scholarly journals Returning to the Body: Somatic Sensing in Multi-Person Virtual Reality Technology

2021 ◽  
Author(s):  
Lisa May Thomas

This article uses a dance-somatic standpoint to explore the complexities of body-technology relations across the virtuality and corporeality of bodies and environments using multi-person Virtual Reality technology (VR). Immersion into a virtual environment (VE) using VR can lead to a sense of presence, of ‘being there’. Dancers move attending to a field of sensation which is felt and tactile, undertaking somatic and sensory practices to de-centre vision so to foreground and thus activate non-visual and somatic senses. From this dancerly standpoint, entering into a VE brings into play the immediate effect of a perceptual tension or ‘gap’ between the visual, virtual environment and the physical, felt environment. Technologists and artists engaging with VR typically find ways to cover-over this perception gap in order to create a reality that is fluidly and synchronously experienced by the participant. This article introduces and discusses two participatory performance projects Figuring (2018) and Soma (2020) which challenge this approach. Drawing on participant responses to Figuring, and the creative development of Soma, the article presents and discusses six themes which unpack and challenge normative notions and expectations around VR technology and how bodies sensorially engage with the technology; and discusses an ‘ethics of care’ which calls for somatic activation and participatory agency in human encounters with technology. Throughout, the article offers a commentary on the tensions between a thematic research approach and an intuitive, practice-led approach in the analysis of participant testimonies and in the creative processes of performance-making. 

Author(s):  
José Gutiérrez-Maldonado ◽  
Marta Ferrer-García ◽  
Antonios Dakanalis ◽  
Giuseppe Riva

In the last twenty years researchers have embraced virtual reality (VR) in order to integrate and extend the assessment tools and treatments currently in use for eating disorders (EDs). Specifically the VR protocols for EDs try to exploit clinically the sense of “presence,” that is, the feeling of “being there” inside the virtual environment. The sense of presence offered by VR can be a powerful tool in therapy because it provides the individual with a world in which he/she can be placed and live a particular experience. This triggers emotional reactions in patients and allows a higher level of self-reflectiveness than that provided by memory and imagination, and greater control than that offered by direct “real” experience. In particular, VR protocols for EDs use technology to alter the experience of the body (embodiment) in real time and as a cue exposure tool for reducing food craving.


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Ashraf Ayoub ◽  
Yeshwanth Pulijala

Abstract Background Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education.


2016 ◽  
Vol 9 (1) ◽  
Author(s):  
Alexander J. Lemheney, Ed.D. ◽  
William F. Bond, M.D. ◽  
Jason C. Paden ◽  
Matthew W. LeClair, M.S. ◽  
Jeannine N. Miller, M.S.N. ◽  
...  

Virtual reality simulation may significantly benefit a geographically dispersed learner demographic in the medical outpatient setting. Our research used an immersive virtual reality platform as a novel way to recreate high-risk medical scenarios targeted for office-based emergencies. Using a design-based research approach we designed virtual-reality-based simulation scenarios to prepare interprofessional office personnel for emergencies. Learners were connected using laptop computers, via a browser interface, with learner controlled team member avatars and educator controlled patient avatars. The virtual environment was modeled after a multi-provider healthcare office setting in a large suburban health network. Evaluation occurred via post-event surveys and feedback transcribed from video recordings and debriefings. Three office-based emergency scenarios were created (chest pain, respiratory distress/allergic reaction, and suicidal risk), with progressively smaller changes to the virtual environment with each iterative improvement. In total, 18 individuals representative of a typical outpatient office interprofessional care team participated in the pilot study. Qualitative design-related feedback from participants and faculty improved the educational environment, artifacts, and scenarios. Participant feedback was overwhelmingly positive and enthusiastic about the use of virtual reality-based simulations to explore teamwork, build scope of practice, and rehearse infrequently used clinical skills. We successfully created novel outpatient virtual reality simulations in a first-person-perspective virtual environment. Pilot testing revealed successful rapid development, implementation, and participant orientation, with the ability to present learning opportunities. Future efforts will include assessments and attempt to overcome development barriers by switching to a more versatile platform.


