1P1-N-073 Analysis of Weight Perceptual Mechanism Using Virtual Reality and Its Application(Bio-mechatronics/Sense, Motion and Measurement 1,Mega-Integration in Robotics and Mechatronics to Assist Our Daily Lives)

Author(s):  
MASAYUKI HARA ◽  
TAKAHIRO HIGUCHI ◽  
AYAKA OHTAKE ◽  
JIAN HUANG ◽  
TETSURO YABUTA
Author(s):  
Mohammed Yousif

The mobile applications industry has had significant growth in the last few years. Mobile phones are everywhere since we use them in every part of our daily lives for entertainment, communication and other various uses. Unfortunately, there was also a substantial increase the number of autism cases in kids around the world, which has prompted for a dire need of a therapy method that is cheap, reliable and accessible for everyone who needs it. Researchers have tried several methods, like robotics and virtual reality, to help in the therapy of autistic children. While their results were promising, these technologies are still out of reach of most users due to their high cost. Mobile phones, however, are much more accessible since everyone has one, and they have a wide array of useful gadgets that can be used in making the therapy sessions more engaging and fun such as cameras, accelerometers, speakers, microphones and others. This project aims to design and implement an interactive learning environment based on a mobile application for teaching kids with special needs. 


2020 ◽  
Vol 10 (14) ◽  
pp. 4860 ◽  
Author(s):  
Amy Trappey ◽  
Charles V. Trappey ◽  
Chia-Ming Chang ◽  
Routine R.T. Kuo ◽  
Aislyn P.C. Lin ◽  
...  

Driving phobia is an anxiety disorder. People are greatly impaired in their daily lives when suffering from driving phobia disorders. The anxieties can be triggered under various conditions, such as driving over bridges, driving at high speeds, or driving in close proximity to large trucks. Traditional cognitive behavioral therapy (CBT) and exposure therapy are the most common approaches used in the treatment of psychological disorders, such as anxiety disorder (AD) and panic disorder (PD). This research focuses on virtual reality (VR)-based exposure therapy, called VRET, and describes the design and development of a system which uses alternating levels of fear-based driving scenarios that can be recorded and automatically adjusted to maximize exposure effectiveness without causing the subjects to panic. The proposed VRET integrates an advanced feedback database module for tracing and analyzing the system, along with the user’s bio-data to show the valid data collection of the system and its effectiveness for future use in clinical trials. The research conducts a system’s pre-test analysis using 31 subjects to demonstrate the effectiveness of the system. This research demonstrates the systematic development of the VRET for driving phobia disorder by depicting the system framework, key system modules, system integration, bio-database management, and pre-test data analysis to support our next research efforts in hospital-based clinical trials and for additional VRET development applications for clinical psychology.


Author(s):  
Serap Uğur ◽  
Gulsun Kurubacak

The 21st century is a period in which technological developments constantly present new innovations. This broad spectrum, from computers to mobile technologies, from augmented reality to virtual reality, from wearable technologies to artificial intelligence, is radically changing societies' economies, education systems, governments, and even cultures. Artificial intelligence studies have reached a point where people discuss how a human-like intelligence would be. This leads to the emergence of systems that regulate the work, daily lives, communications, jobs, and even family budgets of people. These developments also change the living standards and styles of individuals. The cultural texture that technology has restructured is now called “cyber” beyond digital. But how will the future technologies affect this cultural change and what kind of change awaits?


Author(s):  
Michelle LaBrunda ◽  
Andrew LaBrunda

Virtual reality is a collection of technologies that enable people to use their senses to experience sensory input provided from a source other than the immediate environment. These events may occur in real time, can be a simulation, or can be completely fictional. Virtual reality (VR) has progressed beyond its military beginnings and is progressively making its way into people’s daily lives. The most prevalent implementation of VR can be found in many forms of modern entertainment such as computer games or IMAX (image maximum) theaters. VR has received little publicity but has enormous potential in the realm of medicine. The utility of VR is starting to be appreciated by the medical community. It is slowly being adopted and implemented in the surgical, medical, and psychiatric specialties. Medical uses of VR are primarily directed toward the simulation of visual, audio, and tactile input. With the aid of VR doctors will be able to perform specialized surgery on a patient from the other side of the world. Students are able to simulate and experience surgical procedures without compromising a patient’s health. Finally, VR can heighten a doctor´s senses and allows input that would be absent without the aid of VR, such as relative bone positions and tissue temperature.


2021 ◽  
Vol 1 ◽  
pp. 3399-3408
Author(s):  
Zhengya Gong ◽  
Vijayakumar Nanjappan ◽  
Sohail Ahmed Soomro ◽  
Georgi V. Georgiev

AbstractHow to enhance creativity, especially by applying new technologies to creativity methods, is a question posed continuously by researchers. One reason for this is that creativity is an important part of people's daily lives and an essential component of society. Therefore, many methods to enhance creativity have been created, especially brainstorming, which is one of the most popular and effective tools that inspire individuals to generate ideas, hence enhancing creativity. Moreover, technologies, such as virtual reality (VR), provide an opportunity for individuals and groups to be creative. In response, recent studies have adopted VR in brainstorming to enhance creativity. However, there is a lack of systematic analysis of experimental approaches and creativity measures employed in this context. Addressing this question, this study categorized existing articles on the topic related to categories of avatars, environments, interfaces, or applications. The findings elaborate on trends, measures employed to evaluate creativity and idea generation, identified categories, and results of these studies.


2021 ◽  
Vol 48 (2) ◽  
pp. 87-96
Author(s):  
Bramasta Putra Redyantanu ◽  
Altrerosje Asri

The development of technology cannot be separated from the development of science, including the learning method. There is an elective course named Virtual Reality Architecture in Architecture Department of Petra Chrisitan University. This course focuses on the process of learning architecture at the stage of presenting and communicating ideas. The virtual technology used as a learning method includes three types of technology, animation, augmented reality and virtual reality. The three technologies are elaborated as a simulation method. The simplicity of its application can be seen in the support for hardware, software, and special devices used by students in their daily lives. This study aims to test the achievement of goals at the final level of learning. Students who have attended this lecture are then interviewed and observed, in relation to proving whether this simple virtual technology can be a supporter in the learning process in the architecture study program.


2021 ◽  
Author(s):  
Jiaheng Wang

<p>Chronic pain is ongoing pain lasting for long periods after the initial injury or disease has healed. Chronic pain is difficult to treat and can affect the daily lives of patients. Distraction therapy is a proven way of relieving pain for patients by taking their attention away from the pain. Virtual reality is a platform for distraction therapy by immersing the user visually, aurally, and even somewhat physically in a virtual world detached from reality. There is little research done regarding the effects virtual reality's physical interactions have on pain management. This project aims to evaluate different types of virtual reality interactions for chronic pain patients to determine which is most effective for pain relief. The results found that physical and mental activities in virtual reality are equally effective as each other at reducing pain while the patients are engaged in the content, while the effects of observing relaxing content persists outside of virtual reality. These results inform the design of future virtual reality games targeted at pain management.</p>


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