Immersive visualization anatomical environment using virtual reality devices

Author(s):  
Juan Antonio Juanes ◽  
Pablo Ruisoto ◽  
Laura Briz-Ponce
Author(s):  
Florian Hruby ◽  
Irma Castellanos ◽  
Rainer Ressl

Abstract Scale has been a defining criterion of mapmaking for centuries. However, this criterion is fundamentally questioned by highly immersive virtual reality (VR) systems able to represent geographic environments at a high level of detail and, thus, providing the user with a feeling of being present in VR space. In this paper, we will use the concept of scale as a vehicle for discussing some of the main differences between immersive VR and non-immersive geovisualization products. Based on a short review of diverging meanings of scale we will propose possible approaches to the issue of both spatial and temporal scale in immersive VR. Our considerations shall encourage a more detailed treatment of the specific characteristics of immersive geovisualization to facilitate deeper conceptual integration of immersive and non-immersive visualization in the realm of cartography.


2021 ◽  
Vol 2 ◽  
Author(s):  
Oleg Lobachev ◽  
Moritz Berthold ◽  
Henriette Pfeffer ◽  
Michael Guthe ◽  
Birte S. Steiniger

3D reconstruction is a challenging current topic in medical research. We perform 3D reconstructions from serial sections stained by immunohistological methods. This paper presents an immersive visualization solution to quality control (QC), inspect, and analyze such reconstructions. QC is essential to establish correct digital processing methodologies. Visual analytics, such as annotation placement, mesh painting, and classification utility, facilitates medical research insights. We propose a visualization in virtual reality (VR) for these purposes. In this manner, we advance the microanatomical research of human bone marrow and spleen. Both 3D reconstructions and original data are available in VR. Data inspection is streamlined by subtle implementation details and general immersion in VR.


2020 ◽  
pp. 147807712095816
Author(s):  
Renata Castelo-Branco ◽  
Catarina Brás ◽  
António Menezes Leitão

Algorithmic Design (AD) uses computer programs to describe architectural models. These models are visual by nature and, thus, greatly benefit from immersive visualization. To allow architects to benefit from the advantages of Virtual Reality (VR) within an AD workflow, we propose a new design approach: Live Coding in Virtual Reality (LCVR). LCVR means that the architect programs the design while immersed in it, receiving immediate feedback on the changes applied to the program. In this paper, we discuss the benefits and impacts of such an approach, as well as the most pressing implementation issues, namely the projection of the programming environment onto VR, and the input mechanisms to change the program or parts of it. For each, we offer a critical analysis and comparison of the various solutions available in the context of two different programming paradigms: visual and textual.


2017 ◽  
Author(s):  
Dheeraj Prakaash ◽  
Ravikumar R Kodagahally ◽  
Mallesha Honnaiah

Technology has been a part of everyone’s life for decades now, and its impact on our lifestyle only seems to increase with time. Considering applications in the field of scientific research till date, it has made exponential advancements and created a new hallmark. ‘Virtual Reality’ is one of the most applicable, impressive and recently uplifted technologies that has been implemented in numerous approaches already. In the light of structural biological studies, virtual reality technology enables immersive 3D visualization of molecular structures, interactions, mechanisms etc., and molecular modelling at the atomic level facilitating a better understanding of the ‘science behind the scene’. In molecular cancer studies, this helps peruse and diagnose defective root causes and unveil effective therapeutic approaches. Although this technology has primarily interested a huge number of researchers and institutes performing structural bioinformatics studies, many researchers across the globe and a large section of the public are still in the dark about its practicality and benefits, some of the main reasons being lack of exposure and the issue with affordability. Thus, besides shedding light on the various ways in which virtual reality has been lately implied to cancer research and therapy, this article aims to promote and encourage usage of a simple, cost-effective platform for 3D immersive visualization of molecular structures for the insufficiently funded community to begin with experiencing molecular virtual reality. It also intends to propose a new permutation of concepts to contribute to an advanced approach in structural cancer studies where scientists can superlatively immerse into the cellular environments and seek answers by virtually communicating with the entities in the microscopic realm. This versatile technology has thus far inevitably proven to possess an enormous potential and is already underway in revolutionizing education, training, scientific research and medical therapy. This article aims to educate more people about prevailing VR technologies and primarily to help accelerate this futuristic technique in cancer research and therapeutics. Albeit leading to a progress in scientific exploration, it could also spread hope and soon assist in upgrading the quality of living especially for cancer victims.


Author(s):  
T. P. Kersten ◽  
D. Trau ◽  
F. Tschirschwitz

Abstract. Virtual Reality (VR) has established itself in recent years in the geosciences through its application in the immersive visualization of spatial data. In particular, VR offers new possibilities for the user to acquire knowledge through playful interaction within a virtual environment. This paper details the development and implementation of a new form of knowledge transfer, based on interactivity within a VR system. The particular use-case discussed is a VR application focusing on the four-masted barque Peking. From 2023 on, the restored ship will form an important exhibit in the future German Hafenmuseum in Hamburg. The new VR application offers users the possibility to enter and explore a virtual model of the Peking and find out more information at three separate points of interaction (3D object models, sails and ship flags). These interaction points provide a timely opportunity to examine several of the theoretical aspects of knowledge transfer through interactivity and integrate them in the development of the VR application. Above all, the VR application should be an important part of the learning process for the user. There remains still much potential for further research into more advanced approaches such as support for user-input questions and tailored content.


