A Comparative Evaluation of a Virtual Reality Table and a HoloLens-Based Augmented Reality System for Anatomy Training

2020 ◽  
Vol 50 (4) ◽  
pp. 337-348 ◽  
Author(s):  
Ramiro Serrano Vergel ◽  
Pedro Morillo Tena ◽  
Sergio Casas Yrurzum ◽  
Carolina Cruz-Neira
Author(s):  
Leidy Diana Díaz Nieto ◽  
Sonia Patricia Nieto Aguirre

Resumen El propósito de este documento es describir un campo de la realidad virtual, la realidad aumentada, término que hace referencia a una tecnología que está adquiriendo gran importancia en diferentes áreas por sus diversas aplicaciones y novedad. El objetivo de un sistema con realidad aumentada es combinar la imagen registrada por un usuario del mundo real a través de un dispositivo, con elementos tridimensionales procesados a través de una computadora. Esta característica permite a la tecnología de la realidad aumentada convertirse en un instrumento útil en áreas como educación, publicidad, desarrollo y comercialización en la industria, así como en entretenimiento, medicina y otras ciencias; se fundamenta en la combinación de otras tecnologías y es partícipe en la generación de técnicas de interacción hombre-máquina. Palabras ClaveEducación, multimedia, realidad aumentada, tecnología emergente.   Abstract The purpose of this paper is to describe a field of virtual reality, augmented reality, a term that refers to a technology that is gaining importance in different areas for various applications and novelty. The goal of an augmented reality system is to combine the image recorded by a real-world user through a device with three-dimensional elements processed through a computer. This feature allows the augmented reality technology into a useful tool in areas such as education, publicity, development and marketing in the industry as well as entertainment, medicine and other sciences, is based on a combination of other technologies and is participating techniques to generate human-machine interaction. KeywordsEducation, multimedia, augmented reality, emerging technology


Author(s):  
Quinn Krause ◽  
Bernadette McCrory

Background: Current intracorporeal imaging technologies are not sufficient. Many research studies have developed ways to integrate alternate technologies into existing procedures. To understand the use of these different intracorporeal imaging technologies a systematic literature review was performed to formulate alternative technology-based medical device designs. Methods: Using the keywords of “Ultrasound Vascular Access” a total of 6,402 articles were found. Further refinement using “Intravenous, cannulation, augmented reality, virtual reality, mixed reality, and peripherally inserted catheters” narrowed the results to 200 articles. Results: Two major themes were identified: advanced intracorporeal imaging used during surgical procedures and those used only to acquire vascular access during a variety of simpler medical procedures (n=35). Conclusion: Based on these initial findings, integrated augmented reality system for ultrasound (mixed reality) appears to be the most promising technology that is effective, reduced cognitive workload and has adequate usability in clinical environments.


2013 ◽  
Vol 853 ◽  
pp. 613-618 ◽  
Author(s):  
Jozef Novak-Marcincin ◽  
Miroslav Janak

Virtual reality provides an easy, powerful, intuitive way of human-computer interaction. The user can watch and manipulate the simulated environment in the same way we act in the real world, without any need to learn how the complicated user interface works. Therefore many applications like flight simulators, architectural walkthrough or data visualization systems were developed relatively fast. Later on, virtual reality has was applied as a teleoperating and collaborative medium, and in the entertainment area. Augmented reality system generates a complex view where the virtual areas are covered by real environment and offers the basic working place for the user. It is a reciprocal combination of the real scene observed by the camera and virtual scene generated by the computer logical core that mixture the both scenes. It is easy to say that possibilities of augmented reality find the utilization in many industrial spheres like as aeronautics, automobile industry, manufacturing etc.


2022 ◽  
Vol 23 (1) ◽  
pp. 200-221
Author(s):  
Azhar Mohd Ibrahim ◽  
Muhammad Arif Kamaruddin ◽  
Azni Nabela Wahid

Every year, many disasters occur to buildings causing their destruction and leading to huge casualties. One way of preventing casualties is by evacuation drill activity. Although accurate evacuation drills could enhance the efficiency of the process during the real event, these drills are not fully effective because participants miss the sense of being stressed or under pressure while in action. Several gaming concepts have been introduced to train the participants on how to cope with and evacuate effectively during an emergency. For instance, Augmented Reality (AR) and Virtual Reality (VR) interfaces could provide virtual content to enhance the effectiveness of evacuation drills. However, accurate representation of different evacuation scenarios and its impact analysis during emergency using the above technologies are still debatable, mainly due to immersion quality. Thus, this study proposes an Immersive Augmented Reality (IAR) application that is mainly the amalgamation of AR and VR in realizing fast and safe evacuation during on-site building emergencies. A virtual dynamic exit signage system is also developed in the proposed “Smart Evacuation application“. This work evaluated the efficiency of a virtual dynamic exit signage and also a proposed “Smart Evacuation“ system by analysing on-site emergency evacuation processes. By setting up various scenarios imitating real life disasters, this research analysed the time taken and level of stress of the occupants during the evacuation of a chosen site. The proposed “Smart Evacution“ achieved 33.82% better perfomance compared to normal evacuation thus indicating a faster and safer evacuation. ABSTRAK: Secara statistik, kebanyakan bencana kemusnahan bangunan yang berlaku setiap tahun telah menyebabkan kerugian besar. Salah satu cara bagi mengelak kejadian ini adalah melalui aktiviti latih tubi evakuasi. Walaupun latih tubi evakuasi ini dapat menambah proses kecekapan semasa kejadian sebenar, latih tubi ini tidak benar-benar berkesan kerana peserta kurang mendalami perasaan tertekan atau di bawah tekanan semasa kejadian. Pelbagai konsep permainan telah diperkenalkan bagi melatih peserta bagaimana perlu bertindak dan evakuasi secara efektif semasa kecemasan. Sebagai contoh, antarmuka Realiti Terimbuh (AR) dan Realiti Maya (VR) mungkin dapat menghasilkan simulasi secara maya bagi menambah keberkesanan latih tubi evakuasi. Walau bagaimanapun, ketepatan representasi pelbagai senario evakuasi dan analisis tekanan semasa kecemasan menggunakan teknik-teknik di atas adalah masih boleh dipertikaikan terutama kerana kualiti kedalamannya. Oleh itu, kajian ini mencadangkan aplikasi Realiti Terimbuh Mendalam (IAR) di mana tumpuan adalah pada kombinasi AR dan VR dibuat dengan secara evakuasi pantas dan selamat semasa kecemasan pada bangunan kejadian. Sistem maya penunjuk arah keluar dinamik turut dicipta dalam “Aplikasi Evakuasi Pintar” yang dicadangkan ini. Kajian ini menilai keberkesanan sistem maya penunjuk arah keluar secara dinamik dan juga sistem “Evakuasi Pintar” dengan menganalisa proses evakuasi kecemasan pada tempat kejadian. Dengan mengadakan pelbagai jenis senario dan meniru bencana sebenar, kajian ini menganalisa masa yang diambil dan tahap tekanan penghuni bangunan semasa proses evakuasi berlaku pada tapak pilihan. “Evakuasi Pintar” ini mencapai 33.82% keberkesanan pada prestasi berbanding evakuasi biasa. Ia membuktikan proses evakuasi ini lebih pantas dan selamat.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


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