scholarly journals Special Issue on Augmenting the Human Body and Being

2021 ◽  
Vol 33 (5) ◽  
pp. 985-986
Author(s):  
Masahiko Inami ◽  
Hiroyasu Iwata ◽  
Minao Kukita ◽  
Yuichi Kurita ◽  
Kouta Minamizawa ◽  
...  

Information technologies, such as IoT, artificial intelligence (AI), and virtual reality (VR), have seen so much development that there is now a wide variety of digital equipment incorporated into the infrastructure of daily life. From the agrarian society (Society 1.0) through the information society (Society 4.0), humankind has created farmlands and cities by structuring natural environments physically and has built information environments by structuring them informationally. However, despite the rapid development of information environments, it may be fair to say that the perspectives of the human body have not changed at all since the industrial revolution. In the context of these recent technological developments, greater attention is being paid to human augmentation studies. These studies aim for a new embodiment of “human-computer integration,” one which can physically and informationally compensate or augment our innate sensory functions, motor functions, and intellectual processing functions by using digital equipment and information systems at will, as if they were our hands and feet. It has also been proposed that the technical systems that enable us to freely do what we want by utilizing human augmentations be called “JIZAI” (freedomization) as opposed to “automation.” The term “JIZAI body” used in these studies represents the new body image of humans who will utilize engineering and informatics technologies to act at will in the upcoming “super smart society” or “Society 5.0.” In these studies, human augmentation technologies are an important component of JIZAI, but JIZAI is not the same as human augmentation. JIZAI is different in scope from human augmentation, as it aims to enable humans to move freely among the five new human body images: “strengthened sense” (augmented perception), “strengthened physical body” (body augmentation), “separately-designed mind and body” (out of body transform), “shadow cloning,” and “assembling.” In the society of the future where JIZAI bodies widely prevail, we will use technologies that enable us to do what we have failed at or given up due to limitations of our physical bodies. We believe that a future society, one in which aging does not reduce our capabilities but instead increased options give us hope, can be realized. This special issue, consisting of two review papers and twelve research papers, deals with diverse and wide-ranging areas, including human augmentation, robotics, virtual reality, and others. We would like to express our sincere appreciation to all the authors and reviewers of the papers contributed to this special issue and to the editorial committee of the Journal of Robotics and Mechatronics for their gracious cooperation.

2020 ◽  
pp. 151-159
Author(s):  
Volodymyr BABIICHUK

The article focuses on virtual reality attractions as a source of harming. Taking into consideration the rapid development of scientific and technological progress in the field of entertainment, virtual reality attractions are becoming increasingly popular. Along with exciting stories and fun special effects, virtual reality carries a lot of risks. Compensation for such damage is not regulated by the legislation of Ukraine. The author researched the historical background of entertainment in the field of virtual reality. It has been established that virtual reality dates back to the invention of the first stereoscopes in the 1830s. The second impetus in the development of virtual reality was received in the 1920s, during the invention of the first flight simulators. And in 1982, the world’s first laboratory was created to research and develop virtual reality devices. At the same time, the very term ‘virtual reality’ appeared. The features of the virtual attraction, which are inherent in it as entertainment, are highlighted. Using domestic and foreign dictionaries, the author analyzed etymological meaning by ‘virtual reality’ and ‘virtual reality attractions.’ The features of a virtual attraction, inherent in it as entertainment in the field of virtual reality, have been identified. The author examined how the virtual reality attractions affect the visitor’s mind. The article indicates the ventral and dorsal flows as systems of the brain that encode perceived visual information. The interaction of virtual reality with the human body is connected through these flows. The author identified vulnerable areas of the human body that may get harmed first by the virtual reality attraction. The article considers diseases of the central nervous system that can be provoked by virtual reality attractions that affect the visitor’s mind. The author identifies the injuries that can provoke functional diseases of the nervous system, namely neuroses, and injuries to the autonomic nervous system, such as migraine, Raynaud’s disease, Meniere’s disease.It is established that the virtual reality attractions is a source of harming. The author identified the characteristics of virtual reality attractions as a source of harming. It has been offered the definition of virtual reality attraction as sources of damage. The author summarises and highlights the most popular types of modern virtual reality attractions. The subject of liability for damage caused by the activities of the virtual attractions has been identified.


