the improving stage, but did not shorten the learning curve as expected to.

  7. Detection and localization of sounds: Virtual tones and virtual reality

    Science.gov (United States)

    Zhang, Peter Xinya

    Modern physiologically based binaural models employ internal delay lines in the pathways from left and right peripheries to central processing nuclei. Various models apply the delay lines differently, and give different predictions for the detection of dichotic pitches, wherein listeners hear a virtual tone in the noise background. Two dichotic pitch stimuli (Huggins pitch and binaural coherence edge pitch) with low boundary frequencies were used to test the predictions by two different models. The results from five experiments show that the relative dichotic pitch strengths support the equalization-cancellation model and disfavor the central activity pattern (CAP) model. The CAP model makes predictions for the lateralization of Huggins pitch based on interaural time differences (ITD). By measuring human lateralization for Huggins pitches with two different types of phase boundaries (linear-phase and stepped phase), and by comparing with lateralization of sine-tones, it was shown that the lateralization of Huggins pitch stimuli is similar to that of the corresponding sine-tones, and the lateralizations of Huggins pitch stimuli with the two different boundaries were even more similar to one another. The results agreed roughly with the CAP model predictions. Agreement was significantly improved by incorporating individualized scale factors and offsets into the model, and was further unproved with a model including compression at large ITDs. Furthermore, ambiguous stimuli, with an interaural phase difference of 180 degrees, were consistently lateralized on the left or right based on individual asymmetries---which introduces the concept of "earedness". Interaural phase difference (IPD) and interaural time difference (ITD) are two different forms of temporal cues. With varying frequency, an auditory system based on IPD or ITD gives different quantitative predictions on lateralization. A lateralization experiment with sine tones tested whether human auditory system is an

  8. Augmented versus virtual reality laparoscopic simulation: what is the difference? A comparison of the ProMIS augmented reality laparoscopic simulator versus LapSim virtual reality laparoscopic simulator

    NARCIS (Netherlands)

    Botden, Sanne M. B. I.; Buzink, Sonja N.; Schijven, Marlies P.; Jakimowicz, Jack J.

    2007-01-01

    BACKGROUND: Virtual reality (VR) is an emerging new modality for laparoscopic skills training; however, most simulators lack realistic haptic feedback. Augmented reality (AR) is a new laparoscopic simulation system offering a combination of physical objects and VR simulation. Laparoscopic

  9. Validity of assessing child feeding with virtual reality.

    Science.gov (United States)

    Persky, Susan; Goldring, Megan R; Turner, Sara A; Cohen, Rachel W; Kistler, William D

    2018-04-01

    Assessment of parents' child feeding behavior is challenging, and there is need for additional methodological approaches. Virtual reality technology allows for the creation of behavioral measures, and its implementation overcomes several limitations of existing methods. This report evaluates the validity and usability of the Virtual Reality (VR) Buffet among a sample of 52 parents of children aged 3-7. Participants served a meal of pasta and apple juice in both a virtual setting and real-world setting (counterbalanced and separated by a distractor task). They then created another meal for their child, this time choosing from the full set of food options in the VR Buffet. Finally, participants completed a food estimation task followed by a questionnaire, which assessed their perceptions of the VR Buffet. Results revealed that the amount of virtual pasta served by parents correlated significantly with the amount of real pasta they served, r s  = 0.613, p virtual and real apple juice, r s  = 0.822, p < .0001. Furthermore, parents' perception of the calorie content of chosen foods was significantly correlated with observed calorie content (r s  = 0.438, p = .002), and parents agreed that they would feed the meal they created to their child (M = 4.43, SD = 0.82 on a 1-5 scale). The data presented here demonstrate that parent behavior in the VR Buffet is highly related to real-world behavior, and that the tool is well-rated by parents. Given the data presented and the potential benefits of the abundant behavioral data the VR Buffet can provide, we conclude that it is a valid and needed addition to the array of tools for assessing feeding behavior. Published by Elsevier Ltd.

  10. Integration of metabolic networks and gene expression in virtual reality.

    Science.gov (United States)

    Yang, Yuting; Engin, Levent; Wurtele, Eve Syrkin; Cruz-Neira, Carolina; Dickerson, Julie A

    2005-09-15

    Metabolic networks combine metabolism and regulation. These complex networks are difficult to understand and visualize due to the amount and diverse types of information that need to be represented. For example, pathway information gives indications of interactions. Experimental data, such as transcriptomics, proteomics and metabolomics data, give snapshots of the system state. Stereoscopic virtual environments provide a true three-dimensional representation of metabolic networks, which can be intuitively manipulated, and may help to manage the data complexity. MetNet3D, a 3D virtual reality system, allows a user to explore gene expression and metabolic pathway data simultaneously. Normalized gene expression data are processed in R and visualized as a 3D plot. Users can find a particular gene of interest or a cluster of genes that behave similarly and see how these genes function in metabolic networks from MetNetDB, a database of Arabidopsis metabolic networks, using animated network graphs. Interactive virtual reality, with its enhanced ability to display more information, makes such integration more effective by abstracting key relationships. MetNet3D and some sample datasets are available at http://www.vrac.iastate.edu/research/sites/metnet/Download/Download.htm. Color snapshots and movies are available at http://www.vrac.iastate.edu/research/sites/metnet/Bioinformatics/SupplementaryInformation.htm.

