Examination and treatment of unilateral spatial neglect using virtual reality in three-dimensional space

Neurocase ◽  
2021 ◽  
pp. 1-5
Author(s):  
Taku Numao ◽  
Kazu Amimoto ◽  
Tomoko Shimada
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.


2012 ◽  
Vol 487 ◽  
pp. 568-570
Author(s):  
Zhi Yi Mao

Also known as virtual reality or virtual reality environments virtual environment, is rapidly developing a comprehensive computer and interactive graphics technology, which integrates computer graphics, multimedia, artificial intelligence, multi-sensor, network parallel processing, the use of computer-generated three-dimensional space image synthesis technology to achieve the goal, through visual, hearing, touch, in order to render the graphics and animation, the viewer, "seeing is bright." Virtual reality technology is an integrated building design approach, designed to reduce labor intensity, shorten the design cycle, improve design quality, saving investment. Designers to design the building and engineering units can communicate with each other on the World Wide Web.


1996 ◽  
Vol 2 (3) ◽  
pp. 1-14
Author(s):  
Jing-Jing Fang ◽  
Douglas E.R. Clark ◽  
John E. L. Simmons

The authors built a pseudo-immersive three-dimensional computer generated virtual environment (VE) as a shell for research in detailed collision detection. The purpose of the virtual world construction described in this paper is to handle engineering applications such as the mechanical assembly and disassembly of complex systems. A virtual space ball is attached to the VE in order to control the motion of virtual objects in that environment. This software interface simulates a real three-dimensional space ball device. The contribution of the pseudo-immersive system removes the absolute necessity for expensive Virtual Reality equipment and software for research work on virtual reality.


Author(s):  
Chris Christou

Virtual Reality is implemented by a combination of technologies that are used in order to visualize and provide interaction with a virtual environment. These environments often depict three-dimensional space which may be realistic or imaginary, macroscopic or microscopic and based on realistic physical laws of dynamics, or on imaginary dynamics. The multitude of scenarios that VR may be used to depict make it broadly applicable to the many areas in education. A key feature of VR is that it allows multi-sensory interaction with the space being visualized. Here we look at how this combination of multi-sensory visualization and interactivity make VR ideally suited for effective learning and try to explain this effectiveness in terms of the advantages afforded by active learning through experiences. We also consider some of the applications of VR in education and also some of its drawbacks.


2015 ◽  
Vol 791 ◽  
pp. 119-124
Author(s):  
Mikuláš Hajduk ◽  
Juraj Kováč

The contribution deals with the generation of interactive spatial solutions to manufacturing systems by means of virtual reality. It characterizes experimental work aimed at creating 3D models of manufacturing systems through technical and software resources of virtual reality. For innovative work is considered an example of data gloves in a virtual manufacturing environment. Data glove is used for placement of models means of production in manufacturing three-dimensional space.


2018 ◽  
Author(s):  
Oscar Legetth ◽  
Johan Rodhe ◽  
Stefan Lang ◽  
Parashar Dhapola ◽  
Joel Pålsson ◽  
...  

AbstractSingle-cell RNAseq is a routinely used technique to explore the composition of cell populations, and they are often visualised using dimension reduction methods where the cells are represented in two or three dimensional space. Many tools are available to do this but visualising and cross-comparing these representations can be challenging, especially when cells are projected onto three dimensions which can be more informative for complex datasets. Here we present CellexalVR (www.cellexalvr.med.lu.se), a feature-rich, fully interactive virtual reality environment for the visualisation and analysis of single-cell experiments that allows researchers to intuitively and collaboratively gain an understanding of their data.


Author(s):  
D. Kontos ◽  
A. Georgopoulos

Abstract. In the context of this paper, a virtual reality application that allows each user to perform basic topographic processes on an already created 3D model inside a virtual environment was developed. Specifically, it is an application that allows the user to perform measurements of distances between two points in three-dimensional space and measurement and extraction of the three-dimensional coordinates of any point inside the virtual reality environment. Furthermore, the created application was evaluated in terms of its functionality, its usability and metric accuracy. Before the developing stage a research was done in order to determine which virtual reality system and which game engine is most suitable to use and finally the HTC Vive® virtual reality system and the Unreal Engine 4 game engine were used. Before all that, the concept of the virtual reality science was defined and also the virtual reality technologies in today's world were analyzed.


1997 ◽  
Vol 84 (1) ◽  
pp. 176-178
Author(s):  
Frank O'Brien

The author's population density index ( PDI) model is extended to three-dimensional distributions. A derived formula is presented that allows for the calculation of the lower and upper bounds of density in three-dimensional space for any finite lattice.


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