Virtual and augmented reality in anatomy education: Need for comparison with other three-dimensional visualization methods

Morphologie ◽  
2021 ◽  
Author(s):  
G.P. Skandalakis ◽  
D. Chytas ◽  
G. Paraskevas ◽  
G. Noussios ◽  
M. Salmas ◽  
...  
2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Bernhard Jenny ◽  
Kadek Ananta Satriadi ◽  
Yalong Yang ◽  
Christopher R. Austin ◽  
Simond Lee ◽  
...  

<p><strong>Abstract.</strong> Augmented reality (AR) and virtual reality (VR) technology are increasingly used for the analysis and visualisation of geospatial data. It has become simple to create an immersive three-dimensional AR or VR map with a combination of game engines (e.g., Unity), software development kits for streaming and rendering geospatial data (e.g., Mapbox), and affordable hardware (e.g., HTC Vive). However, it is not clear how to best interact with geospatial visualisations in AR and VR. For example, there are no established standards to efficiently zoom and pan, select map features, or place markers on AR and VR maps. In this paper, we explore interaction with AR and VR maps using gestures and handheld controllers.</p><p>As for gesture-controlled interaction, we present the results of recent research projects exploring how body gestures can control basic AR and VR map operations. We use motion-tracking controllers (e.g., Leap Motion) to capture and interpret gestures. We conducted a set of user studies to identify, explore and compare various gestures for controlling map-related operations. This includes, for example, mid-air hand gestures for zooming and panning (Satriadi et al. 2019), selecting points of interest, adjusting the orientation of maps, or placing markers on maps. Additionally, we present novel VR interfaces and interaction methods for controlling the content of maps with gestures.</p><p>As for handheld controllers, we discuss interaction with exocentric globes, egocentric globes (where the user stands inside a large virtual globe), flat maps, and curved maps in VR. We demonstrate controller-based interaction for adjusting the centre of world maps displayed on these four types of projection surfaces (Yang et al. 2018), and illustrate the utility of interactively movable VR maps by the example of three-dimensional origin-destination flow maps (Yang et al. 2019).</p>


Author(s):  
Maryna Vasylyk ◽  
Iryna Kovshova

The article forms the theoretical foundations of the use of marketing tools of virtual and augmented reality to modify consumer behavior. The mechanism of consumer buying behavior, which consists of five stages: awareness of the need, search for information about the product or service, evaluation of options, namely: comparative characteristics of goods, the final decision to purchase, based on all previous stages, feedback on a purchase, that is, the consumer determines his attitude to the purchase and the factors of influence, namely: psychological, personal, socio-cultural, marketing, situational. It is determined that the motives of the purpose and needs of the consumer are constantly changing. Two definitions are proposed: virtual reality (VR) is a computer-generated simulation of a three-dimensional image or environment with which an individual can truly interact using special electronic equipment, such as a helmet with a screen inside or gloves equipped with sensors, and augmented reality (AR) is a technology that superimposes a computer-generated image of a real-world image, thus providing an augmented view. The results of AR/VR involvement were analyzed on the example of «OKKO», «Gucci», «LOWE’S», «SK Telecom», «Burger King». Virtual (VR) and augmented (AR) realities have been proven to be of great importance and value to the brand that uses them, as evidenced by increased sales («OKKO», «Burger King»); awareness, PR publications, awards («LOWE’S», «Burger King»); audience enthusiasm through new channels («Gucci», «LOWE’S»); innovation among competitors («Gucci»); new experiences for users and emotional intimacy; the versatility of tools for online and offline events that are not affected by the pandemic. A pilot study was conducted, which interviewed 202 respondents aged 19 to 28, who were asked 7 questions about possible areas of application of AR/VR technologies. It is established that the implementation of virtual and augmented reality tools has significant potential, is a benchmark for rational marketing decisions, and helps to increase loyalty and increase consumer confidence.


2014 ◽  
Vol 1025-1026 ◽  
pp. 1168-1172 ◽  
Author(s):  
Jozef Novak-Marcincin ◽  
Jozef Torok

Reverse engineering and spatial digitization became more popular recently. The popularity grows with the devices which are capable to scan the human figures, cars, parts of the buildings or even bigger objects in a single process. In general, scanning devices sometimes present disproportionate costs as the usual additional software often tops the half of the hardware price. Text of this paper is focused on the alternative device which can use very affordable software applications to generate the same results as the most expensive scanning equipment. Particular parts of this article briefly describe the principles of non-contact three dimensional scanning using the Kinect device, the process of data processing in alternative software applications and possibilities of their further utilization.


2018 ◽  
Vol Vol 17 (Vol 17, No 1 (2018)) ◽  
pp. 128-140
Author(s):  
Oleksandr Pushkar

The article deals with the approach to developing an advertising multimedia product for the promotion or sale of goods or services. Under the advertising product is an advertising video, an interactive commercial, 3-D advertising, virtual and augmented reality, an online store. Based on the analogy method, a diagram of the process of perceiving the advertising multimedia product by the user is presented. The use of the hybrid approach of customer development for updating the multimedia product and taking into account the virtual values of users is substantiated. Developed scenarios for the development of a multimedia product, depending on the results of achieving the planned goals. The sequence of multimedia product development is proposed based on the convergence of face-to-face and screen-to-screen approaches.


Author(s):  
Kate Ferris ◽  
Ryan M. Kelly ◽  
Ross Brown ◽  
Greg Wadley ◽  
Steven Baker ◽  
...  

2021 ◽  
Vol 11 (1) ◽  
pp. 363
Author(s):  
Juan Jesús Roldán-Gómez ◽  
Eduardo González-Gironda ◽  
Antonio Barrientos

Forest firefighting missions encompass multiple tasks related to prevention, surveillance, and extinguishing. This work presents a complete survey of firefighters on the current problems in their work and the potential technological solutions. Additionally, it reviews the efforts performed by the academy and industry to apply different types of robots in the context of firefighting missions. Finally, all this information is used to propose a concept of operation for the comprehensive application of drone swarms in firefighting. The proposed system is a fleet of quadcopters that individually are only able to visit waypoints and use payloads, but collectively can perform tasks of surveillance, mapping, monitoring, etc. Three operator roles are defined, each one with different access to information and functions in the mission: mission commander, team leaders, and team members. These operators take advantage of virtual and augmented reality interfaces to intuitively get the information of the scenario and, in the case of the mission commander, control the drone swarm.


2021 ◽  
Vol 11 (7) ◽  
pp. 3253
Author(s):  
Umile Giuseppe Longo ◽  
Sergio De Salvatore ◽  
Vincenzo Candela ◽  
Giuliano Zollo ◽  
Giovanni Calabrese ◽  
...  

Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.


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