A framework for semi-automatically identifying fully occluded objects in 3D models: Towards comprehensive construction design review in virtual reality

2021 ◽  
Vol 50 ◽  
pp. 101398
Author(s):  
Bing Han ◽  
Jong Won Ma ◽  
Fernanda Leite
Author(s):  
Ian J. Freeman ◽  
John L. Salmon ◽  
Joshua Q. Coburn

Leveraging virtual reality (VR) technology to enhance engineering design reviews has been an area of significant interest for researchers since the advent of modern VR. The ability to interact meaningfully with 3D engineering models in these VR design reviews is an important, though often neglected, capability due to the difficulty of performing data translation between native CAD data and VR compatible file formats. An automated synchronization interface was developed between a VR design review environment and a commercial CAD package that stream-lines the data translation process and enables enhanced visualization and manipulation tools. User experiments were performed to explore the hypothesis that allowing users to perform CAD-like view transformations and geometric manipulations in VR design reviews improves design understanding and decision making. Analysis of the experiment results show that enhanced interaction tools provide statistically significant advantages over a baseline VR design review environment for complex 3D models.


2020 ◽  
Vol 22 (Supplement_3) ◽  
pp. iii461-iii461
Author(s):  
Andrea Carai ◽  
Angela Mastronuzzi ◽  
Giovanna Stefania Colafati ◽  
Paul Voicu ◽  
Nicola Onorini ◽  
...  

Abstract Tridimensional (3D) rendering of volumetric neuroimaging is increasingly been used to assist surgical management of brain tumors. New technologies allowing immersive virtual reality (VR) visualization of obtained models offer the opportunity to appreciate neuroanatomical details and spatial relationship between the tumor and normal neuroanatomical structures to a level never seen before. We present our preliminary experience with the Surgical Theatre, a commercially available 3D VR system, in 60 consecutive neurosurgical oncology cases. 3D models were developed from volumetric CT scans and MR standard and advanced sequences. The system allows the loading of 6 different layers at the same time, with the possibility to modulate opacity and threshold in real time. Use of the 3D VR was used during preoperative planning allowing a better definition of surgical strategy. A tailored craniotomy and brain dissection can be simulated in advanced and precisely performed in the OR, connecting the system to intraoperative neuronavigation. Smaller blood vessels are generally not included in the 3D rendering, however, real-time intraoperative threshold modulation of the 3D model assisted in their identification improving surgical confidence and safety during the procedure. VR was also used offline, both before and after surgery, in the setting of case discussion within the neurosurgical team and during MDT discussion. Finally, 3D VR was used during informed consent, improving communication with families and young patients. 3D VR allows to tailor surgical strategies to the single patient, contributing to procedural safety and efficacy and to the global improvement of neurosurgical oncology care.


2021 ◽  
Author(s):  
Haowen Jiang ◽  
Sunitha Vimalesvaran ◽  
Jeremy King Wang ◽  
Kee Boon Lim ◽  
Sreenivasulu Reddy Mogali ◽  
...  

BACKGROUND Virtual reality (VR) is a digital education modality that produces a virtual manifestation of the real world and it has been increasingly used in medical education. As VR encompasses different modalities, tools and applications, there is a need to explore how VR has been employed in medical education. OBJECTIVE The objective of this scoping review is to map existing research on the use of VR in undergraduate medical education and to identify areas of future research METHODS We performed a search of 4 bibliographic databases in December 2020, with data extracted using a standardized data extraction form. The data was narratively synthesized and reported in line with the PRISMA-ScR guidelines. RESULTS Of 114 included studies, 69 studies (61%) reported the use of commercially available surgical VR simulators. Other VR modalities included 3D models (15 [14%]) and virtual worlds (20 [18%]), mainly used for anatomy education. Most of the VR modalities included were semi-immersive (68 [60%]) and of high interactivity (79 [70%]). There is limited evidence on the use of more novel VR modalities such as mobile VR and virtual dissection tables (8 [7%]), as well as the use of VR for training of non-surgical and non-psychomotor skills (20 [18%]) or in group setting (16 [14%]). Only 3 studies reported the use conceptual frameworks or theories in the design of VR. CONCLUSIONS Despite extensive research available on VR in medical education, there continues to be important gaps in the evidence. Future studies should explore the use of VR for the development of non-psychomotor skills and in areas other than surgery and anatomy.


