scholarly journals VIRTUAL REALITY IN BIOMEDICAL

Author(s):  
DEVENDRA NAGAL ◽  
S. S. MEHTA ◽  
SWATI SHARMA

Virtual reality (VR) encompasses a number of surgical research topics, including computer graphics, imaging, visualization, simulation, data fusion and telemedicine. In this paper we define virtual reality and each of these areas, focusing on a state-of-the-art review of the research and recent accomplishments. .Virtual reality is a powerful technology for solving today’s real-world problems. Virtual reality refers to computer-generated, interactive, three-dimensional (3-D) environments into which patients are immersed. It provides a way for surgeon to visualize, manipulate and interact with simulated environments through the use of computers and extremely complex data.

2012 ◽  
Vol 490-495 ◽  
pp. 2333-2336
Author(s):  
Man Yu Zhang ◽  
Wei Min Zhao

Recently, the computer technology, especially computer graphics, networks, multimedia, three dimensional simulation developments, injected virtual reality technology with new vitality, which also give 3D virtual scene a direction. The article mainly discusses technology of virtual building scenery, application in today's independent virtual building scene’s deficiency, and the integration of 3D virtual reality, locality and perspective advantages.


Author(s):  
Devin Pierce ◽  
Shulan Lu ◽  
Derek Harter

The past decade has witnessed incredible advances in building highly realistic and richly detailed simulated worlds. We readily endorse the common-sense assumption that people will be better equipped for solving real-world problems if they are trained in near-life, even if virtual, scenarios. The past decade has also witnessed a significant increase in our knowledge of how the human body as both sensor and as effector relates to cognition. Evidence shows that our mental representations of the world are constrained by the bodily states present in our moment-to-moment interactions with the world. The current study investigated whether there are differences in how people enact actions in the simulated as opposed to the real world. The current study developed simple parallel task environments and asked participants to perform actions embedded in a stream of continuous events (e.g., cutting a cucumber). The results showed that participants performed actions at a faster speed and came closer to incurring injury to the fingers in the avatar enacting action environment than in the human enacting action environment.


1993 ◽  
Vol 86 (8) ◽  
pp. 657-661
Author(s):  
Peter L. Glidden ◽  
Erin K. Fry

The reforms proposed in the NCTM's Curriculum and Evaluation Standards (1989) call for specific changes in the grades 9-12 mathematics curriculum, as well as for general themes that should be emphasized throughout the curriculum. In particular, the standards document calls for including topics from discrete mathematics and three-dimensional geometry, and it calls for increased emphasis on paragraph-style proofs. Overall, these and other topics should be taught with the ultimate goals of illustrating mathematical connections and constructing mathematical models to solve real-world problems.


2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


2009 ◽  
Vol 8 (4) ◽  
pp. 254-262 ◽  
Author(s):  
William Ribarsky ◽  
Brian Fisher ◽  
William M. Pottenger

There has been progress in the science of analytical reasoning and in meeting the recommendations for future research that were laid out when the field of visual analytics was established. Researchers have also developed a group of visual analytics tools and methods that embody visual analytics principles and attack important and challenging real-world problems. However, these efforts are only the beginning and much study remains to be done. This article examines the state of the art in visual analytics methods and reasoning and gives examples of current tools and capabilities. It shows that the science of visual analytics needs interdisciplinary efforts, indicates some of the disciplines that should be involved and presents an approach to how they might work together. Finally, the article describes some gaps, opportunities and future directions in developing new theories and models that can be enacted in methods and design principles and applied to significant and complex practical problems and data.


2011 ◽  
Vol 20 (3) ◽  
pp. 235-238 ◽  
Author(s):  
M. Bellani ◽  
L. Fornasari ◽  
L. Chittaro ◽  
P. Brambilla

Autism spectrum disorders are characterized by core deficits with regard to three domains, i.e. social interaction, communication and repetitive or stereotypic behaviour. It is crucial to develop intervention strategies helping individuals with autism, their caregivers and educators in daily life. For this purpose, virtual reality (VR), i.e. a simulation of the real world based on computer graphics, can be useful as it allows instructors and therapists to offer a safe, repeatable and diversifiable environment during learning. This mini review examines studies that have investigated the use of VR in autism.


Author(s):  
Leidy Diana Díaz Nieto ◽  
Sonia Patricia Nieto Aguirre

Resumen El propósito de este documento es describir un campo de la realidad virtual, la realidad aumentada, término que hace referencia a una tecnología que está adquiriendo gran importancia en diferentes áreas por sus diversas aplicaciones y novedad. El objetivo de un sistema con realidad aumentada es combinar la imagen registrada por un usuario del mundo real a través de un dispositivo, con elementos tridimensionales procesados a través de una computadora. Esta característica permite a la tecnología de la realidad aumentada convertirse en un instrumento útil en áreas como educación, publicidad, desarrollo y comercialización en la industria, así como en entretenimiento, medicina y otras ciencias; se fundamenta en la combinación de otras tecnologías y es partícipe en la generación de técnicas de interacción hombre-máquina. Palabras ClaveEducación, multimedia, realidad aumentada, tecnología emergente.   Abstract The purpose of this paper is to describe a field of virtual reality, augmented reality, a term that refers to a technology that is gaining importance in different areas for various applications and novelty. The goal of an augmented reality system is to combine the image recorded by a real-world user through a device with three-dimensional elements processed through a computer. This feature allows the augmented reality technology into a useful tool in areas such as education, publicity, development and marketing in the industry as well as entertainment, medicine and other sciences, is based on a combination of other technologies and is participating techniques to generate human-machine interaction. KeywordsEducation, multimedia, augmented reality, emerging technology


Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Leiming Li ◽  
Wenyao Zhu ◽  
Hongwei Hu

For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text include the research of the basic graphics rendering pipeline process and the analysis and research of each stage of the rendering pipeline. It mainly analyzes the 3D graphics algorithm used in the three-dimensional geometric transformation of computer graphics and studies the basic texture technology, basic lighting model, and other image output processes used in the fragment processing stage. Combined with the development needs of the subject, the principles of 3D animation rendering production software and 3D graphics modeling are studied, and the solid 3D model displayed in the virtual reality scene is designed and produced. This article also reflects the application of virtual reality in multivisual animation character design from the side, so it has realistic value and application prospects.


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