The Role of Augmented Reality and Virtual Reality in Contemporary Spine Surgery

2020 ◽  
Vol 21 (8) ◽  
pp. 1-5
Author(s):  
Jeremy Steinberger ◽  
Sheeraz Qureshi
Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


2021 ◽  
Vol 2 ◽  
Author(s):  
Richard Skarbez ◽  
Missie Smith ◽  
Mary C. Whitton

Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual display technology, researchers have embraced the RV continuum while largely ignoring the taxonomy. Considering the leaps in technology made over the last 25 years, revisiting the RV continuum and taxonomy is timely. In reexamining Milgram and Kishino's ideas, we realized, first, that the RV continuum is actually discontinuous; perfect virtual reality cannot be reached. Secondly, mixed reality is broader than previously believed, and, in fact, encompasses conventional virtual reality experiences. Finally, our revised taxonomy adds coherence, accounting for the role of users, which is critical to assessing modern mixed reality experiences. The 3D space created by our taxonomy incorporates familiar constructs such as presence and immersion, and also proposes new constructs that may be important as mixed reality technology matures.


Animation ◽  
2019 ◽  
Vol 14 (3) ◽  
pp. 222-234
Author(s):  
María Lorenzo Hernández

Ari Folman’s The Congress (2013) borrows freely from Stanisław Lem’s dystopian view in his Sci-fi novel The Futurological Congress (1971) to propose the gradual dissolution of the human into an artificial form, which is animation. By moving the action of the novel from a hypothetical future to contemporary Hollywood, Ari Folman gives CGI animation the role of catalyst for changes not only in the production system, but for human thought and, therefore, for society. This way, the film ponders the changing role of performers at the time of their digitalization, as well as on the progressive dematerialization of the film industry, considering a dystopian future where simulation fatally displaces reality, which invites relating The Congress with Jean Baudrillard’s and Alan Cholodenko’s theses on how animating technologies have resulted in the culture of erasing. Moreover, this article highlights how Lem’s metaphor of the manipulation of information in the Soviet era is transformed in the second part of The Congress into a vision of cinema as a collective addiction, relating it to Alexander Dovzhenko’s and Edgar Morin’s speculative theories of total film – which come close to the potentialities of today’s Virtual Reality and Augmented Reality. In addition, although The Congress is a disturbing view of film industry and animating technologies, its vision of film is nostalgically retro as it vindicates an entire tradition of Golden Age animation that transformed the star system into cartoons, suggesting the fictionalization of their lives and establishing a postmodern continuum between animation and film.


Reality is shaped differently in software environments through Virtual Reality VR and augmented Reality AR, it has a remarkable position and an important background with its role of ensuring contact between the software environment and the user. It was popular in the entertainment sector, in particularly industry, but over time, it becomes apparent that there would be a much greater need for VR/AR technologies in different areas dealing with tasks/issues in the real world. In This article we provide an overview of virtual and augmented reality systems and their principal domains of applications.


Author(s):  
Hasan Sumdani ◽  
Pedro Aguilar-Salinas ◽  
Mauricio J. Avila ◽  
Samuel R. Barber ◽  
Travis M. Dumont

Industry 4.0 leading towards fourth generation of industrialization is in the global news of every nation. Digitalization plays a pivotal role in the said process in which the prospects of Augmented Reality (AR) and Virtual Reality (VR) are of vital focus by different business houses cross sectors across the globe. The study enumerates the prospective procedural measures to be incorporated by various educational institutes catering to the futuristic industrial needs being a part of Industry 4.0 through collaborative approach. Moreover, it also delineates the dominant role of AR & VR as a means of new age learning mechanism in optimizing the youths fostering towards innovation and entrepreneurship through research and development by virtue of impedances of skill development in the form of short term and long term courses among students and faculties. This reverberates in deciphering the various industrial objections through formulation of startup entities thereby enhancing the economy through technological interventions. The multi functionality of AR and VR across different sectors like game technology, entertainment, tourism, medicine & healthcare, prehistoric studies, streams of engineering & technology, trade & commerce, architecture, education, life sciences and many more has been elucidated as a part of study objective in the mentioned paper.


2019 ◽  
Vol 7 (S5) ◽  
pp. S171-S171 ◽  
Author(s):  
Joon S. Yoo ◽  
Dillon S. Patel ◽  
Nadia M. Hrynewycz ◽  
Thomas S. Brundage ◽  
Kern Singh

2022 ◽  
pp. 193-215
Author(s):  
Aparna Sahu ◽  
Jagrika Bajaj

The merging of immersive technologies and cognition has been around for a while. However, it is only in the last decade or so that immersive technologies' contributions in the areas of cognitive assessments and interventions have gathered recognition. This chapter covers findings from published research in cognition-based assessments and interventions using the immersive technologies of virtual reality (VR) and augmented reality (AR). The role of immersive technologies in cognition is critically evaluated to inform all its stakeholders about its potential for use in the future.


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