Virtual Reality Headsets – Comparison, Analysis and Use in Training and Learning

2020 ◽  
Vol 3 (1) ◽  
Author(s):  
Elitsa Bakalova ◽  
◽  
Emiliyan Petkov ◽  
◽  

Virtual Reality (VR) technologies have developed rapidly in recent years. We have seen tremendous progress in the development of both VR software and hardware. VR is in creas ingly used as a tool for training and learning in various areas of life. This paper presents the currently available types of VR devices and compares their technical properties, technologies and price. It anal yses the capabilities of certain devices and offers possible ways of using VR headsets in education. The purpose of the study is to help choose the right VR headset in the processes of training and learning. These helmets are divided into three classes – low, medium and high – depending on their technical characteristics, the technologies they use, and their price. Cost can be an important factor in the need for mass training. The results determine the following devices as the best ones in each class: Samsung Gear VR (low class), Oculus Quest (middle class), VIVE Pro Eye and Varjo VR-2 Pro (high class). The latter is regarded as the most powerful VR headset. The paper also considers the latest technologies that have already been integrated in some VR headsets – eye tracking, hand tracking, tracking with Base Stations, object tracking and wireless connection. They may be absolutely necessary for the training and learning processes, or completely unnecessary which may reduce costs.

2021 ◽  
Author(s):  
Tianyun Yuan ◽  
Yu (Wolf) Song ◽  
Gerald A. Kraan ◽  
Richard H. M. Goossens

Abstract Measuring the motion of human hand joints is a challenging task due to the high number of DOFs. In this study, we proposed a low-cost hand tracking system built on action cameras and ArUco markers to measure finger joint rotation angles. The lens distortion of each camera was corrected first via intra-calibration and the videos of different cameras were aligned to the reference camera using a dynamic time warping based method. Two methods were proposed and implemented for extracting the rotation angles of finger joints: one is based on the 3D positions of the markers via inter-calibration between cameras, named pos-based method; the other one is based on the relative marker orientation information from individual cameras, named rot-based method. An experiment was conducted to evaluate the effectiveness of the proposed system. The right hand of a volunteer was included in this practical study, where the movement of the fingers was recorded and the finger rotation angles were calculated with the two proposed methods, respectively. The results indicated that although using the rot-based method may collect less data than using the pos-based method, it was more stable and reliable. Therefore, the rot-based method is recommended for measuring finger joint rotation in practical setups.


2021 ◽  
Author(s):  
B. L. McGee ◽  
Lisa Jacka

Virtual reality in one form or another has been around for over 50 years, most notably in entertainment and business environments. Technology-focused teachers have been leading the way with attempts at utilising and integrating virtual reality into K-12 and Higher Education. However, as quickly as technology changes so does the enthusiasm for the use in educational contexts. Much of this is due to the high-level cost (time and money) with no evidence-based educational return. In 2020 the global pandemic forced the education sector to innovate to provide authentic learning environments for students. The time is right for virtual reality to take centre stage. Over 171 million people worldwide currently use virtual reality, and the market in education is expected to grow by 42% over the next five years. This paper focuses on a range of virtual reality literature encompassing work across the spectrum of software and hardware, identifying where more educational implementation and research needs to be done and providing a perspective on future possibilities focusing on current affordances.


2021 ◽  
pp. 27-35
Author(s):  
Herman Kelting

This article proposesthat the Right to Life Principle, dened as “every person hasthe right to a natural birth and legitimate survival and development into adulthoodwithout environmental or othersystematic injury to theirwell-being,”may be violated byRFRemissionsfromcell phones,Wi-Fi,macro cell phone base stations (MCPBSs), 5G/4G small cell antennas (SCAs), etc. in excess of the standards set by the Building Biology Institute. BBI standardsset1000µW/m2as anextreme anomaly;theprecisedivisionpointofharm/noharmbelow1000µW/m2is unknown. I review literature describing (1) the Right to Life Principle, (2) the attributes of non-ionizing radiation, and (3) proven injury from cell phones, WiFi, MCPBSs, 5G/4G SCAs, etc. to living organisms with 20 categories of illnesses and 58 references. Non-ionizing radiation isshown to place a force eld on negatively charged particles including electrons, neurons, and DNA, and exciting/energizing electrons with shifts to outer orbits with energy emission when they return to ground orbit thereby destabilizing atoms, molecules, cells and organs in the process of orbital shifts. RFR induced illnesses include sperm damage, fetus injury, irreversibility infertility, emotional and hyperactive disorders, cancer, damage to DNA, the immune system, blood brain barrier, and stem cells, increasesin oxidative stress and free radicals, and harm to those living lessthan 500 metersfrom MCPBSs. My recommendationsto reduce injury from RFR are based upon review of the literature, experience in metering residential property and MCPBSsfor RFR, avoiding the use of RFR emitting devices and accessto line-of-sight antennas, and legislative proposalsto show the dangers of RFR devices and antennas by,for example,requiringnotice tobuyers andlessees ofresidentialpropertyof powerdensitieswithinhousingunits.