2021 ◽  
Vol 101 (4) ◽  
Author(s):  
Abdeldjallil Naceri ◽  
Dario Mazzanti ◽  
Joao Bimbo ◽  
Yonas T. Tefera ◽  
Domenico Prattichizzo ◽  
...  

AbstractIntuitive interaction is the cornerstone of accurate and effective performance in remote robotic teleoperation. It requires high-fidelity in control actions as well as perception (vision, haptic, and other sensory feedback) of the remote environment. This paper presents Vicarios, a Virtual Reality (VR) based interface with the aim of facilitating intuitive real-time remote teleoperation, while utilizing the inherent benefits of VR, including immersive visualization, freedom of user viewpoint selection, and fluidity of interaction through natural action interfaces. Vicarios aims to enhance the situational awareness, using the concept of viewpoint-independent mapping between the operator and the remote scene, thereby giving the operator better control in the perception-action loop. The article describes the overall system of Vicarios, with its software, hardware, and communication framework. A comparative user study quantifies the impact of the interface and its features, including immersion and instantaneous user viewpoint changes, termed “teleporting”, on users’ performance. The results show that users’ performance with the VR-based interface was either similar to or better than the baseline condition of traditional stereo video feedback, approving the realistic nature of the Vicarios interface. Furthermore, including the teleporting feature in VR significantly improved participants’ performance and their appreciation for it, which was evident in the post-questionnaire results. Vicarios capitalizes on the intuitiveness and flexibility of VR to improve accuracy in remote teleoperation.


2016 ◽  
Vol 40 (3) ◽  
pp. 22-40 ◽  
Author(s):  
Stefania Serafin ◽  
Cumhur Erkut ◽  
Juraj Kojs ◽  
Niels C. Nilsson ◽  
Rolf Nordahl

The rapid development and availability of low-cost technologies have created a wide interest in virtual reality. In the field of computer music, the term “virtual musical instruments” has been used for a long time to describe software simulations, extensions of existing musical instruments, and ways to control them with new interfaces for musical expression. Virtual reality musical instruments (VRMIs) that include a simulated visual component delivered via a head-mounted display or other forms of immersive visualization have not yet received much attention. In this article, we present a field overview of VRMIs from the viewpoint of the performer. We propose nine design guidelines, describe evaluation methods, analyze case studies, and consider future challenges.


2017 ◽  
Author(s):  
Dheeraj Prakaash ◽  
Ravikumar R Kodagahally ◽  
Mallesha Honnaiah

Technology has been a part of everyone’s life for decades now, and its impact on our lifestyle only seems to increase with time. Considering applications in the field of scientific research till date, it has made exponential advancements and created a new hallmark. ‘Virtual Reality’ is one of the most applicable, impressive and recently uplifted technologies that has been implemented in numerous approaches already. In the light of structural biological studies, virtual reality technology enables immersive 3D visualization of molecular structures, interactions, mechanisms etc., and molecular modelling at the atomic level facilitating a better understanding of the ‘science behind the scene’. In molecular cancer studies, this helps peruse and diagnose defective root causes and unveil effective therapeutic approaches. Although this technology has primarily interested a huge number of researchers and institutes performing structural bioinformatics studies, many researchers across the globe and a large section of the public are still in the dark about its practicality and benefits, some of the main reasons being lack of exposure and the issue with affordability. Thus, besides shedding light on the various ways in which virtual reality has been lately implied to cancer research and therapy, this article aims to promote and encourage usage of a simple, cost-effective platform for 3D immersive visualization of molecular structures for the insufficiently funded community to begin with experiencing molecular virtual reality. It also intends to propose a new permutation of concepts to contribute to an advanced approach in structural cancer studies where scientists can superlatively immerse into the cellular environments and seek answers by virtually communicating with the entities in the microscopic realm. This versatile technology has thus far inevitably proven to possess an enormous potential and is already underway in revolutionizing education, training, scientific research and medical therapy. This article aims to educate more people about prevailing VR technologies and primarily to help accelerate this futuristic technique in cancer research and therapeutics. Albeit leading to a progress in scientific exploration, it could also spread hope and soon assist in upgrading the quality of living especially for cancer victims.


Author(s):  
V. Girardet ◽  
P. Grussenmeyer ◽  
O. Reis ◽  
J. Kieffer ◽  
S. Guillemin ◽  
...  

<p><strong>Abstract.</strong> This paper presents the work accomplished in order to digitize and model the Winter Garden of the Earthenware Museum at Sarreguemines (Moselle, France). The objectives were to create a digital archive of this cultural heritage place and to find appropriate ways of promoting it. Topographic, photogrammetric and lasergrammetric methods were used to model the Winter Garden. Different virtual reality tools enabled us to spotlight some of its parts and to offer an immersive visualization. Several challenges had to be taken up during this project. We first had to find out the best processing workflow to model earthenware, which is a highly reflecting material. Image processing was also needed for aesthetic reasons and we finally had to find methods to reduce the size of the models.</p>


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