  11. Mastering Energy Management During Rowing Using Virtual Reality

    Directory of Open Access Journals (Sweden)

    Verbrugge Luc

    2011-12-01

    Full Text Available This study focused on one of the most important factors in rowing performance which is the ability demonstrated by elite rowers to regulate their effort during a 2000m race in order to produce their best performance. Experts are known to adopt a particular pacing strategy with a fast-start profile. The purpose of our study was to test by using virtual reality whether novice rowers were able to acquire this energy management skill during a 2000m race, with positive consequences for their rowing performance. Participants from the Avatar group were instructed to track a virtual boat, which velocity was previously calibrated to follow the appropriate to-be-learned velocity profile. This group was contrasted with a control group, which followed a classic training procedure. Our results indicate that the avatar group improved its performance (decrease in race duration, learned and maintained the expert profile. These effects were absent in the control group. Together, these results indicate that virtual reality can be used to accelerate the learning of energy-related skills.

  12. Human Factors Issues in the Use of Virtual and Augmented Reality for Military Purposes - USA

    National Research Council Canada - National Science Library

    2005-01-01

    .... military virtual reality research facilites. The articles lists key research personnel, current research projects, a selection of literature by affiliated researchers, and laboratory facilities available...

  13. Glenn Reconfigurable User-interface and Virtual reality Exploration (GURVE) Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — The GRUVE (Glenn Reconfigurable User-interface and Virtual reality Exploration) Lab is a reconfigurable, large screen display facility at Nasa Glenn Research Center....

  14. The effect of virtual reality-enhanced driving protocol in patients following spinal cord injury

    Directory of Open Access Journals (Sweden)

    Wen-Hsu Sung

    2012-11-01

    Conclusion: This study shows the significant effect of a virtual environment on the progress of driving rehabilitation, and suggests that incorporating virtual reality into rehabilitation programs will accelerate the maximal recovery of the patient’s driving competence.

  15. a Methodology to Adapt Photogrammetric Models to Virtual Reality for Oculus Gear VR

    Science.gov (United States)

    Colmenero Fdez, A.

    2017-11-01

    In this paper, we will expose the process of adapting a high resolution model (laser and photogrammetry) into a virtual reality application for mobile phones. It is a virtual archeology project carried out on the site of Lugo's Mitreo, Spain.

  16. Virtual reality applications in improving postural control and minimizing falls.

    Science.gov (United States)

    Virk, Sumandeep; McConville, Kristiina M Valter

    2006-01-01

    Maintaining balance under all conditions is an absolute requirement for humans. Orientation in space and balance maintenance requires inputs from the vestibular, the visual, the proprioceptive and the somatosensory systems. All the cues coming from these systems are integrated by the central nervous system (CNS) to employ different strategies for orientation and balance. How the CNS integrates all the inputs and makes cognitive decisions about balance strategies has been an area of interest for biomedical engineers for a long time. More interesting is the fact that in the absence of one or more cues, or when the input from one of the sensors is skewed, the CNS "adapts" to the new environment and gives less weight to the conflicting inputs [1]. The focus of this paper is a review of different strategies and models put forward by researchers to explain the integration of these sensory cues. Also, the paper compares the different approaches used by young and old adults in maintaining balance. Since with age the musculoskeletal, visual and vestibular system deteriorates, the older subjects have to compensate for these impaired sensory cues for postural stability. The paper also discusses the applications of virtual reality in rehabilitation programs not only for balance in the elderly but also in occupational falls. Virtual reality has profound applications in the field of balance rehabilitation and training because of its relatively low cost. Studies will be conducted to evaluate the effectiveness of virtual reality training in modifying the head and eye movement strategies, and determine the role of these responses in the maintenance of balance.

  17. Head-mounted display system for virtual reality

    Science.gov (United States)

    He, Ding; Xu, Tong; Wang, Yongtian; Hua, Hong; Hu, Ying

    1996-09-01

    A head-mounted-display system for virtual reality is developed, which is mainly comprised of a pair of viewing lenses together with LCDs to provide the stereoscopic image, and a tracking device to detect the motion of the head. Each viewing lens contains 4 optical elements, and can give a 120 degree(s) field of view for each eye when used with a 2.2' LCD. The tracking device consists of a 3-axis fluxgate magnetometer and a pendulum, which determines the orientation angles of the helmet. Another version of the tracking device capable of measuring 6 degrees of freedom movement of the helmet is currently under development.

  18. 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).

  19. A multi-viewer tiled autostereoscopic virtual reality display

    KAUST Repository

    Kooima, Robert

    2010-01-01

    Recognizing the value of autostereoscopy for 3D displays in public contexts, we pursue the goal of large-scale, high-resolution, immersive virtual reality using lenticular displays. Our contributions include the scalable tiling of lenticular displays to large fields of view and the use of GPU image interleaving and application optimization for real-time performance. In this context, we examine several ways to improve group-viewing by combining user tracking with multi-view displays. Copyright © 2010 by the Association for Computing Machinery, Inc.

  20. 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.

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

    Energy Technology Data Exchange (ETDEWEB)

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

    2014-06-13

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

  2. New trends in interaction, virtual reality and modeling

    CERN Document Server

    Penichet, Victor MR; Gallud, José A

    2013-01-01

    The interaction between a user and a device forms the foundation of today's application design.Covering the following topics: * A suite of five structural principles helping designers to structure their mockups;* An agile method for exploiting desktop eye tracker equipment in combination with mobile devices;* An approach to explore large-scale collections based on classification systems;* A framework based on the use of modeling and components composition techniques to simplify the development of organizational collaborative systems;* A low-cost virtual reality system that provides highly sati

  3. Virtual Reality environment assisting post stroke hand rehabilitation: case report.

    Science.gov (United States)

    Tsoupikova, Daria; Stoykov, Nikolay; Kamper, Derek; Vick, Randy

    2013-01-01

    We describe a novel art-empowered Virtual Reality (VR) system designed for hand rehabilitation therapy following stroke. The system was developed by an interdisciplinary team of engineers, art therapists, occupational therapists, and VR artist to improve patient's motivation and engagement. We describe system design, development, and user testing for efficiency, subject's satisfaction and clinical feasibility. We report initial results following use of the system on the first four subjects from the ongoing clinical efficacy trials as measured by standard clinical tests for upper extremity function. These cases demonstrate that the system is operational and can facilitate therapy for post stroke patients with upper extremity impairment.

