Virtual Reality Mobile Platform for Restoring Upper Limbs Functions using Electromiography Data

Author(s):  
A. Samman ◽  
V.A. Shakhnov

The article describes a mobile virtual reality platform based on the biological feedback of electromyography for restoring the functions of the upper limbs of people affected by accidents, stroke, Parkinson's disease or who suffered as a result of military operations. The definition of the electromyography (EMG) signal is given. The effectiveness of the biological feedback method in the rehabilitation process is indicated. The problem of initial data preprocessing is considered in order to identify the informative features of the EMG signal in the time domain. The general scheme of a mobile virtual reality platform based on biological feedback is described and preliminary evidence of the platform capability in its current state is presented. The block diagram of the EMG data acquisition module is developed. Developing a training program within the framework of computer games in two-dimensional or three-dimensional space is proposed. The algorithm of the mobile virtual reality platform based on the biological feedback of electromyography is illustrated. The results of the implementation of the proposed biofeedback electromyography system are presented. The advantages of the developed system in comparison with other systems currently available are emphasized; the disadvantages of this method are identified and ways to eliminate them are proposed

i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


2012 ◽  
Vol 487 ◽  
pp. 568-570
Author(s):  
Zhi Yi Mao

Also known as virtual reality or virtual reality environments virtual environment, is rapidly developing a comprehensive computer and interactive graphics technology, which integrates computer graphics, multimedia, artificial intelligence, multi-sensor, network parallel processing, the use of computer-generated three-dimensional space image synthesis technology to achieve the goal, through visual, hearing, touch, in order to render the graphics and animation, the viewer, "seeing is bright." Virtual reality technology is an integrated building design approach, designed to reduce labor intensity, shorten the design cycle, improve design quality, saving investment. Designers to design the building and engineering units can communicate with each other on the World Wide Web.


2020 ◽  
Author(s):  
Alice Tissot Garcia ◽  
André Luiz Da Silva Kelbouscas ◽  
Leonardo L. da C. Guimarães ◽  
Sibyla Vioto Silva ◽  
Vinícius Menezes de Oliveira

Assistive robotics has been shown to be an important tool in the patient's rehabilitation process. One of the rst steps in this process is to capture the movements performed by the patient to analyze the movement restrictions presented. The present work presents the development of a range of motion measurement system based on the position of thejoints in the three-dimensional space of the upper limbs using the Kinect sensor. In addition, preliminary tests are presented to capture compensatory movements of the trunk, in order to investigate the feasibility of using this system as a tool to detect compensatory movements.


Author(s):  
Vishant J. Shahnawaz ◽  
Judy M. Vance ◽  
Sasikumar V. Kutti

Abstract This paper discusses the development of a virtual reality (VR) interface for the visualization of Computational Fluid Dynamics (CFD) data. The application, VR-CFD, provides an immersive and interactive graphical environment in which users can examine the analysis results from a CFD analysis of a flow field in three-dimensional space. It has been tested and implemented with virtual reality devices such as the C2, head mounted display (HMD) and desktop VR. The application is designed to read PLOT3D structured grid data and to display the flow field parameters using features such as streamlines, cutting planes, iso-surfaces, rakes, vector fields and scalar fields. Visualization Toolkit (VTK), a data visualization library, is used along with OpenGL arid the C2 VR interface libraries, to develop the application. Analysts and designers have used VR-CFD to visualize and understand complex three-dimensional fluid flow phenomena. The combination of three-dimensional interaction capability and the C2 virtual reality environment has been shown to facilitate collaborative discussions between analysts and engineers concerning the appropriateness of the CFD model and the characteristics of the fluid flow.


1996 ◽  
Vol 2 (3) ◽  
pp. 1-14
Author(s):  
Jing-Jing Fang ◽  
Douglas E.R. Clark ◽  
John E. L. Simmons

The authors built a pseudo-immersive three-dimensional computer generated virtual environment (VE) as a shell for research in detailed collision detection. The purpose of the virtual world construction described in this paper is to handle engineering applications such as the mechanical assembly and disassembly of complex systems. A virtual space ball is attached to the VE in order to control the motion of virtual objects in that environment. This software interface simulates a real three-dimensional space ball device. The contribution of the pseudo-immersive system removes the absolute necessity for expensive Virtual Reality equipment and software for research work on virtual reality.


Author(s):  
Chris Christou

Virtual Reality is implemented by a combination of technologies that are used in order to visualize and provide interaction with a virtual environment. These environments often depict three-dimensional space which may be realistic or imaginary, macroscopic or microscopic and based on realistic physical laws of dynamics, or on imaginary dynamics. The multitude of scenarios that VR may be used to depict make it broadly applicable to the many areas in education. A key feature of VR is that it allows multi-sensory interaction with the space being visualized. Here we look at how this combination of multi-sensory visualization and interactivity make VR ideally suited for effective learning and try to explain this effectiveness in terms of the advantages afforded by active learning through experiences. We also consider some of the applications of VR in education and also some of its drawbacks.


