scholarly journals Algorithms for Controlling the Hardware and Software Platform for Moving in Virtual Reality

2021 ◽  
Vol 2096 (1) ◽  
pp. 012029
Author(s):  
D Dedov ◽  
V Vostrikova ◽  
E Surkova

Abstract Comprehensive training of specialists in machine-building, chemical and mining industries requires the use of modern means of education. The use of software and hardware platforms based on virtual reality technologies and controlled treadmills allows for a high level of immersion in the learning process and the development of the necessary practical skills. However, the existing control algorithms for treadmills have a number of disadvantages: the effect of lag, low adaptability to human actions. The paper discusses several approaches to organizing the management of a software and hardware platform to improve the quality of movement in virtual reality. Linear and nonlinear algorithms have been developed and have been tested, and the quality of human movement in virtual reality has been made. The nonlinear modified algorithm has allowed to obtain the best results and to reduce the amplitude of oscillations relative to the initial position.

2021 ◽  
Author(s):  
B. L. McGee ◽  
Lisa Jacka

Virtual reality in one form or another has been around for over 50 years, most notably in entertainment and business environments. Technology-focused teachers have been leading the way with attempts at utilising and integrating virtual reality into K-12 and Higher Education. However, as quickly as technology changes so does the enthusiasm for the use in educational contexts. Much of this is due to the high-level cost (time and money) with no evidence-based educational return. In 2020 the global pandemic forced the education sector to innovate to provide authentic learning environments for students. The time is right for virtual reality to take centre stage. Over 171 million people worldwide currently use virtual reality, and the market in education is expected to grow by 42% over the next five years. This paper focuses on a range of virtual reality literature encompassing work across the spectrum of software and hardware, identifying where more educational implementation and research needs to be done and providing a perspective on future possibilities focusing on current affordances.


Author(s):  
Konstantin Ryabinin ◽  
Svetlana Chuprina ◽  
Ivan Labutin

In the last decade, the recent advances in software and hardware facilitate the increase of interest in conducting experiments in the field of neurosciences, especially related to human-machine interaction. There are many mature and popular platforms leveraging experiments in this area including systems for representing the stimuli. However, these solutions often lack high-level adaptability to specific conditions, specific experiment setups, and third-party software and hardware, which may be involved in the experimental pipelines. This paper presents an adaptable solution based on ontology engineering that allows creating and tuning the EEG-based brain-computer interfaces. This solution relies on the ontology-driven SciVi visual analytics platform developed earlier. In the present work, we introduce new capabilities of SciVi, which enable organizing the pipeline for neuroscience-related experiments, including the representation of audio-visual stimuli, as well as retrieving, processing, and analyzing the EEG data. The distinctive feature of our approach is utilizing the ontological description of both the neural interface and processing tools used. This increases the semantic power of experiments, simplifies the reuse of pipeline parts between different experiments, and allows automatic distribution of data acquisition, storage, processing, and visualization on different computing nodes in the network to balance the computation load and to allow utilizing various hardware platforms, EEG devices, and stimuli controllers.


10.2196/13833 ◽  
2019 ◽  
Vol 21 (9) ◽  
pp. e13833 ◽  
Author(s):  
Nuša Faric ◽  
Henry W W Potts ◽  
Adrian Hon ◽  
Lee Smith ◽  
Katie Newby ◽  
...  

Background Physical activity (PA) is associated with a variety of physical and psychosocial health benefits, but levels of moderate-to-vigorous intensity PA remain low worldwide. Virtual reality (VR) gaming systems involving movement (VR exergames) could be used to engage people in more PA. Objective This study aimed to synthesize public reviews of popular VR exergames to identify common features that players liked or disliked to inform future VR exergame design. Methods We conducted a thematic analysis of 498 reviews of the 29 most popular exergames sold in the top 3 VR marketplaces: Steam (Valve Corporation), Viveport (Valve Corporation), and Oculus (Oculus VR). We categorized reviews as positive and negative as they appeared in the marketplaces and identified the most common themes using an inductive thematic analysis. Results The reviews were often mixed, reporting a wide variety of expectations, preferences, and gaming experiences. Players preferred highly realistic games (eg, closely simulated real-world sport), games that were intuitive (in terms of body movement and controls), and games that provided gradual increases in skill acquisition. Players reported feeling that they reached a high level of exertion when playing and that the immersion distracted them from the intensity of the exercise. Some preferred features included music and social aspects of the games, with multiplayer options to include friends or receive help from experienced players. There were 3 main themes in negative reviews. The first concerned bugs that rendered games frustrating. Second, the quality of graphics had a particularly strong impact on perceived enjoyment. Finally, reviewers disliked when games had overly complex controls and display functions that evoked motion sickness. Conclusions Exergames prove to be a stimulating avenue for players to engage in PA and distract themselves from the negative perceptions of performing exercise. The common negative aspects of VR exergames should be addressed for increased uptake and continued engagement.