  4. Virtual reality for the treatment of posttraumatic disorders

    Directory of Open Access Journals (Sweden)

    Moraes TM

    2016-04-01

    Full Text Available Thiago Mazzoli Moraes,1 Almir Ferreira de Andrade,2 Wellingson Silva Paiva2,3 1Division of Psychology, 2Division of Neurosurgery, University of São Paulo Medical School, São Paulo, SP, Brazil; 3Neurology Center, Samaritano Hospital, São Paulo, SP, BrazilWe read with great interest the recent study by Botella et al1 published in the journal Neuropsychiatric Disease and Treatment. Virtual reality (VR technology has allowed for the neuropsychological rehabilitation in patients with many neurological diseases including stroke and traumatic brain injury.2,3Read the original paper by Botella et al 

  5. Virtual reality applications to automated rendezvous and capture

    Science.gov (United States)

    Hale, Joseph; Oneil, Daniel

    Virtual Reality (VR) is a rapidly developing Human/Computer Interface (HCI) technology. The evolution of high-speed graphics processors and development of specialized anthropomorphic user interface devices, that more fully involve the human senses, have enabled VR technology. Recently, the maturity of this technology has reached a level where it can be used as a tool in a variety of applications. This paper provides an overview of: VR technology, VR activities at Marshall Space Flight Center (MSFC), applications of VR to Automated Rendezvous and Capture (AR&C), and identifies areas of VR technology that requires further development.

  6. Market Analysis on Virtual Reality Games in Finland : Case Vivendi

    OpenAIRE

    Tapanainen, Tiia

    2016-01-01

    The case company of this thesis is Vivendi, a French mass media company specialized in music, movies and the television industry. Recently, the company has started to develop their video games field by investing in two video game companies. A thorough analysis on the newest big thing of video game industry, virtual reality, is needed when Vivendi is planning to do more investments. Especially Finland as a country of video games and high technology could be just the right kind of a place for t...

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

    Science.gov (United States)

    Peeters, David

    2017-06-23

    The use of immersive virtual reality as a research tool is rapidly increasing in numerous scientific disciplines. By combining ecological validity with strict experimental control, immersive virtual reality provides the potential to develop and test scientific theories in rich environments that closely resemble everyday settings. This article introduces the first standardized database of colored three-dimensional (3-D) objects that can be used in virtual reality and augmented reality research and applications. The 147 objects have been normed for name agreement, image agreement, familiarity, visual complexity, and corresponding lexical characteristics of the modal object names. The availability of standardized 3-D objects for virtual reality research is important, because reaching valid theoretical conclusions hinges critically on the use of well-controlled experimental stimuli. Sharing standardized 3-D objects across different virtual reality labs will allow for science to move forward more quickly.

  8. Energy management using virtual reality improves 2000-m rowing performance.

    Science.gov (United States)

    Hoffmann, Charles P; Filippeschi, Alessandro; Ruffaldi, Emanuele; Bardy, Benoit G

    2014-01-01

    Elite-standard rowers tend to use a fast-start strategy followed by an inverted parabolic-shaped speed profile in 2000-m races. This strategy is probably the best to manage energy resources during the race and maximise performance. This study investigated the use of virtual reality (VR) with novice rowers as a means to learn about energy management. Participants from an avatar group (n = 7) were instructed to track a virtual boat on a screen, whose speed was set individually to follow the appropriate to-be-learned speed profile. A control group (n = 8) followed an indoor training programme. In spite of similar physiological characteristics in the groups, the avatar group learned and maintained the required profile, resulting in an improved performance (i.e. a decrease in race duration), whereas the control group did not. These results suggest that VR is a means to learn an energy-related skill and improve performance.

  9. Virtual reality cues for binge drinking in college students.

    Science.gov (United States)

    Ryan, Joseph J; Kreiner, David S; Chapman, Marla D; Stark-Wroblewski, Kim

    2010-04-01

    We investigated the ability of virtual reality (VR) cue exposure to trigger a desire for alcohol among binge-drinking students. Fifteen binge-drinking college students and eight students who were nonbingers were immersed into a neutral-cue environment or room (underwater scenes), followed by four alcohol-cue rooms (bar, party, kitchen, argument), followed by a repeat of the neutral room. The virtual rooms were computer generated via head-mounted visual displays with associated auditory and olfactory stimuli. In each room, participants reported their subjective cravings for alcohol, the amount of attention given to the sight and smell of alcohol, and how much they were thinking of drinking. A 2 x 6 (type of drinker by VR room) repeated measures ANOVA was conducted on the responses to each question. After alcohol exposure, binge drinkers reported significantly higher cravings for and thoughts of alcohol than nonbinge drinkers, whereas differences between the groups following the neutral rooms were not significant.

