Artificial Versus Video-Based Immersive Virtual Surroundings: Analysis of Performance and User’s Preference

2018 ◽  
Vol 25 (3) ◽  
pp. 280-285 ◽  
Author(s):  
Tobias Huber ◽  
Markus Paschold ◽  
Christian Hansen ◽  
Hauke Lang ◽  
Werner Kneist

Introduction. Immersive virtual reality (VR) laparoscopy simulation connects VR simulation with head-mounted displays to increase presence during VR training. The goal of the present study was the comparison of 2 different surroundings according to performance and users’ preference. Methods. With a custom immersive virtual reality laparoscopy simulator, an artificially created VR operating room (AVR) and a highly immersive VR operating room (IVR) were compared. Participants (n = 30) performed 3 tasks (peg transfer, fine dissection, and cholecystectomy) in AVR and IVR in a crossover study design. Results. No overall difference in virtual laparoscopic performance was obtained when comparing results from AVR with IVR. Most participants preferred the IVR surrounding (n = 24). Experienced participants (n = 10) performed significantly better than novices (n = 10) in all tasks regardless of the surrounding ( P < .05). Participants with limited experience (n = 10) showed differing results. Presence, immersion, and exhilaration were significantly higher in IVR. Two thirds assumed that IVR would have a positive influence on their laparoscopic simulator use. Conclusion. This first study comparing AVR and IVR did not reveal differences in virtual laparoscopic performance. IVR is considered the more realistic surrounding and is therefore preferred by the participants.

2021 ◽  
Vol 33 (6) ◽  
pp. 799-806
Author(s):  
Dario Ogrizović ◽  
Ana Perić Hadžić ◽  
Mladen Jardas

With the increasing development and popularisation of information and communication technology, new challenges are posed to higher education in the modernisation of teaching in order to make education and training of students as effective as possible. It is therefore very important to develop and experiment with appropriate development tools, explore their benefits and effectiveness, and integrate them into existing learning strategies. The emergence of a computer-generated digital environment that can be directly experienced, actions that can determine what is happening in it, growth of technological characteristics, and decline in prices of virtual reality hardware leads to a situation that cannot be ignored. This paper investigated users' perceptions on the potential use of fully immersive virtual reality head-mounted displays in a discrete-event simulation of logistics processes. The dynamic nature of virtual environments requires active participation which causes greater engagement, motivation, and interest aided by interaction and challenges.


2020 ◽  
Vol 44 (4) ◽  
pp. 311-319
Author(s):  
Da Young Lim ◽  
Dong Min Hwang ◽  
Kang Hee Cho ◽  
Chang Won Moon ◽  
So Young Ahn

Objective To determine whether a fully immersive virtual reality (VR) intervention combined with conventional rehabilitation (CR) can improve upper limb function more than CR alone in patients with spinal cord injury (SCI), we conducted a prospective, randomized, controlled clinical trial.Methods Participants were randomly assigned to either the control group (CG; n=10) or experimental group (EG; n=10). The participants in the CG received 60 minutes of conventional therapy per day, 4 days per week for 4 weeks, whereas those in the EG received 30 minutes of VR training and 30 minutes of conventional therapy per day, 4 days per week for 4 weeks. The clinical outcome measures included Medical Research Council grade, the American Spinal Injury Association upper extremity motor score (ASIA-UEMS), and scores in the Hand Strength Test, Box and Block Test, Nine-Hole Peg Test, Action Research Arm Test, and Korean version of the Spinal Cord Independence Measure (K-SCIM). The assessments were performed at the beginning (T0) and end of the intervention (T1).Results Grip power and K-SCIM score significantly improved in the EG after the intervention. When comparing differences between the groups, elbow extensor, wrist extensor, ASIA-UEMS, grip power, lateral pinch power, and palmar pinch power were all significantly improved.Conclusion VR training of upper limb function after SCI can provide an acceptable adjunctive rehabilitation method without significant adverse effects.


Sensors ◽  
2020 ◽  
Vol 20 (17) ◽  
pp. 4956
Author(s):  
Jose Llanes-Jurado ◽  
Javier Marín-Morales ◽  
Jaime Guixeres ◽  
Mariano Alcañiz

Fixation identification is an essential task in the extraction of relevant information from gaze patterns; various algorithms are used in the identification process. However, the thresholds used in the algorithms greatly affect their sensitivity. Moreover, the application of these algorithm to eye-tracking technologies integrated into head-mounted displays, where the subject’s head position is unrestricted, is still an open issue. Therefore, the adaptation of eye-tracking algorithms and their thresholds to immersive virtual reality frameworks needs to be validated. This study presents the development of a dispersion-threshold identification algorithm applied to data obtained from an eye-tracking system integrated into a head-mounted display. Rules-based criteria are proposed to calibrate the thresholds of the algorithm through different features, such as number of fixations and the percentage of points which belong to a fixation. The results show that distance-dispersion thresholds between 1–1.6° and time windows between 0.25–0.4 s are the acceptable range parameters, with 1° and 0.25 s being the optimum. The work presents a calibrated algorithm to be applied in future experiments with eye-tracking integrated into head-mounted displays and guidelines for calibrating fixation identification algorithms


2015 ◽  
Vol 7 (2) ◽  
pp. 172 ◽  
Author(s):  
Amjad Alwaal ◽  
TalalM Al-Qaoud ◽  
RichardL Haddad ◽  
TarekM Alzahrani ◽  
Josee Delisle ◽  
...  

