A virtual scalpel for visualizing patients in a three-dimensional, immersive, navigable and interactive virtual reality environment

Author(s):  
Mark D. Locuson ◽  
George D. Lecakes ◽  
Anthony Aita ◽  
H. Warren Goldman ◽  
Shreekanth Mandayam ◽  
...  
2018 ◽  
Vol 10 (6) ◽  
pp. 168781401878363 ◽  
Author(s):  
Nien-Tsu Hu ◽  
Pu-Sheng Tsai ◽  
Ter-Feng Wu ◽  
Jen-Yang Chen ◽  
Lin Lee

This article explores the construction of a geometric virtual reality platform for the environmental navigation. Non-panoramic photos and wearable electronics with Bluetooth wireless transmission functions are used to combine the user’s actions with the virtual reality environment in a first-person virtual reality platform. The 3ds Max animation software is used to create three-dimensional models of real buildings. These models are combined with the landscape models in Unity3d to create a virtual campus scene that matches real landscape. The wearable device included an ATMega168 chip as a microcontroller; it was connected to a three-axis accelerometer, a gyroscope, and a Bluetooth transmitter to detect and transmit various movements of the user. Although the development of the mechatronics, software, and engineering involved in the three-dimensional animation are the main objective, we believe that the methods and techniques can be modified for various purposes. After the system architecture was created and the operations of the platform were verified, wearable devices and virtual reality scenes are concluded to be able to be used together seamlessly.


2020 ◽  
Author(s):  
Alexandre C. Silva ◽  
Alexandre Cardoso ◽  
Edgard A. Lamounier Jr ◽  
Camilo L. Barreto Jr ◽  
Diogo M. Azevedo ◽  
...  

This project shows the results obtained from a new strategy based on Virtual Reality techniques, which intends to minimize the issues caused on the operation of electric power substations due to the lack of spatial and functional information on the traditional operation interfaces. For this purpose, a three-dimensional interactive virtual reality environment was built in a realistic and accurate way regarding a energy electric company of Minas Gerais – Brazil (CEMIG) substation and afterwards implanted it in its operation center for tasks related to its functioning. Lastly, tests were applied to the operators to obtain results aiming at the contextualized problems.


2016 ◽  
Vol 96 ◽  
pp. 489-499 ◽  
Author(s):  
Ralf A. Kockro ◽  
Tim Killeen ◽  
Ali Ayyad ◽  
Martin Glaser ◽  
Axel Stadie ◽  
...  

2009 ◽  
Vol 20 (4) ◽  
pp. 461-465 ◽  
Author(s):  
Rogelio Rodríguez-Sotres ◽  
Mireya Rodríguez-Penagos ◽  
Javier González-Cruz ◽  
Luis Rosales-León ◽  
León Patricio Martínez-Castilla

Author(s):  
Scott W. Osborn ◽  
Judy M. Vance

Abstract This paper describes the development of a virtual reality environment which facilitates the design of spherical four-bar mechanisms. The virtual environment allows the user to naturally interact with the input data and specify the design parameters while operating in a three-dimensional environment. We see this development as a logical extension of existing graphics-based spatial design software. The need for a three-dimensional design space is driven by the difficulty in specifying design inputs and constraints for a spatial problem using a two-dimensional interface. In addition, once the mechanism has been created, the virtual environment provides the opportunity for the user to visually verify that the mechanism will perform the desired three-dimensional motion.


2011 ◽  
Vol 317-319 ◽  
pp. 2278-2283
Author(s):  
Jian Hua Wu ◽  
Xun Fang ◽  
Hao Li

Gyrocompass is an important instrument which provides course to vessels, but its complex three-dimensional structure and principle of pointing towards the North is a bottleneck of studying gyrocompass. The master compass of Anschütz 4 gyrocompass are simulated by virtual reality modeling language VRML, so that using three-dimensional interactive to show the structure of the gyrocompass and the work principle is implemented and learners will have a direct cognition to each part of the gyrocompass and its work principle. The realization process of simulation in the virtual reality environment is described in detail and the relevant source codes is given.


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