Using Gamification Based on Virtual Reality Mobile Platform for Treatment of Adults with Amblyopia

Author(s):  
Fateme Hosseinnia ◽  
Ali Khaleghi ◽  
Kamran Mahmoudi
2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Hanjin Kim ◽  
Heonyeop Shin ◽  
Hyeong-su Kim ◽  
Won-Tae Kim

The evolution of virtual reality technology allows users to immerse themselves into virtual environments, providing a new experience that is impossible in the real world. The appearance of cyber-physical systems and the Internet of things makes humans to understand and control the real world in detail. The integration of virtual reality into cyber-physical systems and the Internet of things may induce innovative education services in the near future. In this paper, we propose a novel, a virtual reality-based cyber-physical education system for efficient education in a virtual reality on a mobile platform, called VR-CPES. VR-CPES can integrate the real world into virtual reality using cyber-physical systems technology, especially using digital twin. We extract essential service requirements of VR-CPES in terms of delay time in the virtual reality service layer. In order to satisfy the requirements of the network layer, we design a new, real-time network technology interworking software, defined as network and time-sensitive network. A gateway function for the interworking is developed to make protocol level transparency. In addition, a path selection algorithm is proposed to make flexible flow between physical things and cyber things. Finally, a simulation study will be conducted to validate the functionalities and performance in terms of packet loss and delay as defined in the requirements.


Author(s):  
GuoLong Zhang

To explore the design of the virtual reality (VR) augmented reality (AR) mobile platform and game decision model based on deep learning (DL), the gesture-based interaction of VR games based on Leap Motion is researched. Based on the interactive features of gestures, a set of general gesture interaction rules in VR games is established. In the meantime, according to the theoretical basis and the characteristics of VR, a set of general models of VR gesture interaction is designed, the factors affecting the efficiency of VR gesture interaction are studied, and reasonable interaction feedback is designed. By using the computer vision and image processing technology, gesture-based interaction can collect natural gestures, extract gesture features, recognize gesture indications, and respond to the user demands. Also, it can extract the basic gestures from gesture-based interaction in VR, analyze the basic features of gestures and gesture-based interaction in VR games, and describes the gesture features by mathematical vectors and sets. The research results show that the application of gesture feature design method in the game can analyze the factors affecting the interaction efficiency. Also, the usability of the gesture-based interaction designed by the gesture design method is verified by tests. Therefore, the AR&DL platform of “AR+DL” establishes a learning platform supported by DL and AR technology. The game decision model is used to describe the process of gesture-based interaction in the game, and the factors affecting the interaction efficiency are reduced, which has certain reference and guidance for VR applications using gesture-based interaction.


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.


Swiss Surgery ◽  
2002 ◽  
Vol 8 (6) ◽  
pp. 250-254
Author(s):  
Vogelbach ◽  
Bogdan ◽  
Rosenthal ◽  
Pfefferkorn ◽  
Triponez

Fragestellung: Die dieser Untersuchung zugrunde liegende Frage war, ob das angewandte Ausbildungskonzept geeignet war, um am Beispiel der Einführung der laparoskopischen Cholezystektomie eine neue Operationsmethode in einer universitären Ausbildungsklinik mit einer grossen Anzahl Chirurgen zu etablieren. Patienten und Methodik: Seit Einführung der ersten laparoskopischen Cholezystektomie wurden alle Cholezystektomien während zwei Jahren (Mai 1990 bis Mai 1992) prospektiv erfasst. Ein Ausbildungskonzept wurde gewählt, bei dem jeweils ein Operateur durch einen Tutor geschult wurde und so 15 konsekutive Eingriffe durchführte, um dann die Technik einem weiteren auszubildenden Chirurgen zu instruieren. Resultate: In zwei Jahren wurden 355 Patienten cholezystektomiert. 60% der Operationen wurden laparoskopisch durchgeführt oder begonnen. 40% der Operationen wurden offen durchgeführt. In den ersten zwei Jahren konnten 13 Operateure (durchschnittlich 16 Operationen / Operateur , range 1 - 60) in die neue Technik eingeführt werden. Es traten keine schweren Komplikationen, insbesondere keine Gallenwegsverletzungen in dieser Einführungsphase auf. Diskussion: In der Literatur wird dieses Vorgehen bei der Einführungsphase seit 1992 wiederholt vorgestellt, diskutiert und empfohlen. Zwischenzeitlich gibt es Richtlinien von Fachgesellschaften und nationalen Institutionen, welche die Ausbildung zur Ausführung neuer chirurgischer Techniken reglementieren. In den letzten Jahren verlagern sich die ersten Ausbildungsschritte in Richtung Trainingskurse an skill-stations und virtual reality Trainer. Schlussfolgerung: Das beschriebene Ausbildungskonzept bewährte sich in der Einführungsphase der laparoskopischen Cholezystektomie zu Beginn der 90er-Jahre.


Dreaming ◽  
2018 ◽  
Vol 28 (3) ◽  
pp. 205-224 ◽  
Author(s):  
Patrick McNamara ◽  
Kendra Holt Moore ◽  
Yiannis Papelis ◽  
Saikou Diallo ◽  
Wesley J. Wildman
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document