scholarly journals Does Virtual Reality Make More Room for the Patient? A Look Back at an Experimental Therapeutic Research System

2020 ◽  
Vol Varia (Articles) ◽  
Author(s):  
Ivan Sainsaulieu ◽  
Anne Vega

International audience We follow from a socio-anthropological point of view the ins and outs of an experiment in neuroscience, showing a desire to increase the therapeutic effectiveness of a virtual reality device (VR) in the treatment of phobias. Patient participation, which is at the heart of therapeutic promise and the use of virtual reality technology, is partial and relatively unthinking. The actors prioritize research on the clinic and share the classic representation of the “good patient” (actionable, without social constraints, available), or even of a heroic patient, capable of an unusual endurance and adaptability. This representation goes hand in hand with the underestimation of the therapeutic tests inherent in the use of virtual reality and with the underestimation of the patient’s analytical capacities during the experiment itself. Nous suivons d’un point de vue socio-anthropologique les tenants et les aboutissants d’une expérimentation en neurosciences, affichant une volonté d’augmenter l’efficacité thérapeutique d’un dispositif de réalité virtuelle (RV) dans le traitement de phobies. La participation du patient, pourtant au cœur de la promesse thérapeutique et du recours à la technologie de la réalité virtuelle, s’avère partielle et relativement impensée. Les acteurs priorisent la recherche sur la clinique et partagent la représentation classique du « bon patient » (actionnable, sans contraintes sociales, disponible), voire d’un patient héroïque, capable d’une endurance et d’une capacité d’adaptation peu ordinaires. Cette représentation va de pair avec la sous-estimation des épreuves thérapeutiques inhérentes à l’usage de la réalité virtuelle et avec la sous-évaluation des capacités d’analyse du patient durant l’expérimentation elle-même.

2012 ◽  
Vol 522 ◽  
pp. 749-752
Author(s):  
Quan Wei Cui ◽  
Wen Lei Sun ◽  
Xiao Jing Wan ◽  
Chun Xiang Wang

The pumping unit is designed and assembled collaboratively by using virtual reality technology combining with the UG and VAPlatform. A simulation roaming system of the field scene is established which uses Nvision platform and 3Dmax. The system is based on the real working condition to enhance the sense of reality, uses interactive roaming mode, observes the objects in the virtual environment from any point of view, and reproduces the working state of the pumping unit in the oil field, which provides reference value for the complex mechanical production.


2014 ◽  
Vol 644-650 ◽  
pp. 2311-2314 ◽  
Author(s):  
Hai Jian Cui ◽  
Wen Yao Xiong

With the rapid development of information technology such as computer and network, virtual reality technology in scientific research, education, and commercial, industrial, military, entertainment, and many other fields has been widely used. Virtual reality technique advantage of the characteristics of the computer and network technology to generate realistic 3D vision, hearing, touch and smell and feel the world, let the user can from one point of view, use natural skills and related equipment to browse this generated virtual object and interaction. Look from the application of virtual reality is the most basic, constitute the state of virtual reality must be based on the design of the model, which is the integrated application of 3D modeling technology.


2019 ◽  
Vol Volume 8, Issue 1, Special... (Research articles) ◽  
Author(s):  
Marc Baloup ◽  
Thomas Pietrzak ◽  
Géry Casiez

International audience Raycasting is the most common target pointing technique in virtual reality environments. However, performance on small and distant targets is impacted by the accuracy of the pointing device and the user's motor skills. Current pointing facilitation techniques are currently only applied in the context of the virtual hand, i.e. for targets within reach. We propose enhancements to Raycasting : filtering the ray, and adding a controllable cursor on the ray to select the nearest target. We describe a series of studies for the design of the visual feedforward, filtering technique, as well as a comparative study between different 3D pointing techniques. Our results show that highlighting the nearest target is one of the most efficient visual feedforward technique. We also show that filtering the ray reduces error rate in a drastic way. Finally we show the benefits of RayCursor compared to Raycasting and another technique from the literature. Raycasting est la technique de pointage de cible la plus courante dans les environnements de réalité virtuelle. Cependant, sa performance sur des cibles à la fois petites et distantes est affectée par la précision du dispositif de pointage et les capa-cités motrices de l'utilisateur. Les techniques actuelles de facilitation du pointage ne sont actuellement appliquées que dans le contexte de la main virtuelle, c'est-à-dire pour les cibles à portée de main. Nous proposons des améliorations au Raycasting : le fil-trage du rayon, et l'ajout d'un curseur contrôlable sur celui-ci pour sélectionner la cible la plus proche. Nous décrivons une série d'études pour la conception d'aides visuelles, la technique de filtrage, ainsi qu'une étude comparative entre différentes techniques de pointage 3D. Nos résultats montrent que la mise en évidence de la cible la plus proche est l'une des techniques les plus efficaces de rétroaction visuelle. Nous montrons éga-lement que le filtrage du rayon réduit le taux d'erreur de manière drastique. Enfin, nous montrons les avantages de RayCursor par rapport à Raycasting et à une autre technique de la littérature.


2017 ◽  
Author(s):  
Nicholas Gmeiner

This project aims to provide students with disabilities the same in class learning experience through virtual reality technology, 360-degree video capture, and the use of Arduino units. These technologies will be combined to facilitate communication between teachers in physical classrooms with students in virtual classrooms. The goal is to provide a person who is affected by a disability (which makes it hard to be in a traditional classroom) the same benefits of a safe and interactive learning environment.


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