  10. Virtual reality as a new imaginative tool in psychotherapy.

    Science.gov (United States)

    Vincelli, F; Riva, G

    2000-01-01

    Imagination, experience and memory play a central role in psychotherapy. These elements are fundamental in the life of everyone but also in the etiology of many psychological disturbance. Thanks to Virtual Reality (VR) it is possible to transcend the absolute and relative limits linked to individual potential. The imagines re-created through VR may be more vivid and real than the one that most subjects are able to describe through their own imagination and their own memory. In this chapter we focus the attention on imaginative techniques to find new ways of applications in psychotherapy. We will explore the way VR can be used to improve the efficacy of traditional techniques. VR produces a change with respect to the traditional relationship between client and therapist. Virtual experiences is a third way between "in imagination" and "in vivo" techniques in psychotherapy.

  11. First person experience of body transfer in virtual reality.

    Directory of Open Access Journals (Sweden)

    Mel Slater

    Full Text Available 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

  12. The VEPSY updated project: virtual reality in clinical psychology.

    Science.gov (United States)

    Riva, G; Alcañiz, M; Anolli, L; Bacchetta, M; Baños, R; Beltrame, F; Botella, C; Galimberti, C; Gamberini, L; Gaggioli, A; Molinari, E; Mantovani, G; Nugues, P; Optale, G; Orsi, G; Perpina, C; Troiañi, R

    2001-08-01

    Many of us grew up with the naive assumption that couches are the best used therapeutic tools in psychotherapy. But tools for psychotherapy are evolving in a much more complex environment than a designer's chaise lounge. In particular, virtual reality (VR) devices have the potential for appearing soon in many consulting rooms. The use of VR in medicine is not a novelty. Applications of virtual environments for health care have been developed in the following areas: surgical procedures (remote surgery or telepresence, augmented or enhanced surgery, and planning and simulation of procedures before surgery); preventive medicine and patient education; medical education and training; visualization of massive medical databases; and architectural design for health care facilities. However, there is a growing recognition that VR can play an important role in clinical psychology, too. To exploit and understand this potential is the main goal of the Telemedicine and Portable Virtual Environment in Clinical Psychology--VEPSY Updated--a European Community-funded research project (IST-2000-25323, http://www.vepsy.com). The project will provide innovative tools-telemedicine and portable-for the treatment of patients, clinical trials to verify their viability, and action plans for dissemination of its results to an extended audience-potential users and influential groups. The project will also develop different personal computer (PC)-based virtual reality modules to be used in clinical assessment and treatment. In particular, the developed modules will address the following pathologies: anxiety disorders; male impotence and premature ejaculation; and obesity, bulimia, and binge-eating disorders.

  13. 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.

  14. 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

  15. 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.

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

    Science.gov (United States)

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

    2011-11-01

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

  17. Cue reactivity in virtual reality: the role of context.

    Science.gov (United States)

    Paris, Megan M; Carter, Brian L; Traylor, Amy C; Bordnick, Patrick S; Day, Susan X; Armsworth, Mary W; Cinciripini, Paul M

    2011-07-01

    Cigarette smokers in laboratory experiments readily respond to smoking stimuli with increased craving. An alternative to traditional cue-reactivity methods (e.g., exposure to cigarette photos), virtual reality (VR) has been shown to be a viable cue presentation method to elicit and assess cigarette craving within complex virtual environments. However, it remains poorly understood whether contextual cues from the environment contribute to craving increases in addition to specific cues, like cigarettes. This study examined the role of contextual cues in a VR environment to evoke craving. Smokers were exposed to a virtual convenience store devoid of any specific cigarette cues followed by exposure to the same convenience store with specific cigarette cues added. Smokers reported increased craving following exposure to the virtual convenience store without specific cues, and significantly greater craving following the convenience store with cigarette cues added. However, increased craving recorded after the second convenience store may have been due to the pre-exposure to the first convenience store. This study offers evidence that an environmental context where cigarette cues are normally present (but are not), elicits significant craving in the absence of specific cigarette cues. This finding suggests that VR may have stronger ecological validity over traditional cue reactivity exposure methods by exposing smokers to the full range of cigarette-related environmental stimuli, in addition to specific cigarette cues, that smokers typically experience in their daily lives. Copyright © 2011 Elsevier Ltd. All rights reserved.

  18. 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.

  19. 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

    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. PMID:23383029

  20. 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.

  1. 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.

  2. Virtual reality and claustrophobia: multiple components therapy involving game editor virtual environments exposure.

    Science.gov (United States)

    Malbos, E; Mestre, D R; Note, I D; Gellato, C

    2008-12-01

    The effectiveness of a multiple components therapy regarding claustrophobia and involving virtual reality (VR) will be demonstrated through a trial which immersed six claustrophobic patients in multiple context-graded enclosed virtual environments (VE) using affordable VR apparatus and software. The results of the questionnaires and behavior tests exhibited a significant reduction in fear towards the enclosed space and quality of life improvement. Such gains were maintained at 6-month follow-up. Presence score indicated the patients felt immersed and present inside the game editor VE.

  3. "They’re Just Tixel Pits, Man": Disputing the 'Reality' of Virtual Reality Pornography through the Story Completion Method

    OpenAIRE

    Wood, Matt; Wood, Gavin; Balaam, Madeline

    2017-01-01

    Pornography is a substantial part of humans' everyday interaction with computers, yet to date the topic has been underconsidered by HCI. Here, we examine some of the common cultural ideals non-experts constructed of a 'new' pornographic experience - Virtual Reality (VR) Porn - through use of the 'Story Completion Method'. Forty five participants completed a story stem about a male character who was about to have his "very first virtual reality porn experience". Through our analysis, we demons...

  4. 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.

