Virtual Reality Based Auxiliary Robot System for Liver

2011 ◽  
Vol 291-294 ◽  
pp. 2682-2685
Author(s):  
Xiao Hui Xie ◽  
Cui Cui Zhao ◽  
Ru Xu Du ◽  
Xiao Fang Yu ◽  
Yue Zhang

During the liver intervention surgery, the excellent doctor with the help of CT image need puncture the patient several times to find the correct tumor position. Thus, the pain increases for the patient. For the problem a low-cost auxiliary robot system with the help of virtual reality technology for liver invasion surgery is introduced. The auxiliary arm can indicate the punctuation path for doctor and the virtual reality system can find the difference between the planning path of simulation and actual indication path of robot. Then the error can be compensated by modifying and updating the simulation model. Thus the system based on virtual reality is more accuracy and more effective.

2015 ◽  
Vol 24 (4) ◽  
pp. 298-321 ◽  
Author(s):  
Ernesto de la Rubia ◽  
Antonio Diaz-Estrella

Virtual reality has become a promising field in recent decades, and its potential now seems clearer than ever. With the development of handheld devices and wireless technologies, interest in virtual reality is also increasing. Therefore, there is an accompanying interest in inertial sensors, which can provide such advantages as small size and low cost. Such sensors can also operate wirelessly and be used in an increasing number of interactive applications. An example related to virtual reality is the ability to move naturally through virtual environments. This is the objective of the real-walking navigation technique, for which a number of advantages have previously been reported in terms of presence, object searching, and collision, among other concerns. In this article, we address the use of foot-mounted inertial sensors to achieve real-walking navigation in a wireless virtual reality system. First, an overall description of the problem is presented. Then, specific difficulties are identified, and a corresponding technique is proposed to overcome each: tracking of foot movements; determination of the user’s position; percentage estimation of the gait cycle, including oscillating movements of the head; stabilization of the velocity of the point of view; and synchronization of head and body yaw angles. Finally, a preliminary evaluation of the system is conducted in which data and comments from participants were collected.


2017 ◽  
Vol 79 (7) ◽  
Author(s):  
Kang Hooi-Siang ◽  
Mohamad Kasim Abdul Jalil ◽  
Lee Kee-Quen

Interactive simulation in automotive driving has enhanced the studies of driver behaviors, traffic control, and vehicle dynamics. The development of virtual reality (VR) technology leads to low cost, yet high fidelity, driving simulator become technically feasible. However, a good implementation of high realism and real-time interactive three-dimensional (3D) virtual environment (VE) in an automotive driving simulation are facing many technical challenges such as accessibility, dissimilarity, scalability, and sufficiency. The objective of this paper is to construct a virtual reality system for an automotive driving simulator. The technology with variations of terrain, roadway, buildings, and greenery was studied and developed in the VE of the simulator. Several important technical solutions in the construction of VE for driving simulation had been identified. Finally, the virtual reality system was interactively used in a driver-in-loop simulation for providing direct road elevation inputs to the analysis of vehicle dynamics model (VDM). The results indicated identical matching between the VDM inputs and the VE outputs. The outcomes of this paper lead to a human-in-the-loop foundation of a low-cost automotive driving simulator in the vehicle engineering research. 


Author(s):  
Penny J. Standen ◽  
David J. Brown ◽  
Steven Battersby ◽  
Marion Walker ◽  
Louise Connell ◽  
...  

2018 ◽  
Vol 19 (7) ◽  
pp. 1237-1244 ◽  
Author(s):  
Eun-Su Lim ◽  
Sung-Yi Yun ◽  
Yong-Suk Ko ◽  
Ha-Young Jung ◽  
Hong-Sub Choi

2021 ◽  
Vol 18 (6) ◽  
pp. 7936-7954
Author(s):  
Ziyou Zhuang ◽  

<abstract> <p>The 5G virtual reality system needs to interact with the user to draw the scene in real time. The contradiction between the complexity of the scene model and the real-time interaction is the main problem in the operation of the virtual reality system. The model optimization strategy of architectural scene in virtual reality design is studied, and the method of architectural scene model optimization is summarized. This article aims to study the optimization of computer vision software modeling through 5G virtual reality technology. In this paper, the optimization of the architectural model is studied by the method of image gray scale transformation, computer vision detection technology and virtual modeling technology. The four experiments are comprehensive evaluation and quantitative evaluation, comparison of channel estimation performance of different pilot structures, comparison of calculated and true values of external azimuth elements, and the effect of window-to-wall ratio on energy consumption per unit of residential building. The results show that hollow bricks of building materials have a great impact on the environment. The values of the three pixel coordinates X, Y, and Z calculated by the unit quaternion method are 1.27, 1.3, and -6.11, respectively, while the actual coordinate positions are 1.25, 1.37, and -6.22, respectively. It can be seen that the outer orientation element value calculated by the quaternion-based spatial rear intersection method is not much different from the actual value, and the correct result can be accurately calculated.</p> </abstract>


2016 ◽  
Vol 16 (4) ◽  
pp. 40
Author(s):  
Giovanni Fusco ◽  
Natela Shanidze ◽  
Preeti Verghese

Author(s):  
Han Guo

Swimming is one of the most popular spots among college students, though it is hard to master. With virtual reality (VR) technology, problems of the low-cross mutual inductance and low efficiency can be solved. A physical model and the software framework of the virtual reality system was proposed. The swimming teaching system can solve the problem that perception-action separation, improve the study ecological validity, and hold great promise for the study of perception- action. A comparison analysis between students' correct and wrong swimming movements is carried out, and the analysis results show that the virtual reality system solves the problem of monotonicity in real swimming teaching.


Author(s):  
Peter Ebbesmeyer ◽  
Peter Gehrmann ◽  
Michael Grafe ◽  
Holger Krumm

Abstract We describe DesiRe, a Design Review system based on virtual reality technology. DesiRe is a production virtual reality system that is used to support design review processes during the development of The European Pressurized Water Reactor (EPR). This paper starts with a brief description of the EPR project. We then focus on the design review processes that are an important part of the EPR development processes. We discuss why the use of virtual reality technology significantly improves the design review processes. The subsequent part of the paper introduces in detail the implementation issues and application issues of the virtual reality system DesiRe currently being used by the EPR engineers in their design review meetings. The end of the paper gives an outlook on future work and a brief conclusion. The work presented in this paper is part of an ongoing virtual reality research project at the Heinz Nixdorf Institut and Siemens AG KWU.


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