scholarly journals Three-dimensional virtual reality simulation of periarticular tumors using Dextroscope reconstruction and simulated surgery: A preliminary 10-case study

2014 ◽  
Vol 20 ◽  
pp. 1043-1050 ◽  
Author(s):  
Jie Chen
2021 ◽  
Author(s):  
◽  
Mark Lindsay

<p>Virtual reality (VR) is a new up-and-coming technology on which to watch three dimensional films or play video games. However, the practical uses of virtual reality can spread much further than just media outputs. This research aims to explore one of the practical uses for virtual reality technology. VR has the potential to help patients living with psychological disorders, by reducing the anxiety that they experience to a more manageable level within a safe environment. This dissertation addresses the use of a virtual reality simulation to reduce the anxiety experienced by patients effected by acrophobia, known as the fear of heights. The preliminary research includes several in-depth interviews with psychologists and clinicians, as well as phobic patients to better understand the processes of gradual exposure rehabilitation. This method also determines how a virtual reality simulation may be effectively designed. The primary aim of this research is to build a VR simulation which will produce a conducive result in the anxiety levels of the participants’ mental health, within a familiar and comfortable environment. User-testing the simulation will further refine the program’s effectiveness. The outcome will be a program supported by existing virtual reality treatments for psychological disorders that ultimately reduces the anxiety experienced by participants.</p>


2021 ◽  
Author(s):  
◽  
Mark Lindsay

<p>Virtual reality (VR) is a new up-and-coming technology on which to watch three dimensional films or play video games. However, the practical uses of virtual reality can spread much further than just media outputs. This research aims to explore one of the practical uses for virtual reality technology. VR has the potential to help patients living with psychological disorders, by reducing the anxiety that they experience to a more manageable level within a safe environment. This dissertation addresses the use of a virtual reality simulation to reduce the anxiety experienced by patients effected by acrophobia, known as the fear of heights. The preliminary research includes several in-depth interviews with psychologists and clinicians, as well as phobic patients to better understand the processes of gradual exposure rehabilitation. This method also determines how a virtual reality simulation may be effectively designed. The primary aim of this research is to build a VR simulation which will produce a conducive result in the anxiety levels of the participants’ mental health, within a familiar and comfortable environment. User-testing the simulation will further refine the program’s effectiveness. The outcome will be a program supported by existing virtual reality treatments for psychological disorders that ultimately reduces the anxiety experienced by participants.</p>


2008 ◽  
pp. 1575-1581
Author(s):  
Sana Debbabi ◽  
Serge Baile

Why examine the concept of telepresence? A number of emerging technologies, including virtual reality, simulation, home theater, state-of-the-art video conferencing and virtual three-dimensional (3-D) environment, are designed to give the user a type of mediated experience that has never been possible before. This new experience seems to be “real,” “direct” and “immediate.” The term telepresence has been used to describe this compelling sense of being present in these mediated virtual environments (Held & Durlach, 1992; Steuer, 1992). On the empirical side, the use of this new revolution in media technologies has expanded to telemedicine, telepsychiatry, distance learning, legal testimony from remote locations, arcade games and more (see Lombard & Ditton, 1997). An enhanced sense of telepresence is central to the usefulness and profitability of the new technologies mentioned above, and others such as the World Wide Web and high-definition television. As underlined by Zhang, Benbasat, Carey, Davis, Galletta and Strong (2002) in the management information systems field, the concept of telepresence has become an important component of our understanding of how people experience computer-mediated environments. On the theoretical side, researchers in communication, psychology and other fields are interested in particular in how people are influenced by media presentations. An understanding of telepresence can enhance our theories here, too. Despite the centrality and importance of telepresence, it has not yet been carefully defined and explicated. In fact, researchers, especially those working on human performance in virtual reality, have noted the need to conceptualize and measure telepresence more effectively (e.g., Held & Durlach, 1992; Sheridan, 1992). In the remainder of this article, we (a) review several conceptualizations of telepresence and presence in literature, (b) review telepresence determinants, (c) outline the main methods commonly used for measuring telepresence and (d) recommend attributes of future research concerning this concept.


