Application and Benefits of the Virtual Reality Technique for Product Conceptual Design

2010 ◽  
Vol 450 ◽  
pp. 568-571
Author(s):  
Chiuhsiang Joe Lin ◽  
Shiau Feng Lin ◽  
Rou Wen Wang ◽  
Tien Lung Sun ◽  
Chin Jung Chao ◽  
...  

Selecting a right way to display the conceptual design results is an important issue for designers. This study evaluated three common computerized visual presentation methods for demonstrating the conceptual ideas of product designs. They are pictures, animations, and image-based VR. After evaluations, this study found that the image-based VR reached the best results of getting the ideas of the conceptual design. It is therefore suggested to use the image-based VR approach if designers wish to receive the most possible advices and feedback, especially in restricted presenting time. The image-based VR approach will help users understand many aspects and considerations of the designer’s conceptual ideas more easily and quickly.

Author(s):  
Damiano Perri ◽  
Martina Fortunelli ◽  
Marco Simonetti ◽  
Riccardo Magni ◽  
Jessica Carloni ◽  
...  

In recent years, the need to contain healthcare costs due to the growing public debt of many countries, combined with the need to reduce costly travel by patients unable to move autonomously, have captured the attention of public administrators towards tele-rehabilitation. This trend has been consolidated overwhelmingly following the Covid-19 pandemic, which has made it precarious, difficult and even dangerous for patients to access hospital facilities. We present a platform devoted to the rapid prototyping of Virtual Reality based, cognitive tele-rehabilitation exercises. Patients who experienced injury or pathology need to practice a continuous training in order to recover functional abilities, and the therapist need to monitor the outcomes of such practices. The Virtual Reality exercises are designed on Unity 3D to empower the therapist to set up personalised exercises in a easy way, enabling the patient to receive personalized stimuli, which are crucial for a positive outcome of the practice. Furthermore, the reaction speed of the system is of fundamental importance, as the temporal evolution of the scene must proceed parallel to the patient’s movements, to ensure an effective and efficient therapeutic response. So, we optimized the Virtual Reality application in order to make the loading phase and the startup phase as fast as possible and we have tested the results obtained with many devices: in particular computers and smartphones with different operating systems and hardware. The implemented platform integrates in Nu!Reha system®, a tele-rehabilitation set of services that helps patients to recover cognitive and functional capabilities.


2013 ◽  
Vol 26 (4) ◽  
pp. 347-370 ◽  
Author(s):  
Marine Taffou ◽  
Rachid Guerchouche ◽  
George Drettakis ◽  
Isabelle Viaud-Delmon

In a natural environment, affective information is perceived via multiple senses, mostly audition and vision. However, the impact of multisensory information on affect remains relatively undiscovered. In this study, we investigated whether the auditory–visual presentation of aversive stimuli influences the experience of fear. We used the advantages of virtual reality to manipulate multisensory presentation and to display potentially fearful dog stimuli embedded in a natural context. We manipulated the affective reactions evoked by the dog stimuli by recruiting two groups of participants: dog-fearful and non-fearful participants. The sensitivity to dog fear was assessed psychometrically by a questionnaire and also at behavioral and subjective levels using a Behavioral Avoidance Test (BAT). Participants navigated in virtual environments, in which they encountered virtual dog stimuli presented through the auditory channel, the visual channel or both. They were asked to report their fear using Subjective Units of Distress. We compared the fear for unimodal (visual or auditory) and bimodal (auditory–visual) dog stimuli. Dog-fearful participants as well as non-fearful participants reported more fear in response to bimodal audiovisual compared to unimodal presentation of dog stimuli. These results suggest that fear is more intense when the affective information is processed via multiple sensory pathways, which might be due to a cross-modal potentiation. Our findings have implications for the field of virtual reality-based therapy of phobias. Therapies could be refined and improved by implicating and manipulating the multisensory presentation of the feared situations.


2020 ◽  
Vol 9 (4) ◽  
pp. 1025 ◽  
Author(s):  
Nansi López-Valverde ◽  
Jorge Muriel Fernández ◽  
Antonio López-Valverde ◽  
Luis F. Valero Juan ◽  
Juan Manuel Ramírez ◽  
...  

Background: Dental treatments often cause pain and anxiety in patients. Virtual reality (VR) is a novel procedure that can provide distraction during dental procedures or prepare patients to receive such type of treatments. This meta-analysis is the first to gather evidence on the effectiveness of VR on the reduction of pain (P) and dental anxiety (DA) in patients undergoing dental treatment, regardless of age. Methods: MEDLINE, CENTRAL, PubMed, EMBASE, Wiley Library and Web of Science were searched for scientific articles in November 2019. The keywords used were: “virtual reality”, “distraction systems”, “dental anxiety” and “pain”. Studies where VR was used for children and adults as a measure against anxiety and pain during dental treatments were included. VR was defined as a three-dimensional environment that provides patients with a sense of immersion, transporting them to appealing and interactive settings. Anxiety and pain results were assessed during dental treatments where VR was used, and in standard care situations. Results: 31 studies were identified, of which 14 met the inclusion criteria. Pain levels were evaluated in four studies (n = 4), anxiety levels in three (n = 3) and anxiety and pain together in seven (n = 7). Our meta-analysis was based on ten studies (n = 10). The effect of VR was studied mainly in the pediatric population (for pain SMD = −0.82). In the adult population, only two studies (not significant) were considered. Conclusions: The findings of the meta-analysis show that VR is an effective distraction method to reduce pain and anxiety in patients undergoing a variety of dental treatments; however, further research on VR as a tool to prepare patients for dental treatment is required because of the scarcity of studies in this area.


