Interactive Contents Production With Virtual Reality Exhibition Hall using Hand Tracking

2021 ◽  
Vol 39 (5) ◽  
pp. 175-185
Author(s):  
Seunghun Shin ◽  
Sooyeon Lim
Author(s):  
Albert Chi ◽  
Albert Chi ◽  
Julius Jockusch ◽  
Michael Long ◽  
Peter Lund ◽  
...  

Background: Chronic opiate use in traumatic and surgical wound management has become an increasingly controversial topic nationally. Here we present a case of a large surgical wound previously managed with operative dressing changes with significant opiate use for pain control with the use of virtual reality at the time of dressing changes to decrease opiate use as well as operative need; and therefore, overall cost. Case Presentation: The patient is a 57-year-old female with morbid obesity and poorly controlled diabetes mellitus who presented with a necrotizing soft tissue infection of the left thigh. She was admitted to the intensive care unit, initiated on broad spectrum antibiotics, and taken to the operating room for excisional debridement. After stabilization and source control, the patient continued to require operative incisional wound vac changes every other day despite maximal multimodal pain therapy. After discussion with the patient regarding her continued ongoing operative wound vac changes and her desire to progress care, the team attempted a bedside dressing change utilizing the Facebook Oculus Quest Virtual Reality device application “Nature Treks VR”. The patient endorsed reduced pain scores during the dressing change and endorsed emersion into the virtual world throughout the dressing change. Conclusion: To the best of our knowledge this is the first reported incidence of using a virtual reality platform to reduce opiate use, operative need, progression of care, and overall cost in a patient with a large, debilitating operative wound outside of the burn population. Advances in virtual reality hardware including tether less systems like Oculus Quest, non-controller hand tracking and headset sanitation devices have reduced barriers to introducing virtual reality therapy into the clinic and ICU. A prospective study is needed to validate the use of virtual reality as a distraction therapy at the time of dressing changes. Future use of virtual reality may involve reducing ICU delirium, targeted pain management, post trauma recovery exercises and enhanced rehabilitation of amputees with prosthetic devices.


Author(s):  
Chaowanan Khundam ◽  
Naparat Sukkriang ◽  
Frédéric Noël

Purpose: We developed a virtual reality (VR) endotracheal intubation training that applied 2 interaction modalities (hand-tracking or controllersIt aimed to investigatedthe differences of usuability between using hand tracking and controllers during the VR intervention for intubation training for medical students from February 2021 to March 2021 in Thailand.Methods: Forty-five participants were divided into 3 groups: video only, video with VR controller training, and video with VR hand tracking training. Pre-test, post-test, and practice scores were used to assess learning outcomes. The System Usability Scale (SUS) and User Satisfaction Evaluation Questionnaire (USEQ) questionnaires were used to evaluate the differences between the VR groups. The sample comprised 45 medical students (undergraduate) who were taking part in clinical training at Walailak University in Thailand.Results: The overall learning outcomes of both VR groups were better than those of the video group. The post-test scores (P=0.581) and practice scores (P=0.168) of both VR groups were not significantly different. Similarly, no significant between-group differences were found in the SUS scores (P=0.588) or in any aspects of the USEQ scores.Conclusion: VR enhanced medical training. Interactions using hand tracking or controllers were not significantly different in terms of the outcomes measured in this study. The results and interviews provided a better understanding of support learning and training, which will be further improved and developed to create a self-learning VR medical training system in the future.


Author(s):  
Inês Soares ◽  
Ricardo Sousa ◽  
Marcelo Petry ◽  
António Moreira

Augmented and Virtual Reality have been experiencing a rapidly growth in recent years, but there is not still a deep knowledge on their capabilities and where they could be explored. In that sense, this paper presents a study on the accuracy and repeatability of the Microsoft's HoloLens 2 (Augmented Reality device) and HTC Vive (Virtual Reality device) using an OptiTrack system as ground truth. For the HoloLens 2, the method used was hand tracking, while in HTC Vive, the object tracked was the system's hand controller. A series of tests in different scenarios and situations were performed to explore what could influence the measures. The HTC Vive obtained results in the millimetre scale, while the HoloLens 2 revealed not so accurate measures (around 2 centimetres). Although the difference can seem to be considerable, the fact that HoloLens 2 was tracking the user's hand and not an inherit controller made a huge impact. The results were considered a significant step for the on going project of developing a human-robot interface to program by demonstration an industrial robot using Extended Reality, which shows great potential to succeed based on this data.