2020 ◽  
Vol 39 (6) ◽  
pp. 8943-8951
Author(s):  
Meng Niu

The COVID-19 epidemic has brought a huge impact to the clothing industry. Because of the inconveniences caused by countermeasures, clothing consumers can’t go to physical stores to try on, so it is urgent to develop a virtual clothing trial system. In addition, online fitting and online shopping gradually become the trend of clothing consumption. Based on virtual reality technology, this paper proposes a virtual clothing fitting system, and studies the color saturation in the process. In this paper, a method of parametric drawing of garment characteristic curve is proposed, and the shape of garment is designed by using control vertices. Based on this, this paper presents four forms of sutured parabola space and their control point solving algorithm. According to the principle of scale method, a three-dimensional coordinate transformation model of feature points is established. The model can calculate the coordinates of each characteristic value point of clothing according to the body shape information provided by customers and the empirical formula of different clothing styles, and then reverse calculate the curve control point. Furthermore, Bezier surface generation method is used to fit the control points. After the surface patches are spliced, the 3D rigid clothing model can be obtained. Experiments show that the method of personalized clothing modeling in this paper is efficient and accurate, which can be further extended to the observation system with larger degree of freedom.


Author(s):  
İhsan Emre Erol ◽  
Tamer Bayrak ◽  
Deniz Yengin

Along with the developing technology and the social risks human faces, the society’s trends towards digital technology is inevitable. Undoubtedly, the interest of individuals in digital technologies has directly affected all sectors. The transformation of societies depending on their technological needs and conveniences offered by technology has formed new supply-demand balances, and sectoral changes have occurred in line with the demands of the society that was formed by the supply-demand balance. From a sectoral point of view, communication and related technologies have also been affected by all these transformations. Major developments in communication technologies have also led to changes in all sub-disciplines that are dependent on it. These changes have been so great that it has become necessary to explain separately and academically each of them. As a new and spreading technology, virtual reality technology is considered as a new opportunity by means of its key concept definitions and the successful implementation of both communication and educational processes. Especially, considering the qualities of generation Z, and the fact that the education processes are for generation Z; the probability of success of an education process by using virtual reality technology can be expected to increase. In this context, a study named “Four Model Museum” was carried out within the body of Istanbul Aydın University Faculty of Communication, New Media Applications and Research Center, which uses virtual reality technology and targets Public Relations undergraduate students. Within the scope of the study, the curricula prepared for Public Relations students were examined and four Models in Public Relations, which were considered as suitable subjects, were selected. Scenarios were prepared in the context of selected topics and sound were recorded in recording studios of Istanbul Aydın University, department of Radio, Television, and Cinema. Adhering to the scenario, 3D models, coatings, and finally, virtual reality software were developed. In this study, the scenario and content of the virtual reality education software named "Four Model Museum" were examined and analyzed within the framework of communication science.


2013 ◽  
Vol 427-429 ◽  
pp. 2855-2858
Author(s):  
Yu Ping Qin

The virtual construction is achieved in the virtual environment, and the virtual reality technology is the core technology in the virtual construction system. The virtual reality technology is a high-tech information technology which integrates the artificial intelligence, the computer graphics, the man-machine interface technology, multi-media industrial architecture technology, the network technology, the electronics technology and the mechanical technology. The technology aims to utilize computer hardware, software and various sensors to create a virtual environment integrating vision, hearing, touch and smelling, which makes users immersive in the environment. The operators are immersive in the environment and interact with it, obtain sensory stimulation through various media, and gain clear and intuitional understanding of the problems to be solved.


