Douleur

Author(s):  
Chutian Jiang ◽  
Yanjun Chen ◽  
Mingming Fan ◽  
Liuping Wang ◽  
Luyao Shen ◽  
...  

The imitation of pain sensation in Virtual Reality is considered valuable for safety education and training but has been seldom studied. This paper presents Douleur, a wearable haptic device that renders intensity-adjustable pain sensations with chemical stimulants. Different from mechanical, thermal, or electric stimulation, chemical-induced pain is more close to burning sensations and long-lasting. Douleur consists of a microfluidic platform that precisely emits capsaicin onto the skin and a microneedling component to help the stimulant penetrate the epidermis layer to activate the trigeminal nerve efficiently. Moreover, it embeds a Peltier module to apply the heating or cooling stimulus to the affected area to adjust the level of pain on the skin. To better understand how people would react to the chemical stimulant, we conducted a first study to quantify the enhancement of the sensation by changing the capsaicin concentration, skin temperature, and time and to determine suitable capsaicin concentration levels. In the second study, we demonstrated that Douleur could render a variety of pain sensations in corresponding virtual reality applications. In sum, Douleur is the first wearable prototype that leverages a combination of capsaicin and Peltier to induce rich pain sensations and opens up a wide range of applications for safety education and more.


2021 ◽  
Vol 11 (12) ◽  
pp. 786
Author(s):  
Hyun Jeong Seo ◽  
Gyu Mi Park ◽  
Minjie Son ◽  
Ah-Jeong Hong

The current safety education and training system has a number of problems, namely that the actual risks in the field are not reflected and that workers cannot be engaged in safety education. Therefore, we conducted a study to build a VR-based safety education system that reflects the problems actually occurring in the field. The risk points of the electrical construction sites were derived through in-depth interviews with various stakeholders such as field workers, safety managers, and management. A risk scenario was also constructed by analyzing the causes and effects of existing accident cases. A safety education system was constructed to which the established risk scenario was applied. In the virtual construction site, the site’s own model, safety equipment, and members were implemented in a 3D model to form a virtual reality environment. This environment is intended to provide an educational environment wherein workers can immerse themselves in safety, specifically because this VR-based environment can induce active participation by providing safety information through various experiences. In addition, in this study, a VR-based safety education system that reflects the field conditions was designed to prepare basic data for the modernization and activation of safety education.



Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 



2021 ◽  
Vol 9 (1) ◽  
pp. 74-80 ◽  
Author(s):  
Kaitlyn E. Davis ◽  
Pascale Meehan ◽  
Carla Klehm ◽  
Sarah Kurnick ◽  
Catherine Cameron

AbstractGraduate schools provide students opportunities for fieldwork and training in archaeological methods and theory, but they often overlook instruction in field safety and well-being. We suggest that more explicit guidance on how to conduct safe fieldwork will improve the overall success of student-led projects and prepare students to direct safe and successful fieldwork programs as professionals. In this article, we draw on the experiences of current and recent graduate students as well as professors who have overseen graduate fieldwork to outline key considerations in improving field safety and well-being and to offer recommendations for specific training and safety protocols. In devising these considerations and recommendations, we have referenced both domestic and international field projects, as well as those involving community collaboration.



Electronics ◽  
2021 ◽  
Vol 10 (6) ◽  
pp. 715
Author(s):  
Alexander Schäfer ◽  
Gerd Reis ◽  
Didier Stricker

Virtual Reality (VR) technology offers users the possibility to immerse and freely navigate through virtual worlds. An important component for achieving a high degree of immersion in VR is locomotion. Often discussed in the literature, a natural and effective way of controlling locomotion is still a general problem which needs to be solved. Recently, VR headset manufacturers have been integrating more sensors, allowing hand or eye tracking without any additional required equipment. This enables a wide range of application scenarios with natural freehand interaction techniques where no additional hardware is required. This paper focuses on techniques to control teleportation-based locomotion with hand gestures, where users are able to move around in VR using their hands only. With the help of a comprehensive study involving 21 participants, four different techniques are evaluated. The effectiveness and efficiency as well as user preferences of the presented techniques are determined. Two two-handed and two one-handed techniques are evaluated, revealing that it is possible to move comfortable and effectively through virtual worlds with a single hand only.



2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Géraldine Fauville ◽  
Anna C. M. Queiroz ◽  
Erika S. Woolsey ◽  
Jonathan W. Kelly ◽  
Jeremy N. Bailenson

AbstractResearch about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aquatic immersion presents a new and interesting method to potentially enhance vection by reducing conflicting sensory information that is usually experienced when standing or sitting on a stable surface. This study compares vection, visually induced motion sickness, and presence among participants experiencing VR while standing on the ground or floating in water. Results show that vection was significantly enhanced for the participants in the Water condition, whose judgments of self-displacement were larger than those of participants in the Ground condition. No differences in visually induced motion sickness or presence were found between conditions. We discuss the implication of this new type of VR experience for the fields of VR and vection while also discussing future research questions that emerge from our findings.





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