2021 ◽  
Vol 36 (6) ◽  
pp. 1185-1185
Author(s):  
Peii Chen ◽  
Denise Krch ◽  
Grigoriy Shekhtman

Abstract Objective Examine the usability and feasibility of a virtual reality (VR) treatment for persons with spatial neglect using head mounted display (HMD) and hand tracking technologies. Method Recruited from a rehabilitation hospital, 9 stroke survivors with spatial neglect (3 females; mean age = 64.2 years, SD = 9.1; 8 left neglect) participated in user testing for ongoing software development. Participants tested one of four customized treatment modules and completed the System Usability Scale, the Presence Questionnaire, and the Simulator Sickness Questionnaire. Feedback from participants were integrated into iterative prototype revisions. Module 1 (n = 7) required arm movements gradually reaching toward the neglected side of space, while the virtual hand appeared reaching straight ahead. Module 2 (n = 4) required head movements from the non-neglected to the neglected side. Module 3 (n = 6) involved head and arm movements towards both sides of space to collect objects. Module 4 (n = 2) was to stop approaching objects from a distance ahead. Results Despite reporting a lack of realism, participants preferred VR over conventional therapy. Participants felt comfortable and confident engaging in the virtual environment. Module 4 was more difficult than the other modules as participants required more practice to perform the task. Two participants reported Module 3 being tiresome, with one reporting mild shoulder pain and eye strain, and moderate sweating. However, all reported symptoms were temporary and resolved following a short break. Conclusion VR-based rehabilitation for spatial neglect using HMD and hand tracking technologies may be a viable treatment option for stroke survivors with spatial neglect. The modules benefited substantively from modifications based on participants’ feedback.


2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S298-S299
Author(s):  
Marilyn R Gugliucci

Abstract Introduction: It is particularly important that innovative learning modalities are utilized to augment medical students’ learning about empathy in relation to older adult health care. As the older population increases and lives longer, their health care utilization is predicted to increase dramatically. Methods: 1st year osteopathic medical students (N=174) at the University of New England were required to complete the National Network of Libraries of Medicine (NN/LM) New England Region (NER) grant funded Embodied Labs’ “We Are Alfred” Virtual Reality (VR) module (15 min) and a pre/post-test. The students assumed the role of Alfred, a 74 y/o African American male with macular degeneration and hearing loss. “We Are Alfred” utilizes a virtual reality headset, headphones, and a hand-tracking device to immerse students into Alfred’s experiences as a patient. Descriptive statistics and t-tests were applied for data analyses. Results: Learning was broad and significant: 94% reported increased empathy; 92% reported increased learning about macular degeneration; and 90% reported increased learning about hearing loss. Qualitative data collected from the pre-tests and post-tests supported learning on empathy with 4 associated themes (Personal Experiences, Perceptions of Older Adults, Thoughts about Health, Descriptors of Aging).. Conclusion: Virtual reality was deemed a successful medical education learning tool for these medical students. Utilizing this technology to create an immersive case study taught these medical students about the aging experience from the first-person patient perspective.


Computers ◽  
2021 ◽  
Vol 10 (5) ◽  
pp. 58
Author(s):  
Dennis Reimer ◽  
Iana Podkosova ◽  
Daniel Scherzer ◽  
Hannes Kaufmann

In colocated multi-user Virtual Reality applications, relative user positions in the virtual environment need to match their relative positions in the physical tracking space. A mismatch between virtual and real relative user positions might lead to harmful events such as physical user collisions. This paper examines three calibration methods that enable colocated Virtual Reality scenarios for SLAM-tracked head-mounted displays without the need for an external tracking system. Two of these methods—fixed-point calibration and marked-based calibration—have been described in previous research; the third method that uses hand tracking capabilities of head-mounted displays is novel. We evaluated the accuracy of these three methods in an experimental procedure with two colocated Oculus Quest devices. The results of the evaluation show that our novel hand tracking-based calibration method provides better accuracy and consistency while at the same time being easy to execute. The paper further discusses the potential of all evaluated calibration methods.


2021 ◽  
Vol 13 (11) ◽  
pp. 2186
Author(s):  
Gianpaolo Palma ◽  
Sara Perry ◽  
Paolo Cignoni

Virtual reality (VR) technologies have become more and more affordable and popular in the last five years thanks to hardware and software advancements. A critical issue for these technologies is finding paradigms that allow user interactions in ways that are as similar as possible to the real world, bringing physicality into the experience. Current literature has shown, with different experiments, that the mapping of real objects in virtual reality alongside haptic feedback significantly increases the realism of the experience and user engagement, leading to augmented virtuality. In this paper, we present a system to improve engagement in a VR experience using inexpensive, physical, and sensorized copies of real artefacts made with cheap 3D fabrication technologies. Based on a combination of hardware and software components, the proposed system gives the user the possibility to interact with the physical replica in the virtual environment and to see the appearance of the original cultural heritage artefact. In this way, we overcome one of the main limitations of mainstream 3D fabrication technologies: a faithful appearance reproduction. Using a consumer device for the real-time hand tracking and a custom electronic controller for the capacitive touch sensing, the system permits the creation of augmented experiences where the user with their hands can change the virtual appearance of the real replica object using a set of personalization actions selectable from a physical 3D-printed palette.


2016 ◽  
Author(s):  
Sander Kulu ◽  
Madis Vasser ◽  
Raul Vicente Zafra ◽  
Jaan Aru

AbstractWe investigated the “human octopus” phenomenon where subjects controlled virtual supernumerary hands through hand tracking technology and virtualreality. Four experiments were developed to study how subjects (n=10) operate with different number and behaviour of supernumerary hands. The behaviours involved inserting movement delays to the virtual hands and adjustingtheir movement scale or position. It was found that having more hands to operate with does not necessarily mean higher success rate while performinga certain task. However, supernumerary hands could bemade more effective by adjusting the associated movement scales of the extra hands. The subjective feeling and ownership of the hands diminished when a delay was inserted for the virtual hands or when their position was altered.


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