scholarly journals Combining Head-Mounted and Projector-Based Displays for Surgical Training

2004 ◽  
Vol 13 (2) ◽  
pp. 128-145 ◽  
Author(s):  
Adrian Ilie ◽  
Kok-Lim Low ◽  
Greg Welch ◽  
Anselmo Lastra ◽  
Henry Fuchs ◽  
...  

We introduce and present preliminary results for a hybrid display system combining head-mounted and projector-based displays. Our work is motivated by a surgical training application where it is necessary to simultaneously provide both a highfidelity view of a central close-up task (the surgery) and visual awareness of objects and events in the surrounding environment. In this article, we motivate the use of a hybrid display system, discuss previous work, describe a prototype along with methods for geometric calibration, and present results from a controlled human subject experiment. This article is an invited resubmission of work presented at IEEE Virtual Reality 2003. The article has been updated and expanded to include (among other things) additional related work and more details about the calibration process.

2020 ◽  
Vol 10 (21) ◽  
pp. 7808
Author(s):  
Jiwon Kim ◽  
Taezoon Park

This study investigated the principal translational or rotational axis that evokes the most severe cybersickness by detecting constant velocity and acceleration thresholds on the onset of cybersickness. This human subject experiment with 16 participants used a 3D particle field with movement directions (lateral, vertical, yaw, or pitch) and motion profiles (constant velocity or constant acceleration). The results showed that the threshold of pitch optical flow was suggestively lower than that of the yaw, and the vertical threshold was significantly lower than the lateral. Still, there was no effect of scene movement on the level of cybersickness. In four trials, the threshold increased from the first to the second trial, but the rest remained the same as the second one. However, the level of cybersickness increased significantly between the trials on the same day. The disorientation-related symptoms occurred on the first trial day diminished before the second trial day, but the oculomotor-related symptoms accumulated over the days. Although there were no correlations between the threshold and total cybersickness severity, participants with a lower threshold experienced severe nausea. The experimental findings can be applied in designing motion profiles to reduce cybersickness by controlling the optical flow in virtual reality.


Author(s):  
Arnold N. Tsoka ◽  
Jicmat Ali Tribaldos ◽  
Chiradeep Sen

Abstract This paper presents a human-subject experiment exploring the dimensions of product similarity that designers use to detect a product as a source of analogy during designing another. In the study, fifty voluntary participants are presented with a target product that is to be designed, and five other source products that are similar to the design task in various dimensions such as function, structure, or working principle. The designers are then asked to identify the products that they consider to be useful sources of analogy for designing the target, and to write in plain English why they considered so. These comments are analyzed using a protocol to reveal the dimensions of similarity between the target and the source product that inspired them to select the source. The data comprises of 2,440 total dimension instances among the participants. The results show that the identification of products as sources of analogy is driven by at least six dimensions: working principle, structure, human interaction, function, energy flows, and material flows. Among these, working principle, structure, and human interaction are more dominant than function, which was previously believed to be the sole driver of analogy.


Author(s):  
Samuel F. Seifert ◽  
Wayne J. Book

This paper presents a novel user interface (UI) for coordinated rate control (CRC) of an excavator end effector using traditional hardware. Coordinated control of an excavator end effector alleviates the cognitive load created by nonlinear arm dynamics on the excavator operator, allowing the operator to perform tasks more quickly and with fewer errors. A human subject experiment demonstrates the feasibility of excavator CRC using the traditional twin joystick setup, and compares operator performance between a CRC UI and traditional excavator UI. Performance of the CRC UI was statically equivalent to the performance of the traditional UI. When asked to self-report UI preference: 26 participants stated they preferred the CRC UI, 6 preferred the traditional UI, and 14 had no preference. Although the current iteration of the CRC UI offered no measurable performance improvements, a remapping of the CRC joystick inputs to the end effector motion could make the CRC UI more intuitive, lead to better performance metrics, and make hydraulic excavators safer, more efficient, and easier to use.


Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1537
Author(s):  
Florin Covaciu ◽  
Adrian Pisla ◽  
Anca-Elena Iordan

The traditional systems used in the physiotherapy rehabilitation process are evolving towards more advanced systems that use virtual reality (VR) environments so that the patient in the rehabilitation process can perform various exercises in an interactive way, thus improving the patient’s motivation and reducing the therapist’s work. The paper presents a VR simulator for an intelligent robotic system of physiotherapeutic rehabilitation of the ankle of a person who has had a stroke. This simulator can interact with a real human subject by attaching a sensor that contains a gyroscope and accelerometer to identify the position and acceleration of foot movement on three axes. An electromyography (EMG) sensor is also attached to the patient’s leg muscles to measure muscle activity because a patient who is in a worse condition has weaker muscle activity. The data collected from the sensors are taken by an intelligent module that uses machine learning to create new levels of exercise and control of the robotic rehabilitation structure of the virtual environment. Starting from these objectives, the virtual reality simulator created will have a low dependence on the therapist, this being the main improvement over other simulators already created for this purpose.


2017 ◽  
Vol 2017 ◽  
pp. 1-8 ◽  
Author(s):  
M. Varoquier ◽  
C. P. Hoffmann ◽  
C. Perrenot ◽  
N. Tran ◽  
C. Parietti-Winkler

Objective. To assess the face, content, and construct validity of the Voxel-Man TempoSurg Virtual Reality simulator. Participants and Methods. 74 ear, nose, and throat (ENT) surgeons participated. They were assigned to one of two groups according to their level of expertise: the expert group (n=16) and the novice group (n=58). The participants performed four temporal bone dissection tasks on the simulator. Performances were assessed by a global score and then compared to assess the construct validity of the simulator. Finally, the expert group assessed the face and content validity by means of a five-point Likert-type scale. Results. experienced surgeons performed better (p<.01) and faster (p<.001) than the novices. However, the groups did not differ in terms of bone volume removed (p=.11) or number of injuries (p=.37). 93.7% of experienced surgeons stated they would recommend this simulator for anatomical learning. Most (87.5%) also thought that it could be integrated into surgical training. Conclusion. The Voxel-Man TempoSurg Virtual Reality simulator constitutes an interesting complementary tool to traditional teaching methods for training in otologic surgery.


2018 ◽  
Vol 76 (5) ◽  
pp. 1065-1072 ◽  
Author(s):  
Yeshwanth Pulijala ◽  
Minhua Ma ◽  
Matthew Pears ◽  
David Peebles ◽  
Ashraf Ayoub

2014 ◽  
Vol 513-517 ◽  
pp. 3882-3885
Author(s):  
Tian Qi Zhao ◽  
Xun Bo Yu ◽  
Xin Zhu Sang ◽  
Chong Xiu Yu ◽  
Da Xiong Xu ◽  
...  

An non-vertical stereoscopic 3-D display method by changing the parallax value of the parallax images is proposed. This method is capable of displaying virtual reality with high-immersion sense because the observing depth only depends on the parallax value. An experimental 3-D display system capable of producing high-immersion and virtual reality video images at 45 degree is developed. Furthermore, the effectiveness of the method is demonstrated by using this system.


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