scholarly journals Development of a quantitative evaluation system for visuo-motor control in three-dimensional virtual reality space

2018 ◽  
Vol 8 (1) ◽  
Author(s):  
Woong Choi ◽  
Jongho Lee ◽  
Naoki Yanagihara ◽  
Liang Li ◽  
Jaehyo Kim
2021 ◽  
Vol 2021 ◽  
pp. 1-16
Author(s):  
Jing Li ◽  
Tao Hou

From the construction of “new socialist countryside” to the proposal of “full coverage of village planning,” rural construction has gradually been pushed to a climax. However, the current situation of rural landscape construction in China is not optimistic. On the one hand, the rural landscape deviates from its rural and regional characteristics due to deliberately seeking novelty and differences. Based on these two extreme development trends, this article uses virtual reality technology to construct a rural landscape virtual-roaming system, and randomly select 25 people, each group of 5 people, a total of 3 groups, enter the system in batches with a real reduction degree of 30%, 45%, 60%, 75%, and 80% for experimentation and score the system after the experience. The true reduction degree of the first group is 30%; the true reduction degree of the second group is 45%; the true reduction degree of the third group is 60%; the true reduction degree of the fourth group is 75%; and the true reduction degree of the fifth group is 80%. After analyzing the experimental data, it is concluded that when the true reduction degree of the system goes from low to high, people’s satisfaction is higher; when the true reduction degree is as high as 80%, the satisfaction is as high as 9 points; when the true reduction degree of the system goes from low to high, people’s sense of immersion is getting deeper and deeper. When the true reduction degree is 30%, the lowest score for immersion is 1 point; when the true reduction degree is 80%, the lowest score for immersion is 7.5 points; the true reduction of the system decreases from high to low; when it is high, people’s interaction degree becomes stronger and stronger. When the true reduction degree is 30%, the lowest interaction degree score is 2 points; when the true reduction degree is 80%, the lowest interaction degree score is 9 points; it can be seen from this that, with the increase in the degree of realism of the rural landscape virtual-roaming system, it is extremely difficult for people to find whether they are in the virtual or the reality, and their immersion in virtual reality is getting deeper and deeper. This test also confirmed the superiority of the virtual roaming system in rural landscapes, and the experience is extremely effective.


2013 ◽  
Vol 25 (6) ◽  
pp. 983-991 ◽  
Author(s):  
Noritaka Sato ◽  
◽  
Keita Kamada ◽  
Yuki Hiramatsu ◽  
Kazunori Yamazaki ◽  
...  

The final aim of this research is to develop a quantitative evaluation system of shoulder joint function using a three-dimensional force display robot. In this paper, we proposed quantitative evaluation methods by which the results equivalent to the results of tests by a therapist can be obtained. The quantitative evaluation methods can be installed in the robot. We focus on two shoulder joint functions. One is stability and the other is cooperativeness. Two experiments were carried out to develop quantitative evaluation methods of shoulder joint function. In the experiments, subject’s forces were measured during the tests by the therapist. On the basis of the experimental results, we proposed a stability evaluation method using a regression equation of glenohumeral joint instability from the ratios between the right and the left subject’s force in the initial position during abduction, external rotation and horizontal abduction motion. Moreover, we proposed a cooperativeness evaluation method by detecting two thresholds related to sustainability of subject’s force.


2021 ◽  
Author(s):  
E. Ferrea ◽  
P. Morel ◽  
J. Franke ◽  
A. Gail

AbstractRecent advances in virtual reality (VR) technology allow motor control studies to investigate movement variety in a controlled 3D environment. However, visuomotor adaptation paradigms for arm reaches in a 3D space are still scarcely investigated. Elucidating these adaptations is important to further our understanding, predicting and hence, rehabilitating everyday movement behavior in humans suffering from motor deficits. We test how well optimal integration theory that was extrapolated from 1D and 2D settings extends to movements in 3D space; specifically, if and how a subject’s variability in planning and sensory perception will influence motor adaptation. We test this hypothesis without introducing artificial (experimentally induced) variability. Instead, we exploit the natural anisotropy in sensory performance along different dimensions relative to the body. We use a virtual reality (VR) setup to compare the subject’s adaptation of their 3D movements to perturbations applied separately in sagittal, coronal and horizontal planes. We found that subjects adapt best to perturbations in the coronal plane, i.e. when the depth component of the movement is unaffected, followed by sagittal then horizontal perturbations. To characterize how the adaptation rate selectively depends on planning and sensory uncertainty along different body axes, we developed a novel hierarchical two-state space model using Bayesian modeling via Hamiltonian Monte Carlo procedures to fit visuomotor adaptation profiles. Our hierarchical model reconstructs learning parameters from surrogate data better than a state-of-the-art expectation-maximization (EM) algorithm. Modeling revealed that differences in adaptation rate of movement among the three planes are explained from the Kalman gain, i.e. the relative variability associated with planning and sensory perception. The developed method allowed us to show that the motor behavior is in line with optimal integration theory when considering adaptation rate variation between the different planes.Author SummaryThe process of neurorehabilitation in human patients suffering from motor deficits could be considered as a process of relearning or re-adapting motor skills. Virtual reality is already used to drive motor rehabilitation. However, the majority of motor learning theories were developed under one or two-dimensional experimental paradigms and it is assumed that the general findings apply to motor control in three-dimensional movements. To test whether these theories are also compatible with more naturalistic movements performed in a three-dimensional space, we used a new statistical method to identify the dynamics of motor adaptation in virtual reality. We found that in a three-dimensional environment, there are differences in how the subject will correct and adapt their movement based on which orientation relative to the body the movement needs to be corrected. These differences come from the statistical variability associated with unperturbed movements in the different directions. These findings provide clues on how therapeutic regimens in virtual reality should be adapted, i.e. physical reorientation of the body, to improve rehabilitation of certain movements.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Jiansong Fang ◽  
Wei Deng