Sensors ◽  
2021 ◽  
Vol 21 (21) ◽  
pp. 7389
Author(s):  
Irene Cortés-Pérez ◽  
Marcelina Sánchez-Alcalá ◽  
Francisco Antonio Nieto-Escámez ◽  
Yolanda Castellote-Caballero ◽  
Esteban Obrero-Gaitán ◽  
...  

Patients with multiple sclerosis (PwMS) have a high level of fatigue and a reduced quality of life (QoL) due to the impact of multiple sclerosis (MS). Virtual reality-based therapy (VRBT) is being used to reduce disability in PwMS. The aim of this study was to assess the effect of VRBT on fatigue, the impact of MS, and QoL in PwMS. Methods: A systematic review with meta-analysis was conducted through a bibliographic search on PubMed, Scopus, Web of Science, and PEDro up to April 2021. We included randomized controlled trials (RCTs) with PwMS that received VRBT in comparison to conventional therapy (CT) including physiotherapy, balance and strength exercises, and stretching or physical activity, among others; or in comparison to simple observation; in order to assess fatigue, MS-impact, and QoL. The effect size was calculated using Cohen’s standardized mean difference with a 95% confidence interval (95% CI). Results: Twelve RCTs that provided data from 606 PwMS (42.83 ± 6.86 years old and 70% women) were included. The methodological quality mean, according to the PEDro Scale, was 5.83 ± 0.83 points. Our global findings showed that VRBT is effective at reducing fatigue (SMD −0.33; 95% CI −0.61, −0.06), lowering the impact of MS (SMD −0.3; 95% CI −0.55, −0.04), and increasing overall QoL (0.5; 95% CI 0.23, 0.76). Subgroup analysis showed the following: (1) VRBT is better than CT at reducing fatigue (SMD −0.4; 95% CI −0.7, −0.11), as well as in improving the mental dimension of QoL (SMD 0.51; 95% CI 0.02, 1); (2) VRBT is better than simple observation at reducing the impact of MS (SMD −0.61; 95% CI −0.97, −0.23) and increasing overall QoL (SMD 0.79; 95% CI 0.3, 1.28); and (3) when combined with CT, VRBT is more effective than CT in improving the global (SMD 0.6, 95% CI 0.13, 1.07), physical (SMD 0.87; 95% CI 0.3, 1.43), and mental dimensions (SMD 0.6; 95% CI 0.08, 1.11) of QoL. Conclusion: VRBT is effective at reducing fatigue and MS impact and improving QoL in PwMS.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Yushuai Song

The combination of virtual reality (VR) technology and basketball technology simulation can make the players have a real experience and experience, so as to effectively improve the quality of basketball training. It can also, according to the individual needs of different players, promote their physical and mental health development and improve the enthusiasm of basketball training, so as to improve the level of basketball technology. Immersive feeling and interest of human-computer interaction are the essential characteristics of virtual reality. The real conception of space-time environment, that is, the process of enlightening thinking and obtaining basketball technology simulation information, is the ultimate goal of virtual reality. In this experiment, five high-level basketball players in our city were selected and numbered from no. 1 to no. 5. Before the experiment, it is necessary to make the players warm up fully before the experiment and then test the forward turning technical movements of basketball. The test variables are based on different angles and distances. After that, standardized selection of basketball technical statistical indicators includes shooting hit rate, two-point hit rate, three-point hit rate, and free throw hit rate. According to the results of the experiment, it took the most time for the curve technique to lower the buffer stage, and it took up 29% of the total time of the entire precursor shot and turned back and the aerial shot stage is 23% and 22%, respectively. There is 20% time in the takeoff phase and 6% time in the brake phase. It has a great influence on the results of the game.


2019 ◽  
Author(s):  
Nuša Farič ◽  
Henry W W Potts ◽  
Adrian Hon ◽  
Lee Smith ◽  
Katie Newby ◽  
...  