Author(s):  
Anna Koval ◽  

he end of the twentieth century and the beginning of the twentyfirst century has begun the rapid development of scientific researches in the biological and medical fields. This process is associated with using of fundamentally new methods, which are primarily aimed at the disease prevention, as well as the introduction into the treatment of human diseases with the latest scientific and innovative technologies, methods and techniques of their application. These opportunities in the development of scientific technologies in the field of biology and medicine have led to the emergence of such a direction of scientific activity as "biotechnology". The proposed article notes that using of biomedical technologies has caused a number of new problems in the field of law and ethics. Legal arrangement in the field of the health protection have become much more complicated. Thanks to new opportunities, today these relations regulate rights and responsibilities of a fairly large number of people. Modern relations in the field of medical services and medical care lead to the emergence of new approaches to their regulation by both legal and ethical norms. In the past, relations in the field of the health protection were usually between two subjects, a doctor and a healthcare consumer. Nowadays, in a medical practice, relations in the field of the health protection involve: a health-care consumer, his family members (e.g., in the case of hereditary diseases diagnosis, blood and organ donation etc.) and third parties (e.g., organ donation, reproductive cell donation, surrogacy etc.). In the general doctrinal concept, biotechnology is the industrial use of living organisms or their parts (microorganisms, fungi, algae, plant and animal cells, cellular organs, enzymes etc.) for product producing or modifying, improving plants and animals, and in medical practice - in relation of the individual human organs (or body as a whole) functioning. These circumstances require improving the legal regulation of modern medicine public relations, bringing them into line with emerging realities. Moreover, the specifics of relations in this field determines the specifics of their legal regulation. The application of new medical technologiesin relation to human treatment has given rise to a significant number of moral and ethical problems that could not be solved within the framework of medical ethics and deontology alone. In connection with this, the way out of the current situation could be the consolidation of bioethics as an interdisciplinary field of knowledge, as a science, which makes it possible to explain moral, ethical and legal aspects of the medicine. This, for example, determines the allocation of medical law in an independent branch of law in some Western countries and Ukraine. The article focuses on biomedical ethics, which is a component of the medical activities system regulation. In the context of considering the levels of social regulation of medical activities, bioethics (biomedical ethics) is an interdisciplinary science that studies moral and ethical, social and legal problems of medical activities in the context of human rights protection. Bioethics should create a set of moral principles, norms and rules that are binding on all mankind and delineate the limits of scientific interference in the nature of the human body, the transition through which is unacceptable.


2018 ◽  
Vol 20 (1) ◽  
pp. 34-39 ◽  
Author(s):  
Tsutomu Arakawa ◽  
Yoshiko Kita

Previously, we have reviewed in this journal (Arakawa, T., Kita, Y., Curr. Protein Pept. Sci., 15, 608-620, 2014) the interaction of arginine with proteins and various applications of this solvent additive in the area of protein formulations and downstream processes. In this special issue, we expand the concept of protein-solvent interaction into the analysis of the effects of solvent additives on various column chromatography, including mixed-mode chromatography. Earlier in our research, we have studied the interactions of such a variety of solvent additives as sugars, salts, amino acids, polymers and organic solvents with a variety of proteins, which resulted in mechanistic understanding on their protein stabilization and precipitation effects, the latter known as Hofmeister series. While such a study was then a pure academic research, rapid development of genetic engineering technologies and resultant biotechnologies made it a valuable knowledge in fully utilizing solvent additives in manipulation of protein solution, including column chromatography.