2011 ◽  
Vol 219-220 ◽  
pp. 1612-1616
Author(s):  
Rui Hu Kuang ◽  
Ju Chi Kuang ◽  
Ze Ming Chen

Framework in e-business platform based on VRT (Virtual Reality Technology) was discussed, and difficulties in the process were investigated, which was followed by corresponding solutions. Then solution was got as: (1) in allusion to exceptional situation in the server-side, the mechanism of cutoff and junction is wondrously effective by the way of using the language statements, “try” and “catch”; (2) packaging data enables server-side to receive a great deal of data, and to escape data pileup; (3) using the way of scene switchover can settle harmonization of the whole and the part; (4) problem of motion picture flicker can be commendably solved by using double buffer memory of technology with Java; (5) the key numeration algorithm of bitmap rotation can account for the problem of quick rotation of bitmap.


2021 ◽  
Author(s):  
◽  
Andrew Hillstead

<p>Due to the illegality of psychedelic substances, and despite proven efficiency, people suffering from various psychiatric illnesses and disorders are unable to receive potentially life-changing psychedelic therapy. With the recent technological development of computer-mediated realities, designers and developers now have the opportunity to digitally recreate such treatments. Through practical application along with the review of literature and conferences, this study aims to analyse the potential of mediated realities to convincingly simulate psychedelic therapy.   Augmented reality (AR) and modulated realities (ModR) such as modified and diminished reality show insufficient evidence for practical use in simulated psychedelic therapy. Augmented virtuality (AV), mixed reality (MR), virtual reality (VR) and modulated virtuality (ModV) contain a range of characteristics fundamental to potentially simulating mind manifesting psychedelic therapy. However, mediated reality in general appears to be extraneous for practical use in mind loosening psychedelic therapy. Currently, virtual reality (VR) shows the greatest potential for healing, trauma release, personal growth and exploration of the psyche by simulating closed-eye psychedelic experiences through adding virtual information via an HMD.   Accordingly, the author of this study has proposed a proof of concept (POF) for a neurofeedback driven VR experience which simulates aspects of both mind loosening and mind manifesting psychotherapy. This POF is intended to simulate the transformation of phosphenes into complex geometric pattern based hallucinations. With further development in this field, one day people suffering from various mental conditions might be able to receive safe, accessible and legal forms of simulated psychedelic therapy.</p>


E-methodology ◽  
2020 ◽  
Vol 6 (6) ◽  
pp. 29-33
Author(s):  
LUBA JAKUBOWSKA ◽  
MAGDALENA KAZIMIERSKA-ZAJĄC

Introduction. Virtual reality is a technology which is increasingly more often used notonly by the entertainment industry, but also in education, medicine, trade, and tourism.Conducting research with the use of virtual reality is necessary in order to confi rm or disclaimits effectiveness as a tool in particular uses.The aim. The aim of this paper is to present and analyse the diffi culties which ariseduring research with the use of VR.Methods and materials. The authors have analysed the diffi culties mentioned by researchers,as well as those addressing their own experiences gained during research with theuse of VR.Conclusions. The diffi culties arising during the research testing the use of VR can bedivided into three groups. The fi rst group includes those connected with the research subjects.There are objections related to certain illnesses, what is more, some individuals mayfeel fear of new technologies or lack interest in them. The second group contains the problemsconnected with the features of the equipment. The cost, the space necessary to carryout the research, and the number of assistants required make it diffi cult to conduct researchon a large number of individuals at the same time, and to popularise the use of the equipment.That is why researchers often use one tool only while working with a number ofpeople, which leads to wear and tear of the equipment. There is still a shortage of softwaresolutions dedicated to therapists and educators. Researchers often use software designedfor entertainment. The third group of diffi culties is related to the persons carrying out theresearch. The researchers ought to receive suffi cient training, they may require help transportingthe equipment, and they cannot anticipate the reactions of the particular researchsubjects. When writing the article we have noticed yet another obstacle, which may proveimpossible to overcome in the near future. VR glasses are typically used by a number ofpeople, which may be a threat in the times of an epidemic.


2021 ◽  
Author(s):  
◽  
Andrew Hillstead

<p>Due to the illegality of psychedelic substances, and despite proven efficiency, people suffering from various psychiatric illnesses and disorders are unable to receive potentially life-changing psychedelic therapy. With the recent technological development of computer-mediated realities, designers and developers now have the opportunity to digitally recreate such treatments. Through practical application along with the review of literature and conferences, this study aims to analyse the potential of mediated realities to convincingly simulate psychedelic therapy.   Augmented reality (AR) and modulated realities (ModR) such as modified and diminished reality show insufficient evidence for practical use in simulated psychedelic therapy. Augmented virtuality (AV), mixed reality (MR), virtual reality (VR) and modulated virtuality (ModV) contain a range of characteristics fundamental to potentially simulating mind manifesting psychedelic therapy. However, mediated reality in general appears to be extraneous for practical use in mind loosening psychedelic therapy. Currently, virtual reality (VR) shows the greatest potential for healing, trauma release, personal growth and exploration of the psyche by simulating closed-eye psychedelic experiences through adding virtual information via an HMD.   Accordingly, the author of this study has proposed a proof of concept (POF) for a neurofeedback driven VR experience which simulates aspects of both mind loosening and mind manifesting psychotherapy. This POF is intended to simulate the transformation of phosphenes into complex geometric pattern based hallucinations. With further development in this field, one day people suffering from various mental conditions might be able to receive safe, accessible and legal forms of simulated psychedelic therapy.</p>


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