BACKGROUND Physical activity (PA) is associated with a variety of physical and psychosocial health benefits, but levels of moderate-to-vigorous intensity PA remain low worldwide. Virtual reality (VR) gaming systems involving movement (VR exergames) could be used to engage people in more PA. OBJECTIVE This study aimed to synthesize public reviews of popular VR exergames to identify common features that players liked or disliked to inform future VR exergame design. METHODS We conducted a thematic analysis of 498 reviews of the 29 most popular exergames sold in the top 3 VR marketplaces: Steam (Valve Corporation), Viveport (Valve Corporation), and Oculus (Oculus VR). We categorized reviews as positive and negative as they appeared in the marketplaces and identified the most common themes using an inductive thematic analysis. RESULTS The reviews were often mixed, reporting a wide variety of expectations, preferences, and gaming experiences. Players preferred highly realistic games (eg, closely simulated real-world sport), games that were intuitive (in terms of body movement and controls), and games that provided gradual increases in skill acquisition. Players reported feeling that they reached a high level of exertion when playing and that the immersion distracted them from the intensity of the exercise. Some preferred features included music and social aspects of the games, with multiplayer options to include friends or receive help from experienced players. There were 3 main themes in negative reviews. The first concerned bugs that rendered games frustrating. Second, the quality of graphics had a particularly strong impact on perceived enjoyment. Finally, reviewers disliked when games had overly complex controls and display functions that evoked motion sickness. CONCLUSIONS Exergames prove to be a stimulating avenue for players to engage in PA and distract themselves from the negative perceptions of performing exercise. The common negative aspects of VR exergames should be addressed for increased uptake and continued engagement.


2021 ◽  
Vol 2096 (1) ◽  
pp. 012032
Author(s):  
D Dedov ◽  
A Nazarova ◽  
D Teselkin

Abstract The implementation of training complexes based on virtual reality for the training of specialists in machine-building, chemical, mining and other industries is associated with the need to solve a number of tasks. These include simulating various physical processes (temperature, humidity, and air pressure), loads (speed of movement and angle of inclination of the surface), and other external factors that cannot be reliably simulated in virtual reality. Therefore, an urgent task is to integrate various simulation systems into the software and hardware platform of virtual training complexes, which will provide a realistic immersion in the subject area due to virtual reality, as well as simulate the necessary external influences on the student. The paper considers this process by the example of integration of a simulation system of physical loads into virtual training complexes. The basis of the simulation system under consideration is a controlled treadmill. The use of treadmills allows students to develop muscle memory, perform physical training and increase the degree of immersion in virtual reality, which positively affects the effectiveness of their training. However, their integration requires the solution of a number of practical tasks for the transfer of information between the individual subsystems of the virtual training complex. The paper considers algorithms and software for solving these problems. The described approaches can be used to integrate various simulation systems into the software and hardware platform of virtual training complexes for the organization of comprehensive training of specialists.


Author(s):  
Fahmi Yunistyawan ◽  
Yunistyawan J Berchmans ◽  
Gembong Baskoro

This study implements the auto start control system on an electric motor 3 phase C4Feeding pump when the discharge pressure is low-low (4.3 kg /cm²). The C4 feeding pumpmotor was initially manually operated from the local control station, this was very ineffectiveand inefficient because it still relied on the field operator to operate the pump motor and whenthe plant was in normal operating it is very risk if the field operator late to operate motor then itwill impact to quality of the product, and if the delay time to operate motor is too long then planthave to shut down, therefore improvement is needed in the C4 feeding pump motor controlsystem. In this paper, various types of 3-phase motor control are explained which allow it to beapplied to the C4 feeding pump motor that are on-off, inverter, and variable speed drive andefficient selection of the three systems control of the motor. Software and hardware used in thisthesis work are DCS CENTUM VP Yokogawa.


2018 ◽  
Vol 1 (80) ◽  
Author(s):  
Audrius Gocentas ◽  
Anatoli Landõr ◽  
Aleksandras Kriščiūnas

Research background and hypothesis. Replete schedule of competitions and intense training are features of contemporary team sports. Athletes, especially the most involved ones, may not have enough time to recover. As a consequence, aggregated fatigue can manifest in some undesirable form and affect athlete’s performance and health.Research aim. The aim of this study was to evaluate the changes in heart rate recovery (HRR) and investigate possible relations with sport-specifi c measures of effi cacy in professional basketball players during competition season.Research methods. Eight male high-level basketball players (mean ± SD, body mass, 97.3 ± 11.33 kg; height 2.02 ± 0.067 m, and age 23 ± 3.12 years) were investigated. The same basketball specifi c exercise was replicated several times from September till April during the practice sessions in order to assess the personal trends of HRR. Heart rate monitoring was performed using POLAR TEAM SYSTEM. Investigated athletes were ranked retrospectively according to the total amount of minutes played and the coeffi cients of effi cacy. Research results. There were signifi cant differences in the trends of HRR between the investigated players. The most effective players showed decreasing trends of HRR in all cases of ranking.Discussion and conclusions. Research fi ndings have shown that the quality of heart rate recovery differs between basketball players of the same team and could be associated with sport-specifi c effi cacy and competition playing time.Keywords: adaptation, autonomic control, monitoring training.


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