  5. 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.

  6. 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. PMID:28503155

  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. 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.

  9. An innovative virtual reality training tool for orthognathic surgery.

    Science.gov (United States)

    Pulijala, Y; Ma, M; Pears, M; Peebles, D; Ayoub, A

    2018-02-01

    Virtual reality (VR) surgery using Oculus Rift and Leap Motion devices is a multi-sensory, holistic surgical training experience. A multimedia combination including 360° videos, three-dimensional interaction, and stereoscopic videos in VR has been developed to enable trainees to experience a realistic surgery environment. The innovation allows trainees to interact with the individual components of the maxillofacial anatomy and apply surgical instruments while watching close-up stereoscopic three-dimensional videos of the surgery. In this study, a novel training tool for Le Fort I osteotomy based on immersive virtual reality (iVR) was developed and validated. Seven consultant oral and maxillofacial surgeons evaluated the application for face and content validity. Using a structured assessment process, the surgeons commented on the content of the developed training tool, its realism and usability, and the applicability of VR surgery for orthognathic surgical training. The results confirmed the clinical applicability of VR for delivering training in orthognathic surgery. Modifications were suggested to improve the user experience and interactions with the surgical instruments. This training tool is ready for testing with surgical trainees. Copyright © 2018 International Association of Oral and Maxillofacial Surgeons. Published by Elsevier Ltd. All rights reserved.

  10. Brief virtual reality therapy for public speaking anxiety.

    Science.gov (United States)

    Harris, Sandra R; Kemmerling, Robert L; North, Max M

    2002-12-01

    The primary goal of this research program was to investigate the effectiveness of virtual reality therapy (VRT) in reducing public speaking anxiety of university students. The prevalence and impact of public speaking anxiety as a type of Social Phobia are discussed. Studies of VRT as an emerging treatment for psychological problems are reviewed. In the present study, eight students completed VRT individual treatment and post-testing, and six students in a Wait-List control group completed post-testing. Assessment measures included four self-report inventories, self-report of Subjective Units of Discomfort during exposure to VRT and physiological measurements of heart rate during speaking tasks. Four weekly individual exposure treatment sessions of approximately 15 min each were conducted by the author serving as therapist. Results on self-report and physiological measures appear to indicate that four virtual reality treatment sessions were effective in reducing public speaking anxiety in university students, corroborating earlier studies of VRT's effectiveness as a psychotherapeutic modality. Future research directions are discussed, primarily the need for research on younger populations, to assess the effectiveness of VRT for earlier intervention with public speaking anxiety.

  11. Laparoscopic virtual reality simulator and box trainer in gynecology.

    Science.gov (United States)

    Akdemir, Ali; Sendağ, Fatih; Oztekin, Mehmet K

    2014-05-01

    To investigate whether a virtual reality simulator (LapSim) and traditional box trainer are effective tools for the acquisition of basic laparoscopic skills, and whether the LapSim is superior to the box trainer in surgical education. In a study at Ege University School of Medicine, Izmir, Turkey, between September 2008 and March 2013, 40 first- and second-year residents were randomized to train via the LapSim or box trainer for 4 weeks, and 20 senior residents were allocated to a control group. All 3 groups performed laparoscopic bilateral tubal ligation. Video records of each operation were assessed via the general rating scale of the Objective Structured Assessment of Laparoscopic Salpingectomy and by operation time in seconds. Compared with the control group, the LapSim and box trainer groups performed significantly better in total score (Peducation. Training with a virtual reality simulator or box trainer should be considered before actual laparoscopic procedures are carried out. Copyright © 2014 International Federation of Gynecology and Obstetrics. Published by Elsevier Ireland Ltd. All rights reserved.

  12. The role of virtual reality in surgical training in otorhinolaryngology.

    Science.gov (United States)

    Fried, Marvin P; Uribe, José I; Sadoughi, Babak

    2007-06-01

    This article reviews the rationale, current status and future directions for the development and implementation of virtual reality surgical simulators as training tools. The complexity of modern surgical techniques, which utilize advanced technology, presents a dilemma for surgical training. Hands-on patient experience - the traditional apprenticeship method for teaching operations - may not apply because of the learning curve for skill acquisition and patient safety expectation. The paranasal sinuses and temporal bone have intricate anatomy with a significant amount of vital structures either within the surgical field or in close proximity. The current standard of surgical care in these areas involves the use of endoscopes, cameras and microscopes, requiring additional hand-eye coordination, an accurate command of fine motor skills, and a thorough knowledge of the anatomy under magnified vision. A surgeon's disorientation or loss of perspective can lead to complications, often catastrophic and occasionally lethal. These considerations define the ideal environment for surgical simulation; not surprisingly, significant research and validation of simulators in these areas have occurred. Virtual reality simulators are demonstrating validity as training and skills assessment tools. Future prototypes will find application for routine use in teaching, surgical planning and the development of new instruments and computer-assisted devices.