2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Ying Wu ◽  
Jikun Liu

AbstractWith the rapid development of gymnastics technology, novel movements are also emerging. Due to the emergence of various complicated new movements, higher requirements are put forward for college gymnastics teaching. Therefore, it is necessary to combine the multimedia simulation technology to construct the human body rigid model and combine the image texture features to display the simulation image in texture form. In the study, GeBOD morphological database modeling was used to provide the data needed for the modeling of the whole-body human body of the joint and used for dynamics simulation. Simultaneously, in order to analyze and summarize the technical essentials of the innovative action, this experiment compared and analyzed the hem stage of the cross-headstand movement of the subject and the hem stage of the 180° movement. Research shows that the method proposed in this paper has certain practical effects.


2021 ◽  
Vol 11 (4) ◽  
pp. 1530
Author(s):  
Christos Fidas ◽  
Stella Sylaiou

Recent advancements in Virtual Reality (VR) technologies provide new opportunities for Cultural Heritage (CH) organizations to attract, engage, and support end-users more efficiently and effectively [...]


Author(s):  
Guangchao Zhang ◽  
Xinyue Kou

In recent years, with the rapid development of VR technology, its application range gradually involves the field of urban landscape design. VR technology can simulate complex environments, breaking through the limitations of traditional environmental design on large amounts of information processing and rendering of renderings. It can display complex and abstract urban environmental design through visualization. With the support of high-speed information transmission in the 5G era, VR technology can simulate the overall urban landscape design by generating VR panoramas, and it can also bring the experiencer into an immersive and interactive virtual reality world through VR video Experience. Based on this, this article uses the 5G virtual reality method in the new media urban landscape design to conduct research, aiming to provide an urban landscape design method with strong authenticity, good user experience and vividness. This paper studies the urban landscape design method in the new media environment; in addition, how to realize the VR panorama in the 5G environment, and also explores the image design of each node in the city in detail; and uses the park design in the city As an example, the realization process of the entire virtual reality is described in detail. The research in this article shows that the new media urban landscape design method based on 5G virtual reality, specifically to the design of urban roads, water divisions, street landscapes, and people’s living environment, makes the realization of smart cities possible.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ha Min Son ◽  
Dong Gyu Lee ◽  
Yoo-Sook Joung ◽  
Ji Woo Lee ◽  
Eun Ju Seok ◽  
...  

Purpose The current golden standard for attention deficit hyperactivity disorder (ADHD) diagnosis is clinical diagnosis based on psychiatric interviews and psychological examinations. This is suboptimal, as clinicians are unable to view potential patients in multiple natural settings – a necessary condition for objective diagnosis. The purpose of this paper is to improve the objective diagnosis of ADHD by analyzing a quantified representation of the actions of potential patients in multiple natural environments. Design/methodology/approach The authors use both virtual reality (VR) and artificial intelligence (AI) to create an objective ADHD diagnostic test. Diagnostic and statistical manual of mental disorders, 5th Edition (DSM-5) and ADHD Rating Scale are used to create a rule-based system of quantifiable VR-observable actions. As a potential patient completes tasks within multiple VR scenes, certain actions trigger an increase in the severity measure of the corresponding ADHD symptom. The resulting severity measures are input to an AI model, which classifies the potential patient as having ADHD in the form inattention, hyperactivity-impulsivity, combined or neither. Findings The result of this study shows that VR-observed actions can be extracted as quantified data, and classification of this quantified data achieves near-perfect sensitivity and specificity with a 98.3% accuracy rate on a convolutional neural network model. Originality/value To the best of the authors’ knowledge, this is the first study to incorporate VR and AI into an objective DSM-5-based ADHD diagnostic test. By including stimulation to the visual, auditory and equilibrium senses and tracking movement and recording voice, we present a method to further the research of objective ADHD diagnosis.


2017 ◽  
Vol 17 (2) ◽  
pp. 0-0
Author(s):  
Simon Richir

Special Issue - Best Papers of Virtual Reality International Conference (VRIC'17)


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