Author(s):  
Dan Golding

The contemporary popularity of virtual reality devices such as the Oculus Rift has links not just with earlier eras of virtual reality technology, but with recurrent discourse surrounding the moving image and spectatorship. The articulation of the Oculus Rift in public through YouTube ‘reaction’ videos and media moments such as the Oculus Rift Time magazine cover of 2015 links contemporary virtual reality to early cinema discourses of credulous spectatorship, strenuous spectatorship and the cinema of attractions. Through these comparisons, this article argues that the ‘image’ of contemporary virtual reality technology is not that of a simulated exotic paradise enabled by the apparatus, but the apparatus itself, the body of its user and that body’s gender.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Xiaoli Li

The front part of the eye is exposed to the surface of the body, making it susceptible to injury. Blunt eye injuries often destroy the tissue structure in the anterior part of the eye. Often there is detachment of the iris root, separation of the ciliary body, the angle of retraction of the chamber, and complete dislocation or subluxation of the lens. Ordinary ocular ultrasound can penetrate into opaque tissue, but because of its low resolution, it can only show its outline, which is still very small for doctors in assisting diagnosis. Ultrasonic biomicroscopy is a very real-time analysis, will not be affected by the refraction space, and has great application value for ocular trauma. Based on this, this article proposes the ultrasound biomicroscope diagnosis analysis and fine nursing research of traumatic anterior chamber injury based on intelligent virtual reality technology. This article describes literature methods, experimental analysis methods, and other methods, in-depth study of the causes of traumatic anterior injuries, ultrasound biomicroscopy, and other theoretical knowledge, ultrasound biomicroscopy and microcontrol experiments for traumatic anterior injury design, and finally the causes of eye damage. This study compares the pairing results of ultrasound biomicroscopy biological measurements, analyzes the relationship between anterior bleeding level and anterior ocular injury, and analyzes the outcome and extent of service ophthalmology. The angle retreat accounted for 52.17% in grade I, 72.22% in grade II, and 60% in grade III. Anterior bleeding can cause single or complex iris root detachment, iris root detachment, ciliary body detachment, and angular leakage. The more the bleeding, the more serious the eye damage.


PLoS ONE ◽  
2021 ◽  
Vol 16 (9) ◽  
pp. e0258000
Author(s):  
Shaquitta Dent ◽  
Kelley Burger ◽  
Skyler Stevens ◽  
Benjamin D. Smith ◽  
Jefferson W. Streepey

Movement of the visual environment presented through virtual reality (VR) has been shown to invoke postural adjustments measured by increased body sway. The effect of auditory information on body sway seems to be dependent on context with sounds such as white noise, tones, and music being used to amplify or suppress sway. This study aims to show that music manipulated to match VR motion further increases body sway. Twenty-eight subjects stood on a force plate and experienced combinations of 3 visual conditions (VR translation in the AP direction at 0.1 Hz, no translation, and eyes closed) and 4 music conditions (Mozart’s Jupiter Symphony modified to scale volume at 0.1 Hz and 0.25 Hz, unmodified music, and no music) Body sway was assessed by measuring center of pressure (COP) velocities and RMS. Cross-coherence between the body sway and the 0.1 Hz and 0.25 Hz stimuli was also determined. VR translations at 0.1 Hz matched with 0.1Hz shifts in music volume did not lead to more body sway than observed in the no music and unmodified music conditions. Researchers and clinicians may consider manipulating sound to enhance VR induced body sway, but findings from this study would not suggest using volume to do so.


Author(s):  
Nicolay Dudakov

Virtual reality technology (VR) is a comprehensive technology that allows you to immerse a person in an immersive virtual world using specialized devices (virtual reality helmets). Virtual reality provides a complete immersion in the computer environment surrounding the user and responding to his actions in a natural way, manipulating objects and programmable events in the virtual environment. Virtual reality constructs a new artificial world transmitted to man through his sensations: vision, hearing, touch and others. A person can interact with a 3D, computerized environment, as well as manipulate objects or perform specific tasks by gaining user experience. Virtual reality is an evolving technology for the transfer of user experience (User Experiment: UI) from person to person. Currently, at the stage of information systems design, the use of induced virtual environment technology in dynamic interaction systems leads to the need to analyze the effectiveness of visual perception and transfer to the human neocortex. Visual perception represents a fundamental scientific task and is studied in many areas of science: neurophysiology, psychophysics, psychology, computer graphics and virtual environment, computer vision, computer science theory.


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