2018 ◽  
Author(s):  
Jack Brookes ◽  
Matthew Warburton ◽  
Mshari Alghadier ◽  
Mark Mon-Williams ◽  
Faisal Mushtaq

AbstractVirtual Reality systems offer a powerful tool for human behaviour research. The ability to create three-dimensional visual scenes and measure responses to the visual stimuli enables the behavioural researcher to test hypotheses in a manner and scale that were previously unfeasible. For example, a researcher wanting to understand interceptive timing behaviour might wish to violate Newtonian mechanics, so objects move in novel 3D trajectories. The same researcher may wish to collect such data with hundreds of participants outside the laboratory, and the use of a VR headset makes this a realistic proposition. The difficulty facing the researcher is that sophisticated 3D graphics engines (e.g. Unity) have been created for game designers rather than behavioural scientists. In order to overcome this barrier, we have created a set of tools and programming syntaxes that allow logical encoding of the common experimental features required by the behavioural scientist. The Unity Experiment Framework (UXF) allows the researcher to readily implement several forms of data collection, and provides researchers with the ability to easily modify independent variables. UXF does not offer any stimulus presentation features, so the full power of the Unity game engine can be exploited. We use a case study experiment, measuring postural sway in response to an oscillating virtual room, to show how UXF can replicate and advance upon behavioural research paradigms. We show that UXF can simplify and speed up development of VR experiments created in commercial gaming software and facilitate the efficient acquisition of large quantities of behavioural research data.


Energies ◽  
2021 ◽  
Vol 14 (21) ◽  
pp. 7435
Author(s):  
Camilo de Lellis Barreto Junior ◽  
Alexandre Cardoso ◽  
Edgard Afonso Lamounier Júnior ◽  
Paulo Camargos Silva ◽  
Alexandre Carvalho Silva

The adoption of Virtual Reality (RV) technologies in prototype design and process revision has contributed to multiple industry areas. Nonetheless, the development of VR systems for engineering is a complex task, as it involves specialized teams handling low-level code development. Given these problems, the goal of this study is presenting a methodology for designing VR, through an Authoring System based on Computer-Aided Design (CAD). The presented methodology provides an easy integration of electric power substation floor plans and Virtual Reality software (VRS), as well as three-dimensional and symbol modeling conventions. Centralized software architecture was developed, composed of the CAD Editor, input manager and VRS. The methodology was evaluated through a case study applied to the conception (elaboration) of electric power substations (EPS) as part of a Research and Development (R&D) project for training and field assets supervision. The results demonstrated visual precision and high integrity in elaboration of a VR environment from the CAD floor plan. This work also presents a comparative analysis between manual conception and the Authoring System.


2021 ◽  
pp. 1329878X2110184
Author(s):  
Yu Zhang ◽  
Ian Weber

Virtual reality (VR) filmmaking presents a unique cinematic experience requiring new and innovative ways to conceptualise and practice specific aspects of the production process. This article integrates a range of adapted and modified filmmaking thinking, approaches and components into the cinematic virtual reality (CVR) language and grammar in the two critical areas of cinematography and editing. This focus provides a range of possible strategies and tools for would-be VR film directors to engage more efficiently and effectively in VR film production. The article utilises an extended case study of the VR feature film Calling to present the director/editor’s observations and experiences using transmedia journaling and three-dimensional (3D) CVR previsualisation as a simulation tool to create this dynamic, interactive CVR film.


2014 ◽  
Vol 1046 ◽  
pp. 465-468 ◽  
Author(s):  
Feng Xu

With the development of virtual reality system, it provides powerful methods support to the research of forensic science. In this paper we first research the mainstream virtual engine and choose the UDK (Unreal Development Kit) for simulation, which is fully functional and easy to be used. Then, the prototype system of three-dimensional reconstruction for crime scene was established. The flow of virtual reality simulation, scene management, texture and the motion simulation of virtual human were discussed. Finally, we find a solution for the problem of scene investigation and reconstruction, which can promote the development of criminal technology, observe the crime scene from Multi-angle and improve the efficiency and the accuracy of judgment.


Author(s):  
Alessandro Conti ◽  
Grazia Tucci ◽  
Valentina Bonora ◽  
Lidia Fiorini

Three-dimensional acquisition techniques, reality-based modelling and virtual reality are tools used in Digital Humanities prevalently for displaying the results of a study, but they can also suggest new methods of investigation to humanities scholars. In a case study regarding art history, these techniques made it possible to recreate the layout of the Sala di Saturno in Pitti Palace (Florence) in the 17th century, based on information obtained from archive documents on the tapestries designed for that hall and a 3D model expressly elaborated with geomatic techniques. The results were summarised in a video showed in 2019 during the exhibition on tapestries dedicated to Cosimo I de' Medici. A tool was also developed to assist exhibition and museum curators in their work. Through virtual reality, they can design temporary exhibitions or modify the display of the works of art in a museum in a realistic way, using visually and metrically accurate models of the pieces and exhibition rooms.


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