With the development of virtual reality technology, people are increasingly aware that the combination of virtual reality technology and product design can enable companies to obtain stable profits and maintain long-term competitive advantages. And design evaluation plays a pivotal role in a large number of important decisions in product development. This article takes Lingnan culture and cultural products as an example, combining virtual reality technology with the design of Lingnan cultural and creative products, verifies the effectiveness and rationality of the virtual evaluation system of Lingnan cultural products through the evaluation of examples of Lingnan cultural products, and proposes amendments to the evaluation case. This paper constructs a product design evaluation system based on virtual reality technology and designs a theoretical model VR, which is the application of virtual reality technology in product design evaluation. The PDES system expounds the idea and method of constructing the system model. This paper studies the evaluation object, evaluation content, evaluation method, evaluation platform, and manifestation of evaluation results of the Lingnan cultural product virtual evaluation system and builds the framework of the Lingnan cultural product virtual evaluation system. This paper studies the product display method based on virtual reality technology and realizes the three-dimensional display of products on the Internet and the design of user interaction in virtual reality. In this paper, the two algorithms BRSK and SURF are used together, and the multiscale expression characteristics of BRISK in space and the rotation invariant characteristics of SURF are used. Experimental research shows that, compared with the pure BRISK algorithm, the rotation performance of the method in this paper can be seen through the experimental results in this paper to have better accuracy. The method in this paper ensures the accuracy and accuracy of matching as much as possible.


2020 ◽  
Vol 1 (1) ◽  
pp. 62-70
Author(s):  
Amir H Sadeghi ◽  
Wouter Bakhuis ◽  
Frank Van Schaagen ◽  
Frans B S Oei ◽  
Jos A Bekkers ◽  
...  

Abstract Aims Increased complexity in cardiac surgery over the last decades necessitates more precise preoperative planning to minimize operating time, to limit the risk of complications during surgery and to aim for the best possible patient outcome. Novel, more realistic, and more immersive techniques, such as three-dimensional (3D) virtual reality (VR) could potentially contribute to the preoperative planning phase. This study shows our initial experience on the implementation of immersive VR technology as a complementary research-based imaging tool for preoperative planning in cardiothoracic surgery. In addition, essentials to set up and implement a VR platform are described. Methods Six patients who underwent cardiac surgery at the Erasmus Medical Center, Rotterdam, The Netherlands, between March 2020 and August 2020, were included, based on request by the surgeon and availability of computed tomography images. After 3D VR rendering and 3D segmentation of specific structures, the reconstruction was analysed via a head mount display. All participating surgeons (n = 5) filled out a questionnaire to evaluate the use of VR as preoperative planning tool for surgery. Conclusion Our study demonstrates that immersive 3D VR visualization of anatomy might be beneficial as a supplementary preoperative planning tool for cardiothoracic surgery, and further research on this topic may be considered to implement this innovative tool in daily clinical practice. Lay summary Over the past decades, surgery on the heart and vessels is becoming more and more complex, necessitating more precise and accurate preoperative planning. Nowadays, operative planning is feasible on flat, two-dimensional computer screens, however, requiring a lot of spatial and three-dimensional (3D) thinking of the surgeon. Since immersive 3D virtual reality (VR) is an upcoming imaging technique with promising results in other fields of surgery, we aimed in this study to explore the additional value of this technique in heart surgery. Our surgeons planned six different heart operations by visualizing computed tomography scans with a dedicated VR headset, enabling them to visualize the patient’s anatomy in an immersive and 3D environment. The outcomes of this preliminary study are positive, with a much more reality-like simulation for the surgeon. In such, VR could potentially be beneficial as a preoperative planning tool for complex heart surgery.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


Leonardo ◽  
1999 ◽  
Vol 32 (4) ◽  
pp. 261-268 ◽  
Author(s):  
Matthew Kirschenbaum

This paper documents an interactive graphics installation entitled Lucid Mapping and Codex Transformissions in the Z-Buffer. Lucid Mapping uses the Virtual Reality Modeling Language to explore textual and narrative possibilities within three-dimensional (3D) electronic environments. The author describes the creative rationale and technical design of the work and places it within the context of other applications of 3D text and typography in the digital arts and the scientific visualization communities. The author also considers the implications of 3D textual environments on visual language and communication, and discriminates among a range of different visual/ rhetorical strategies that such environments can sustain.


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