Author(s):  
Vladimír Modrák ◽  
Jozef Novák Marcincin

After applications of virtual reality (VR) in the realm of flight simulators and computer games a need to exercise these technologies in industry is rising significantly. Nowadays one of the typical domains of using a virtual reality is designing and prototyping in automotive and air industry. A practical solution for a virtual model is using a virtual reality modeling language (VRML) that supports the distribution of three-dimensional models over the Internet. Web based virtual reality technology offers possibilities for sharing virtual models for supporting collaborative work and concurrent engineering. There are more standardized tools for virtual reality technology distributing 3D models by VRML. Another possible solution for exploiting an Internet environment through VRML is using a non-standard software package on PC basis created for 3D simulation and programming of automated workplaces, robots and other peripheral devices. The article is describing procedures for implementation of VRML 2.0 into software ROANS, which has been created in another programming language than VRML versions.


2020 ◽  
Author(s):  
Raluca Ilie ◽  
Eric Shaffer ◽  
Cynthia D’Angelo ◽  
Erhan Kudeki ◽  
Olivia Coiado ◽  
...  

<p>A solid understanding of electromagnetic theory is key to the education of electrical engineering students. However, concepts in electricity and magnetism (E&M) are notoriously challenging for students to learn, due to the difficulty in grasping abstract concepts such as the electric force as an invisible force that is acting at a distance, or how electromagnetic radiation is permeating and propagating in physical space. Building physical intuition to manipulate these abstractions requires means to visualize electromagnetism concepts in a three-dimensional space. This project involves the development of 3D visualizations of abstract E&M concepts in Virtual Reality (VR), in an immersive, exploratory, and engaging environment, with the potential to be adopted by Engineering, Science, Mathematics and Medical college curricula across the country.</p><p>VR provides a disruptive platform for teaching and learning, in a realistic and most importantly, interactive three-dimensional environment. There are many advantages for using VR as a teaching tool, as it has the potential of addressing many challenges traditional teaching usually faces, and can lead to increased student engagement while removing some of the anxiety student experience while in active learning environments. Virtual Reality provides the means of exploration, to construct visuals and manipulable objects to represent knowledge, which in turns leads to a constructivist way of learning, in the sense that students are allowed to build their own knowledge from meaningful experiences.</p><p>The VR labs for E&M courses in the ECE department are generated by Electrical Engineering and Computer Science students enrolled in the “Virtual Reality" course at the same university, as part of the course term projects. This reflects the strong educational impact of this project, as it allows students to contribute to the educational experiences of their peers.  Student competencies around conceptual understanding of electromagnetism topics, as well as their understanding of mathematical concepts, are measured via formative and summative assessments. To evaluate the effectiveness of VR learning, each VR experience is followed by a short 10-minute multiple choice test, designed to primarily measure conceptual understanding of the various topics, rather than measuring the ability to simply manipulate equations, and will be tied to the specific contexts and topics of that lab's instruction.</p><p>This paper discusses the implementation and the pedagogy of the Virtual Reality laboratory experiences to visualize concepts in E&M, with examples for specific labs, as well as challenges, and student feedback with the new approach. We will also discuss the integration of the 3D visualizations into lab exercises and the design of the student assessment tools used to assess the knowledge gain when the VR technology is employed. In addition, we discuss the development of VR labs to visualize concepts pertaining to elements vector calculus, designed to enhance student understanding of the nature of operators such the gradient, curl and divergence, as well as the development of VR labs to visualize concepts pertaining to spatial geometry and coordinate transformations. </p><p> </p><p> </p>


Author(s):  
Denis V. Dorozhkin ◽  
Judy M. Vance

Virtual Reality (VR) is becoming an important tool in the engineering product development process. The virtual environment provides the user with the ability to interact with three-dimensional digital representations of products using natural head and hand motions. While interacting with digital objects in VR seems natural, the use of traditional two-dimensional menu systems does not always provide a convenient interface to controlling task specifications in the three-dimensional space. New human-computer-interfaces are needed for this emerging VR design tool. This paper will present the details of implementing a speaker-independent, command and control, speech recognition menuing system for a virtual reality application. The menuing system will be described as it is incorporated into a virtual environment for the design of spatial mechanisms. Design and technical issues involved in the interface creation process are discussed and the resulting interaction system is described.


2015 ◽  
Vol 791 ◽  
pp. 119-124
Author(s):  
Mikuláš Hajduk ◽  
Juraj Kováč

The contribution deals with the generation of interactive spatial solutions to manufacturing systems by means of virtual reality. It characterizes experimental work aimed at creating 3D models of manufacturing systems through technical and software resources of virtual reality. For innovative work is considered an example of data gloves in a virtual manufacturing environment. Data glove is used for placement of models means of production in manufacturing three-dimensional space.


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