  13. Virtual reality study of paranoid thinking in the general population.

    Science.gov (United States)

    Freeman, Daniel; Pugh, Katherine; Antley, Angus; Slater, Mel; Bebbington, Paul; Gittins, Matthew; Dunn, Graham; Kuipers, Elizabeth; Fowler, David; Garety, Philippa

    2008-04-01

    Judging whether we can trust other people is central to social interaction, despite being error-prone. A fear of others can be instilled by the contemporary political and social climate. Unfounded mistrust is called paranoia, and in severe forms is a central symptom of schizophrenia. To demonstrate that individuals without severe mental illness in the general population experience unfounded paranoid thoughts, and to determine factors predictive of paranoia using the first laboratory method of capturing the experience. Two hundred members of the general public were comprehensively assessed, and then entered a virtual reality train ride populated by neutral characters. Ordinal logistic regressions (controlling for age, gender, ethnicity, education, intellectual functioning, socio-economic status, train use, playing of computer games) were used to determine predictors of paranoia. The majority agreed that the characters were neutral, or even thought they were friendly. However, a substantial minority reported paranoid concerns. Paranoia was strongly predicted by anxiety, worry, perceptual anomalies and cognitive inflexibility. This is the most unambiguous demonstration of paranoid ideation in the general public so far. Paranoia can be understood in terms of cognitive factors. The use of virtual reality should lead to rapid advances in the understanding of paranoia.

  14. Virtual reality assisted microscopy data visualization and colocalization analysis.

    Science.gov (United States)

    Theart, Rensu P; Loos, Ben; Niesler, Thomas R

    2017-02-15

    Confocal microscopes deliver detailed three-dimensional data and are instrumental in biological analysis and research. Usually, this three-dimensional data is rendered as a projection onto a two-dimensional display. We describe a system for rendering such data using a modern virtual reality (VR) headset. Sample manipulation is possible by fully-immersive hand-tracking and also by means of a conventional gamepad. We apply this system to the specific task of colocalization analysis, an important analysis tool in biological microscopy. We evaluate our system by means of a set of user trials. The user trials show that, despite inaccuracies which still plague the hand tracking, this is the most productive and intuitive interface. The inaccuracies nevertheless lead to a perception among users that productivity is low, resulting in a subjective preference for the gamepad. Fully-immersive manipulation was shown to be particularly effective when defining a region of interest (ROI) for colocalization analysis. Virtual reality offers an attractive and powerful means of visualization for microscopy data. Fully immersive interfaces using hand tracking show the highest levels of intuitiveness and consequent productivity. However, current inaccuracies in hand tracking performance still lead to a disproportionately critical user perception.

  15. Suitability of digital camcorders for virtual reality image data capture

    Science.gov (United States)

    D'Apuzzo, Nicola; Maas, Hans-Gerd

    1998-12-01

    Today's consumer market digital camcorders offer features which make them appear quite interesting devices for virtual reality data capture. The paper compares a digital camcorder with an analogue camcorder and a machine vision type CCD camera and discusses the suitability of these three cameras for virtual reality applications. Besides the discussion of technical features of the cameras, this includes a detailed accuracy test in order to define the range of applications. In combination with the cameras, three different framegrabbers are tested. The geometric accuracy potential of all three cameras turned out to be surprisingly large, and no problems were noticed in the radiometric performance. On the other hand, some disadvantages have to be reported: from the photogrammetrists point of view, the major disadvantage of most camcorders is the missing possibility to synchronize multiple devices, limiting the suitability for 3-D motion data capture. Moreover, the standard video format contains interlacing, which is also undesirable for all applications dealing with moving objects or moving cameras. Further disadvantages are computer interfaces with functionality, which is still suboptimal. While custom-made solutions to these problems are probably rather expensive (and will make potential users turn back to machine vision like equipment), this functionality could probably be included by the manufacturers at almost zero cost.

  16. Effect of viewing mode on pathfinding in immersive Virtual Reality.

    Science.gov (United States)

    White, Paul J; Byagowi, Ahmad; Moussavi, Zahra

    2015-08-01

    The use of Head Mounted Displays (HMDs) to view Virtual Reality Environments (VREs) has received much attention recently. This paper reports on the difference between actual humans' navigation in a VRE viewed through an HMD compared to that in the same VRE viewed on a laptop PC display. A novel Virtual Reality (VR) Navigation input device (VRNChair), designed by our team, was paired with an Oculus Rift DK2 Head-Mounted Display (HMD). People used the VRNChair to navigate a VRE, and we analyzed their navigational trajectories with and without the HMD to investigate plausible differences in performance due to the display device. It was found that people's navigational trajectories were more accurate while wearing the HMD compared to viewing an LCD monitor; however, the duration to complete a navigation task remained the same. This implies that increased immersion in VR results in an improvement in pathfinding. In addition, motion sickness caused by using an HMD can be reduced if one uses an input device such as our VRNChair. The VRNChair paired with an HMD provides vestibular stimulation as one moves in the VRE, because movements in the VRE are synchronized with movements in the real environment.

  17. The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning

    Science.gov (United States)

    Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar

    2017-01-01

    Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…

  18. Can virtual reality reduce reality distortion? Impact of performance feedback on symptom change in schizophrenia patients.

    Science.gov (United States)

    Moritz, Steffen; Voigt, Miriam; Köther, Ulf; Leighton, Lucy; Kjahili, Besiane; Babur, Zehra; Jungclaussen, David; Veckenstedt, Ruth; Grzella, Karsten

    2014-06-01

    There is emerging evidence that the induction of doubt can reduce positive symptoms in patients with schizophrenia. Based on prior investigations indicating that brief psychological interventions may attenuate core aspects of delusions, we set up a proof of concept study using a virtual reality experiment. We explored whether feedback for false judgments positively influences delusion severity. A total of 33 patients with schizophrenia participated in the experiment. Following a short practice trial, patients were instructed to navigate through a virtual street on two occasions (noise versus no noise), where they met six different pedestrians in each condition. Subsequently, patients were asked to recollect the pedestrians and their corresponding facial affect in a recognition task graded for confidence. Before and after the experiment, the Paranoia Checklist (frequency subscale) was administered. The Paranoia Checklist score declined significantly from pre to post at a medium effect size. We split the sample into those with some improvement versus those that either showed no improvement, or worsened. Improvement was associated with lower confidence ratings (both during the experiment, particularly for incorrect responses, and according to retrospect assessment). No control condition, unclear if improvement is sustained. The study tentatively suggests that a brief virtual reality experiment involving error feedback may ameliorate delusional ideas. Randomized controlled trials and dismantling studies are now needed to substantiate the findings and to pinpoint the underlying therapeutic mechanisms, for example error feedback or fostering attenuation of confidence judgments in the face of incomplete evidence. Copyright © 2013 Elsevier Ltd. All rights reserved.

