scholarly journals The accuracy of the Oculus Rift virtual reality head-mounted display during cervical spine mobility measurement

2015 ◽  
Vol 48 (4) ◽  
pp. 721-724 ◽  
Author(s):  
Xu Xu ◽  
Karen B. Chen ◽  
Jia-Hua Lin ◽  
Robert G. Radwin
Author(s):  
Aaron Crowson ◽  
Zachary H. Pugh ◽  
Michael Wilkinson ◽  
Christopher B. Mayhorn

The development of head-mounted display virtual reality systems (e.g., Oculus Rift, HTC Vive) has resulted in an increasing need to represent the physical world while immersed in the virtual. Current research has focused on representing static objects in the physical room, but there has been little research into notifying VR users of changes in the environment. This study investigates how different sensory modalities affect noticeability and comprehension of notifications designed to alert head-mounted display users when a person enters his/her area of use. In addition, this study investigates how the use of an orientation type notification aids in perception of alerts that manifest outside a virtual reality users’ visual field. Results of a survey indicated that participants perceived the auditory modality as more effective regardless of notification type. An experiment corroborated these findings for the person notifications; however, the visual modality was in practice more effective for orientation notifications.


2021 ◽  
Author(s):  
Manpreet Kaur Bhamra ◽  
Waqar M. Naqvi ◽  
Sakshi P. Arora

Abstract Introduction: Anxiety disorders impact a large number of population all over the world, prohibiting them from undertaking everyday tasks such as driving, staying in crowded places, or dealing with strangers. The Hamilton anxiety (HAM-A) scale is the first rating Questionnaire for determining the sign anxiety symptoms. HAM-A is a 14 point scale containing a clinician-based questionnaire that has been utilized as a self-scored survey based on both physical and psychological symptoms. The components of questionnaires for analyzing the depressive or anxious symptoms are developed and tested in medical practice with great success. Virtual Reality (VR) is a computer-simulated world that allows the user to feel as they are physically present in it. Oculus rift is a VR ski-masked shaped goggle having a better and deeper understanding of the range and user experiences that will help to guide future efforts.Method: The cross-sectional observational study will be including 70 participants aged 18 to 32 from Ravi Nair College of Physiotherapy, India for the study. With intervention, the duration of analysis of the study will be of 6 months. HAM-A scale is used to evaluate the symptoms of anxiety in people before they show up on the oculus rift.Discussion: The study will evaluate the severity of anxiety before going to VR surrounding. Virtual reality devices are more popular, many studies have been undertaken on the construction and validation of interfaces, but more research is needed on anxiety before entering a virtual reality environment has been limited; specifically, There are only a few techniques that may be used to measure anxiety in a virtual reality surrounding.The Institutional Ethical Clearance reference number for this study is RNPC/IEC/2020-21/0012.


Author(s):  
Mario Covarrubias Rodriguez ◽  
Beatrice Aruanno ◽  
Monica Bordegoni ◽  
Mauro Rossini ◽  
Franco Molteni

This paper presents an immersive virtual reality system (IVRS) that has been designed for unilateral amputees in order to reduce the phantom limb pain (PLP). The patient’s healthy limb is tracked by using a motion sensor. Data of the limb in motion are used as input parameters to move the phantom limb in the immersive virtual reality system. In this way, the patient has the illusion of moving the phantom limb while moving the real and contra-lateral limb. The system has been implemented by using low cost and open technologies, and combines the Oculus Rift SDK2 device, the LeapMotion device, a motion sensor, and an engine for interactive 3D content and gaming generation (Unity 3D). The Oculus Rift head mounted display is used to provide the immersive experience.


2018 ◽  
Vol 18 (1) ◽  
pp. 1-18 ◽  
Author(s):  
Daniel M. Shafer ◽  
Corey P. Carbonara ◽  
Michael F. Korpi

This study compares watching a film in a traditional theater setting to watching the same film in a virtual theater using a virtual reality (VR) head-mounted display (HMD). The study seeks to determine whether watching a film in a virtual theater is a comfortable experience that viewers can tolerate; and whether watching in VR produces similar feelings of identification, transportation, and enjoyment for the films as watching in a traditional theater. Using the Oculus Rift DK2 HMD and the Riftmax virtual theater software, participants watched either Signs or Ferris Bueller's Day Off in a virtual theater. Other participants watched the same films in a traditional theater setting, and independent comparisons were made. Results indicate that over 90% of the VR participants were able to watch the entire movie in the virtual theater, and feelings of identification, transportation, and enjoyment were quite similar between conditions. Differences found were attributable to the films' content, with an interaction between VR and theater conditions. Implications and future research are discussed.


Author(s):  
Francesca Bruno ◽  
Alessandro Ceriani ◽  
Zhang Zhan ◽  
Giandomenico Caruso ◽  
Antonio Del Mastro

Abstract A human mission to Mars has long been advocated. As each year the scientific researches bring mankind closer to establishing human habitats on Mars, the question of how astronauts can sustain themselves whilst away from the blue planet becomes crucial. The project presented in this paper aims at designing and developing the Virtual Reality (VR) simulation of an inflatable modular greenhouse featuring a system that manages the growth of the plants and helps the astronauts control and monitor the whole greenhouse more extensively. The use of VR technology allows simulating an immersive environment of a Mars habitat highlighting its greenhouse overcoming the limitation of physical locations. Wearing the Oculus Rift head-mounted display (HMD) while holding Oculus Rift Touch Controllers, astronauts or Mars exploration enthusiasts could experience the highly interactive and realistic environment. Its goal is to provide training and evaluative simulations of astronauts’ basic tasks and performances in the greenhouse on Mars while testing the growing method of hydroponics equipped with a smart growing controlling and monitoring system.


2020 ◽  
Vol 51 ◽  
pp. 102397 ◽  
Author(s):  
Pawel Kiper ◽  
Alfonc Baba ◽  
Mahmoud Alhelou ◽  
Giorgia Pregnolato ◽  
Lorenza Maistrello ◽  
...  

2016 ◽  
Vol 01 (01) ◽  
pp. 1640003 ◽  
Author(s):  
Franklin King ◽  
Jagadeesan Jayender ◽  
Sharath K. Bhagavatula ◽  
Paul B. Shyn ◽  
Steve Pieper ◽  
...  

Purpose: Advancements in and adoption of consumer virtual reality (VR) are currently being propelled by numerous upcoming devices such as the Oculus Rift. Although applications are currently growing around the entertainment field, wide-spread adoption of VR devices opens up the potential for other applications that may have been unfeasible with past implementations of VR. A VR environment may provide an equal or larger screen area than what is provided with the use of multiple conventional displays while remaining comparatively cheaper and more portable making it an attractive option for diagnostic radiology applications. Methods A VR application for the viewing of multiple image slices was designed using: the Oculus Rift head-mounted display (HMD), Unity, and 3D Slicer. Volumes loaded within 3D Slicer are sent to a Unity application that proceeds to render a scene for the Oculus Rift HMD. Users may interact with the images adjusting windowing and leveling using a handheld gamepad controller. Multiple images may be brought closer to the user for detailed inspection. Results Application usage was demonstrated with the simultaneous visualization of longitudinal slices of a serial CT scan of a patient with a lung nodule. Pilot studies for validating usage of the VR system for differential diagnosis and remote collaboration were performed. Initial results suggest that using the VR system increased both task load and time taken to complete tasks, however, the resulting accuracy in assessing nodule growth of nodules was not significantly different than that achieved using a DICOM viewer application on a traditional display.


2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


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