Author(s):  
P. Clini ◽  
L. Ruggeri ◽  
R. Angeloni ◽  
M. Sasso

Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces.<br> Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one.<br> In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience.<br> The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors’ experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.


2011 ◽  
Vol 2 (3) ◽  
pp. 65 ◽  
Author(s):  
Josep Blasco Senabre ◽  
Sebastián Varea ◽  
Fernando Cotino Vila ◽  
Albert Ribera Lacomba ◽  
Oreto García Puchol

<p>In the present communication we offer some examples that illustrate the methodological corpus applied by our company (Global S.L) in relation with the photogrametrical documentation and the virtual reality in the field of the archaeology. The use of these technologies of computerized documentation offers a great range of possibilities for the graphic documentation of an archaeological excavation, allowing to generate planimetry and pertinent sections and to improve the times in the process of obtaining of information. The possibility of producing 3D models supposes an essential addition to show in a three –dimensional way the current condition of the monument, as well as for its virtual recreation by means of the technologies of virtual reality and increased reality.</p>


Author(s):  
María Castro Malpica ◽  
Clara Zamorano Martín ◽  
José Ángel Sánchez Fernández

2013 ◽  
pp. 970-990
Author(s):  
Mercedes Farjas Abadía ◽  
Manuel Sillero Quintana ◽  
Pedro Ángel Merino Calvo

Since the dawn of time man has attempted to represent the human figure with techniques ranging from simple drawings to techniques that manage to reflect the movement of body segments. In parallel, cartographic techniques have developed very advanced capture and 3D representation systems, but even though they have been applied in recent years to other sciences, they have not been applied yet to virtual reality. The appearance of the laser acquisition systems has enabled us to acquire data without discrimination on points and to get quick 3D models. This situation allows us to work directly on the concept of surface and to analyze it from the uniqueness of the detail, compared to traditional systems which capture points for, later, imaging surfaces from them. Under this prism, a research group was formed by graduates in Physical Activity and Sport and in Cartography, in order to bring together both sciences and to improve techniques of capture and representation of the human body. The road is not completely gone, but some results have been obtained and are presented in this work.


2020 ◽  
Vol 1 ◽  
pp. 187-196
Author(s):  
N. Horvat ◽  
S. Škec ◽  
T. Martinec ◽  
F. Lukačević ◽  
M. M. Perišić

AbstractThis paper suggests that analysing the effect of visualisation technologies during design reviews should include variables related to design reviewers’ expertise and focus on the process variables rather than the outcomes. The experiment showed better averages in terms of design understanding for groups in desktop interface than for groups in virtual reality. However, the observed difference might also be due to experience with the technology. Finally, regardless of the visualisation technology, higher expertise group showed consistently better design understanding than lower expertise groups.


Author(s):  
H. Azzag ◽  
F. Picarougne ◽  
C. Guinot ◽  
G. Venturini

We present in this chapter a new 3D interactive method for visualizing multimedia data with virtual reality named VRMiner. We consider that an expert in a specific domain has collected a set of examples described with numeric and symbolic attributes but also with sounds, images, videos and Web sites or 3D models, and that this expert wishes to explore these data to understand their structure. We use a 3D stereoscopic display in order to let the expert easily visualize and observe the data. We add to this display contextual information such as texts and small images, voice synthesis and sound. Larger images, videos and Web sites are displayed on a second computer in order to ensure real time display. Navigating through the data is done in a very intuitive and precise way with a 3D sensor that simulates a virtual camera. Interactive requests can be formulated by the expert with a data glove that recognizes the hand gestures. We show how this tool has been successfully applied to several real world applications.


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