  19. Relaxation with Immersive Natural Scenes Presented Using Virtual Reality.

    Science.gov (United States)

    Anderson, Allison P; Mayer, Michael D; Fellows, Abigail M; Cowan, Devin R; Hegel, Mark T; Buckey, Jay C

    2017-06-01

    Virtual reality (VR) can provide exposure to nature for those living in isolated confined environments. We evaluated VR-presented natural settings for reducing stress and improving mood. There were 18 participants (9 men, 9 women), ages 32 ± 12 yr, who viewed three 15-min 360° scenes (an indoor control, rural Ireland, and remote beaches). Subjects were mentally stressed with arithmetic before scenes. Electrodermal activity (EDA) and heart rate variability measured psycho-physiological arousal. The Positive and Negative Affect Schedule and the 15-question Modified Reality Judgment and Presence Questionnaire (MRJPQ) measured mood and scene quality. Reductions in EDA from baseline were greater at the end of the natural scenes compared to the control scene (-0.59, -0.52, and 0.32 μS, respectively). The natural scenes reduced negative affect from baseline ( 1.2 and 1.1 points), but the control scene did not ( 0.4 points). MRJPQ scores for the control scene were lower than both natural scenes (4.9, 6.7, and 6.5 points, respectively). Within the two natural scenes, the preferred scene reduced negative affect ( 2.4 points) more than the second choice scene ( 1.8 points) and scored higher on the MRJPQ (6.8 vs. 6.4 points). Natural scene VR provided relaxation both objectively and subjectively, and scene preference had a significant effect on mood and perception of scene quality. VR may enable relaxation for people living in isolated confined environments, particularly when matched to personal preferences.Anderson AP, Mayer MD, Fellows AM, Cowan DR, Hegel MT, Buckey JC. Relaxation with immersive natural scenes presented using virtual reality. Aerosp Med Hum Perform. 2017; 88(6):520526.

  20. A VIRTUAL REALITY EXPOSURE THERAPY FOR PTSD PATIENTS CONTROLLED BY A FUZZY LOGIC SYSTEM

    Directory of Open Access Journals (Sweden)

    Rosa Maria Esteves Moreira da Costa

    2014-06-01

    Full Text Available This paper describes the main characteristics of two integrated systems that explore Virtual Reality technology and Fuzzy Logic to support and to control the assessment of people with Post-Traumatic Stress Disorder during the Virtual Reality Exposure Therapy. The integration of different technologies, the development methodology and the test procedures are described throughout the paper.

  1. Virtual reality techniques in older adults: exposure therapy, memory training, and training of motor balance

    NARCIS (Netherlands)

    Meyerbröker, K.; Emmelkamp, P.M.G.; Pachana, N.A.; Laidlaw, K.

    2014-01-01

    We reviewed the literature on virtual reality techniques in older adults. Although treatment of specific phobias in older adults by virtual reality exposure therapy (VRET) is feasible and might be effective, this has yet not been evaluated in randomized controlled trials. The few controlled studies

  2. Mapping the plateau of novices in virtual reality simulation training of mastoidectomy

    DEFF Research Database (Denmark)

    A.W. Andersen, Steven; Konge, Lars; Mikkelsen, Peter Trier

    2016-01-01

    To explore why novices' performance plateau in directed, self-regulated virtual reality (VR) simulation training and how performance can be improved.......To explore why novices' performance plateau in directed, self-regulated virtual reality (VR) simulation training and how performance can be improved....

  3. Virtual reality for mobility devices: training applications and clinical research: a review

    NARCIS (Netherlands)

    Erren-Wolters, Cathelijne V.; van Dijk, Henk; de Kort, Alexander C.; IJzerman, Maarten Joost; Jannink, M.J.A.

    2007-01-01

    Virtual reality technology is an emerging technology that possibly can address the problems encountered in training (elderly) people to handle a mobility device. The objective of this review was to study different virtual reality training applications as well as their clinical implication for

  4. Virtual Reality as Treatment for Fear of Flying: A Review of Recent Research

    Science.gov (United States)

    Price, Matthew; Anderson, Page; Rothbaum, Barbara O.

    2008-01-01

    Virtual reality exposure has recently emerged as an important tool for exposure therapy in the treatment of fear of flying. There have been numerous empirical studies that have evaluated the effectiveness of virtual reality exposure as compared to other treatments including in vivo exposure, progressive muscle relaxation, cognitive therapy,…

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

    Science.gov (United States)

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

    2016-11-01

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

  6. Virtual Reality: A Strategy for Training in Cross-Cultural Communication.

    Science.gov (United States)

    Meyer, Catherine; Dunn-Roberts, Richard

    1992-01-01

    Defines virtual reality and explains terminology, theoretical concepts, and enabling technologies. Research and applications are described; limitations of current technology are considered; and future possibilities are discussed, including the use of virtual reality in training for cross-cultural communication. (22 references) (LRW)

  7. 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

  8. Virtual Reality Treatment in Acrophobia : A Comparison with Exposure in Vivo

    NARCIS (Netherlands)

    Emmelkamp, P.M.G.; Bruynzeel, M.; Drost, L.; Van der Mast, C.A.P.G.

