Review of Virtual Reality Evaluation Methods and Psychophysiological Measurement Tools

Author(s):  
M.A. Munoz ◽  
J.G. Tromp ◽  
Cai Zhushun
2020 ◽  
Vol 21 (Supplement_1) ◽  
Author(s):  
G Wheeler ◽  
S Deng ◽  
K Pushparajah ◽  
J A Schnabel ◽  
J M Simpson ◽  
...  

Abstract Funding Acknowledgements Work supported by the NIHR i4i funded 3D Heart project [II-LA-0716-20001] Background/Introduction Cardiac measurements are clinically important and are invariably required in any clinical imaging software. The advent of Virtual Reality (VR) imaging systems is introducing intuitive and natural ways of visualising and interrogating echo images in a 3D environment. The 3D nature of the VR experience requires purpose-designed measurement tools, which may benefit from better depth perception and easier localisation of 3D landmarks. Purpose Comparison of the accuracy of our VR 3D linear measurement system to commercial clinical imaging software, using both multi-plane reformatting (MPR) and volume rendered views. Method Each virtual reality measurement was made by selecting two points in 3D, directly in the volume rendering. The participants could edit the measurements until satisfied with their accuracy. 5 expert clinicians carried out 26 measurements each - 6 measurements on a calibration phantom, and 5 anatomically meaningful measurements (for example: aortic valve, left atrium, left ventricle) on 4 datasets. The same measurements were made by all participants using our VR system (volume rendering), Philips" QLAB (MPR) and Tomtec (volume rendering). The frame number and view (for example: long axis) were consistent for each measurement across the 3 packages used. Results Preliminary results are shown in the figure below. MPR measurements made on Philips’ QLAB are used as a reference, as this is the most commonly used software for this purpose at our institution. We compare measurements made in Tomtec and VR, both using volume rendering, using Bland-Altman plots. Each measurement data point is the mean of all participants measurements for each dataset/measurement combination. The mean of the measurement differences for the VR system is closer to zero, compared to Tomtec. However, the variation of these differences is larger for the VR system than for Tomtec. Conclusion Our preliminary results suggest that the accuracy of line measurements made using volume rendering within a VR system is comparable to measurements made using approved software packages for volume rendering displayed on a 2D screen. This shows promise for more complex interrogation methods. Abstract P801 Figure. Comparison of Tomtec and VR with QLAB


2021 ◽  
pp. 641-657
Author(s):  
Daniel Bueno Domingueti ◽  
Diego Roberto Colombo Dias ◽  
Marcelo de Paiva Guimarães ◽  
Dárlinton Barbosa Feres Carvalho

Author(s):  
Carla Morais ◽  
João Carlos Paiva ◽  
Luciano Moreira ◽  
Teresa Aguiar ◽  
Ana Teixeira

Author(s):  
Na-Kyoung Hwang ◽  
Sun-Hwa Shim

Healthcare is a field in which the benefits of virtual reality (VR), such as risk-taking without consequences, direct experience, and service outcome prediction, can be utilized. VR technology has been used to help clients face environmental barriers by implementing a home environment in virtual reality without a home visit by an expert. This scoping review was conducted to identify the areas and implementation methods of the home modification process supported by VR technology. Twelve studies met the research criteria. The following three types of tools supported by VR technology for the home modification process were identified: educational tools for clients or specialists, home environment measurement tools, and intermediaries for decision making and collaboration between clients and specialists. Most of the studies reported positive results regarding the usability and acceptability of the technology, but barriers have also been reported, such as technical problems, inappropriate population groups for technical use, cost-related issues, the need for training, and fear that the technology could replace home visits. Thus, VR technology has potential value in the home modification process. However, for future clinical applications, additional studies to maximize the benefits of these VR technologies and address the identified problems are required.


2019 ◽  
Author(s):  
Thiago Porcino ◽  
Daniela Trevisan ◽  
Esteban Clua

Virtual Reality (VR) is an upcoming trend in games and entertainment applications as the use of head-mounted displays becomes accessible for the mass market. These systems aim to provide immersive experiences, but they still do not provide a completely seamless experience, mostly due to sickness symptoms that can be experienced by the players. Cybersickness (CS) is one of the most critical problems that make the game industry fearful for higher investments. In this work, we made a critical study on the theories and causes of CS in virtual environments. We unified in a paper most of the leading hardware and software proposals to identify, quantify and minimize the main sickness problems. We also provide clarification about the most relevant measurement tools used to quantify the level of sickness for one or more players through specific questionnaires. We also developed a demo plugin for a commercial game engine to collect relevant data in a VR game to use as a database to future research approaches to enhance user experience in head-mounted displays.


2015 ◽  
Vol 95 (3) ◽  
pp. 441-448 ◽  
Author(s):  
Rachel Proffitt ◽  
Belinda Lange

In the past 2 decades, researchers have demonstrated the potential for virtual reality (VR) technologies to provide engaging and motivating environments for stroke rehabilitation interventions. Much of the research has been focused on the exploratory phase, and jumps to intervention efficacy trials and scale-up evaluation have been made with limited understanding of the active ingredients in a VR intervention for stroke. The rapid pace of technology development is an additional challenge for this emerging field, providing a moving target for researchers developing and evaluating potential VR technologies. Recent advances in customized games and cutting-edge technology used for VR are beginning to allow for researchers to understand and control aspects of the intervention related to motivation, engagement, and motor control and learning. This article argues for researchers to take a progressive, step-wise approach through the stages of intervention development using evidence-based principles, take advantage of the data that can be obtained, and utilize measurement tools to design effective VR interventions for stroke rehabilitation that can be assessed through carefully designed efficacy and effectiveness trials. This article is motivated by the recent calls in the field of rehabilitation clinical trials research for carefully structured clinical trials that have progressed through the phases of research.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


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