Virtual reality-based adaptive dose assessment method for arbitrary geometries in nuclear facility decommissioning

2018 ◽  
Vol 38 (3) ◽  
pp. 951-966 ◽  
Author(s):  
Yong-kuo Liu ◽  
Nan Chao ◽  
Hong Xia ◽  
Min-jun Peng ◽  
Abiodun Ayodeji
Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3728
Author(s):  
Markus Wirth ◽  
Sebastian Kohl ◽  
Stefan Gradl ◽  
Rosanna Farlock ◽  
Daniel Roth ◽  
...  

Maximizing performance success in sports is about continuous learning and adaptation processes. Aside from physiological, technical and emotional performance factors, previous research focused on perceptual skills, revealing their importance for decision-making. This includes deriving relevant environmental information as a result of eye, head and body movement interaction. However, to evaluate visual exploratory activity (VEA), generally utilized laboratory settings have restrictions that disregard the representativeness of assessment environments and/or decouple coherent cognitive and motor tasks. In vivo studies, however, are costly and hard to reproduce. Furthermore, the application of elaborate methods like eye tracking are cumbersome to implement and necessitate expert knowledge to interpret results correctly. In this paper, we introduce a virtual reality-based reproducible assessment method allowing the evaluation of VEA. To give insights into perceptual-cognitive processes, an easily interpretable head movement-based metric, quantifying VEA of athletes, is investigated. Our results align with comparable in vivo experiments and consequently extend them by showing the validity of the implemented approach as well as the use of virtual reality to determine characteristics among different skill levels. The findings imply that the developed method could provide accurate assessments while improving the control, validity and interpretability, which in turn informs future research and developments.


Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1042
Author(s):  
Antonino Naro ◽  
Rocco Salvatore Calabrò

Over the past two decades, virtual reality technology (VRT)-based rehabilitation has been increasingly examined and applied to assist patient recovery in the physical and cognitive domains. The advantages of the use of VRT in the neurorehabilitation field consist of the possibility of training an impaired function as a way to stimulate neuron reorganization (to maximize motor learning and neuroplasticity) and restoring and regaining functions and abilities by interacting with a safe and nonthreatening yet realistic virtual reality environment (VRE). Furthermore, VREs can be tailored to patient needs and provide personalized feedback on performance. VREs may also support cognitive training and increases patient motivation and enjoyment. Despite these potential advantages, there are inconclusive data about the usefulness of VRT in neurorehabilitation settings, and some issues on feasibility and safety remain to be ascertained for some neurological populations. The present brief overview aims to summarize the available literature on VRT applications in neurorehabilitation settings, along with discussing the pros and cons of VR and introducing the practical issues for research. The available studies on VRT for rehabilitation purposes over the past two decades have been mostly preliminary and feature small sample sizes. Furthermore, the studies dealing with VRT as an assessment method are more numerous than those harnessing VRT as a training method; however, the reviewed studies show the great potential of VRT in rehabilitation. A broad application of VRT is foreseeable in the near future due to the increasing availability of low-cost VR devices and the possibility of personalizing VR settings and the use of VR at home, thus actively contributing to reducing healthcare costs and improving rehabilitation outcomes.


2012 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Liliane dos Santos Machado ◽  
Ronei Marcos de Moraes

Training systems based on virtual reality are used in several areas. In these systems the user is immersed into a virtual and interactive environment to perform realistic training. In this paper, we present some of the challenges to construct a medical simulator based on virtual reality. Among them, the assessment allows to know users' performance in the training to analyze if they are prepared to perform the procedure in real situations. In order to choose an appropriate assessment method, this paper brings a comparison among four methods for training assessment.


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