2021 ◽  
Author(s):  
Andreas Marougkas ◽  
Christos Troussas ◽  
Akrivi Krouska ◽  
Cleo Sgouropoulou

Traditional learning methods frequently fail to provoke students’ interest, stimulate their enjoyment and encourage them to participate in learning activities, resulting in discomfort, distractions, and disengagement, if not quitting. Education’s goal is to improve the quality and effectiveness of teaching and learning methods. This paper aims to present a framework based on Virtual Reality (VR) technology and contemporary Head Mounted Displays, that incorporates game-based techniques and adaptive design according to the student’s profile. As a result, this paper analyzes the relevant literature, the VR apparatus, the importance of VR, as well as gamification, personalization and adaptive design in education, which are the learning foundations on which the framework is based. Finally, the framework’s modules and structure are presented, taking into account all of the previously mentioned parameters. This novel framework aspires to serve as a basis for educational applications that use immersive Virtual Reality technologies to transform learning procedures into entertaining, engaging, enjoyable, and effective experiences.


2021 ◽  
Vol 2 ◽  
Author(s):  
Steven G Wheeler ◽  
Hendrik Engelbrecht ◽  
Simon Hoermann

Immersive virtual reality (VR) shows a lot of potential for the training of professionals in the emergency response domain. Firefighters occupy a unique position among emergency personnel as the threats they encounter are mainly environmental. Immersive VR therefore represents a great opportunity to be utilized for firefighter training. This systematic review summarizes the existing literature of VR firefighting training that has a specific focus on human factors and learning outcomes, as opposed to literature that solely covers the system, or simulation, with little consideration given to its user. An extensive literature search followed by rigorous filtering of publications with narrowly defined criteria was performed to aggregate results from methodologically sound user studies. The included studies provide evidence that suggests the suitability of VR firefighter training, especially in search and rescue and commander training scenarios. Although the overall number of publications is small, the viability of VR as an ecologically valid analog to real-life training is promising. In the future, more work is needed to establish clear evidence and guidelines to optimize the effectiveness of VR training and to increase reliable data through appropriate research endeavors.


2018 ◽  
Vol 32 (8) ◽  
pp. 3439-3449 ◽  
Author(s):  
Ganesh Sankaranarayanan ◽  
Lizzy Wooley ◽  
Deborah Hogg ◽  
Denis Dorozhkin ◽  
Jaisa Olasky ◽  
...  

Author(s):  
Jeffrey Mills ◽  
Tabitha Dwyer ◽  
Jennie Ablanedo ◽  
Tamara Griffith ◽  
Elwin Collins ◽  
...  

"Virtual Reality (VR) is an interface strategy that completely immerses the user into a virtual environment. Users with head mounted displays (HMD) see and hear the immersive space as if they are no longer in the real world. Instead they are fully wrapped in the surroundings of the virtual space. While VR has been around for many years, recent advances in commercial technology have provided a surge of costeffective devices to mainstream end-users. With this surge in hardware availability, software developers have been exploring ways to make use of VR to design engaging training experiences. This paper describes the creation of a VR simulation to train the investigative mindset relative to evidence collection tasks at a crime scene. Spatial orientation within a crime scene is critical to understand blood splatter, munitions trajectory and to conceptually re-create events in the crime scene. This paper will explain the challenges and solutions of developing this VR experience. Finally, the paper will provide lessons learned and recommended future development involving this VR training application."


2020 ◽  
Vol 82 (5) ◽  
pp. 810-816 ◽  
Author(s):  
Sandeep Ganni ◽  
Meng Li ◽  
Sanne M. B. I. Botden ◽  
Samir Ranjan Nayak ◽  
Bhaskar Rao Ganni ◽  
...  

Abstract Virtual reality (VR) training is widely used in several minimal invasive surgery (MIS) training curricula for procedural training. However, VR training in its current state lack immersive training environments, such as using head-mounted displays that is implemented in military or aviation training and even entertainment. The virtual operating room simulation setup (VORSS) is explored in this study to determine the effectiveness of immersive training in MIS. Twenty-eight surgeons and surgical trainees performed a laparoscopic cholecystectomy on the VORSS comprising of a head-mounted 360-degree realistic OR surrounding on a VR laparoscopic simulator. The VORSS replicated a full setup of instruments and surgical team-members as well as some of the distractions occurring during surgical procedures. Questionnaires were followed by semi-structured interviews to collect the data. Experts and novices found the VORSS to be intuitive and easy to use (p = 0.001). The outcome of the usability test, applying QUESI and NASA-TLX, reflected the usability of the VORSS (p < 0.05), at the cognitive level, which indicates a good sense of immersion and satisfaction, when performing the procedure within VORSS. The need for personalized experience within the setup was strongly noted from most of the participants. The VORSS for procedural training has the potential to become a useful tool to provide immersive training in MIS surgery. Further optimizing of the VORSS realism and introduction of distractors in the OR should result in an improvement of the system.


Sign in / Sign up

Export Citation Format

Share Document