    2001-01-01

    The aim of the present study was to evaluate the effectiveness of low-budget virtual reality exposure versus exposure in vivo in a within-group design in 10 individuals suffering from acrophobia. Virtual reality exposure was found to be at least as effective as exposure in vivo on anxiety and

  9. Virtual reality exposure therapy for anxiety disorders: A meta-analysis

    NARCIS (Netherlands)

    Powers, M.B.; Emmelkamp, P.M.G.

    2008-01-01

    There is now a substantial literature investigating virtual reality exposure therapy (VRET) as a viable treatment option for anxiety disorders. In this meta-analysis we provide effect size estimates for virtual reality treatment in comparison to in vivo exposure and control conditions (waitlist,

  10. Operating Room Performance Improves after Proficiency-Based Virtual Reality Cataract Surgery Training

    DEFF Research Database (Denmark)

    Thomsen, Ann Sofia Skou; Bach-Holm, Daniella; Kjærbo, Hadi

    2017-01-01

    PURPOSE: To investigate the effect of virtual reality proficiency-based training on actual cataract surgery performance. The secondary purpose of the study was to define which surgeons benefit from virtual reality training. DESIGN: Multicenter masked clinical trial. PARTICIPANTS: Eighteen catarac...

  11. Psychology Student Opinion of Virtual Reality as a Tool to Educate about Schizophrenia

    Science.gov (United States)

    Tichon, Jennifer; Loh, Jennifer; King, Robert

    2004-01-01

    Virtual Reality (VR) techniques are increasingly being used in e-health education, training and in trial clinical programs in the treatment of certain types of mental illness. Undergraduate psychology student opinion of the use of Virtual Reality (VR) to teach them about schizophrenia at the University of Queensland, was determined with reference…

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

    Directory of Open Access Journals (Sweden)

    Mathieu Bergeron

    2015-01-01

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

  13. 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…

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

    Science.gov (United States)

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

    2015-01-01

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

  15. Virtual reality simulation training in a high-fidelity procedure suite

    DEFF Research Database (Denmark)

    Lönn, Lars; Edmond, John J; Marco, Jean

    2012-01-01

    To assess the face and content validity of a novel, full physics, full procedural, virtual reality simulation housed in a hybrid procedure suite.......To assess the face and content validity of a novel, full physics, full procedural, virtual reality simulation housed in a hybrid procedure suite....

  16. 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 ... This article delves into the field of Virtual Reality (VR), a current trend in audiovisual design for the entertainment industry and is therefore designed to examine the synergetic relationships ...

  17. A virtual reality platform for assessment and rehabilitation of neglect using a kinect.

    Science.gov (United States)

    Cipresso, Pietro; Serino, Silvia; Pedroli, Elisa; Gaggioli, Andrea; Riva, Giuseppe

    2014-01-01

    Unilateral Spatial Neglect (USN) is normally assessed with paper-and-pencil tests. Virtual reality can be an effective neuropsychological tool for a more ecological and functional assessment and rehabilitation of neglect. We developed a 3D Virtual Reality platform - NeuroVirtual 3D - for the assessment and rehabilitation of cognitive deficits, in particular for USN. Within the virtual environments it is possible to interact with virtual objects and execute specific exercises using a Microsoft Kinect. Through the analysis of different grasping tasks it is possible to evaluate in an ecological way the patients' ability to find and handle objects in both sides of the virtual space.

  18. Virtual reality in the operating room of the future.

    Science.gov (United States)

    Müller, W; Grosskopf, S; Hildebrand, A; Malkewitz, R; Ziegler, R

    1997-01-01

    In cooperation with the Max-Delbrück-Centrum/Robert-Rössle-Klinik (MDC/RRK) in Berlin, the Fraunhofer Institute for Computer Graphics is currently designing and developing a scenario for the operating room of the future. The goal of this project is to integrate new analysis, visualization and interaction tools in order to optimize and refine tumor diagnostics and therapy in combination with laser technology and remote stereoscopic video transfer. Hence, a human 3-D reference model is reconstructed using CT, MR, and anatomical cryosection images from the National Library of Medicine's Visible Human Project. Applying segmentation algorithms and surface-polygonization methods a 3-D representation is obtained. In addition, a "fly-through" the virtual patient is realized using 3-D input devices (data glove, tracking system, 6-DOF mouse). In this way, the surgeon can experience really new perspectives of the human anatomy. Moreover, using a virtual cutting plane any cut of the CT volume can be interactively placed and visualized in realtime. In conclusion, this project delivers visions for the application of effective visualization and VR systems. Commonly known as Virtual Prototyping and applied by the automotive industry long ago, this project shows, that the use of VR techniques can also prototype an operating room. After evaluating design and functionality of the virtual operating room, MDC plans to build real ORs in the near future. The use of VR techniques provides a more natural interface for the surgeon in the OR (e.g., controlling interactions by voice input). Besides preoperative planning future work will focus on supporting the surgeon in performing surgical interventions. An optimal synthesis of real and synthetic data, and the inclusion of visual, aural, and tactile senses in virtual environments can meet these requirements. This Augmented Reality could represent the environment for the surgeons of tomorrow.

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

    National Research Council Canada - National Science Library

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

    2016-01-01

    .... Use of virtual reality could facilitate new learning. To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours...

  20. 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.