2021 ◽  
Vol 2 ◽  
Author(s):  
Thirsa Huisman ◽  
Axel Ahrens ◽  
Ewen MacDonald

To reproduce realistic audio-visual scenarios in the laboratory, Ambisonics is often used to reproduce a sound field over loudspeakers and virtual reality (VR) glasses are used to present visual information. Both technologies have been shown to be suitable for research. However, the combination of both technologies, Ambisonics and VR glasses, might affect the spatial cues for auditory localization and thus, the localization percept. Here, we investigated how VR glasses affect the localization of virtual sound sources on the horizontal plane produced using either 1st-, 3rd-, 5th- or 11th-order Ambisonics with and without visual information. Results showed that with 1st-order Ambisonics the localization error is larger than with the higher orders, while the differences across the higher orders were small. The physical presence of the VR glasses without visual information increased the perceived lateralization of the auditory stimuli by on average about 2°, especially in the right hemisphere. Presenting visual information about the environment and potential sound sources did reduce this HMD-induced shift, however it could not fully compensate for it. While the localization performance itself was affected by the Ambisonics order, there was no interaction between the Ambisonics order and the effect of the HMD. Thus, the presence of VR glasses can alter acoustic localization when using Ambisonics sound reproduction, but visual information can compensate for most of the effects. As such, most use cases for VR will be unaffected by these shifts in the perceived location of the auditory stimuli.


2021 ◽  
pp. 34-40
Author(s):  
E. E. Kovshov ◽  
V. S. Kuvshinnikov ◽  
D. F. Kazakov

Organizational, technical and methodological approaches to the creation and virtual reality usage in the development and implementation in additional education of a digital radiography simulator for non-destructive testing of products and materials are considered. It is noted that the most widespread virtual reality technologies are used for training and testing the knowledge of engineering and technical personnel and workers directly involved in production, as well as within the technological preparation of production during complex and responsible operations, including the control of products and materials. The pilot solutions obtained to date and tested allow us to judge the results of complex scientific research. Prospects of expanding the range of applicability of software and hardware solutions of virtual reality, including those based on network protocols and telecommunications solutions, are determined.


Author(s):  
Rabia Tas

Science and technology have been developing at a great pace. There are numerous breakthrough innovations and groundbreaking improvements in almost every aspect of life. Undoubtedly, another field experiencing such a fast development is communication. Communication has been following and adapting related technological developments not only in terms of software and hardware but also in terms of targeting the right audience and creating the audience interaction. While developments in science and technology feed communication, communication disseminates the outcomes of innovative studies to the defined target groups. Science communication becomes a part of this mutual relation. This study is focused on research funds, opportunities, and international networks in the field of science communication. Within this context, challenges in research activities and expected impact of research outcomes will be examined in terms of science communication. Also, the role and importance of networks in science communication will be examined in line with research funds and support provided for this field.


2019 ◽  
Vol 124 ◽  
pp. 05024
Author(s):  
A.N. Bogdanov ◽  
I.A. Ryabykh ◽  
A.I. Galiev

The paper discusses options for the implementation of virtual reality training classes with the possibility of using the developed training software and hardware complex “Substation of 110/35/10 kV”.


Diagnostics ◽  
2019 ◽  
Vol 9 (3) ◽  
pp. 71 ◽  
Author(s):  
Ke-Vin Chang ◽  
Wei-Ting Wu ◽  
Mei-Chu Chen ◽  
Yi-Chi Chiu ◽  
Der-Sheng Han ◽  
...  

Objective: This study aimed to determine the intra-rater and inter-rater reliability and validity of a hybrid device, combining virtual reality goggles, a magnetometer and an inclinometer application for smartphones, to measure craniocervical range. Summary of Background Data: Accurate evaluation of craniocervical range of motion is important for early detection of certain diseased conditions and monitoring the progress of interventions. The universal goniometer is widely used for the measurement but it requires experienced practitioners. Whether a combination of virtual reality goggles and smartphone applications can provide the same or better performance compared with the goniometer is still unknown. Methods: Forty-one healthy adults from the department of physical medicine and rehabilitation were recruited for craniocervical range examination (flexion, extension, side-bending to the right or left and rotating to the right or left) by using the hybrid device and universal goniometer. Using the hybrid device, repeated measurements were performed twice by a primary rater and once by a second rater. The primary rater also conducted a measurement using the universal goniometer in the same cohort. The intra-rater and inter-rater reliability (intra-class correlation coefficient (ICC)) were calculated using the two-way random effect model, whereas the validity was examined by the Pearson correlation coefficient and Bland-and-Altman plot. The interval between the first and second sessions of the measurement for intra-rater reliability was set at 30 min. Results: Excellent intra-rater (ICC ≥ 0.925) and inter-rater (ICC ≥ 0.880) reliability was noted for the hybrid device. The minimal detectable changes from intra-observer and inter-observer comparisons ranged between 4.12° and 7.42° in all six directions. The Bland-and-Altman plot revealed small mean differences (≤1.68°) between the hybrid device and universal goniometer. Both instruments had highly correlated measurements of craniocervical motion (r values ≥ 0.918). Conclusion: For healthy participants, excellent intra-rater and inter-rater reliability was noted for the hybrid device, and the measurements were consistent with the universal goniometer measurements. Future studies are needed to examine whether the device can perform similarly for patients with neck disorders.


2013 ◽  
Vol 5 (1) ◽  
pp. 19 ◽  
Author(s):  
Venu Chalasani ◽  
Derek W. Cool ◽  
Shi Sherebrin ◽  
Aaron Fenster ◽  
Joseph Chin ◽  
...  

Objective: We present the design, reliability, face, content andconstruct validity testing of a virtual reality simulator for transrectalultrasound (TRUS), which allows doctors-in-training to performmultiple different biopsy schemes.Methods: This biopsy system design uses a regular “end-firing”TRUS probe. Movements of the probe are tracked with a micromagneticsensor to dynamically slice through a phantom patient’s3D prostate volume to provide real-time continuous TRUS views.3D TRUS scans during prostate biopsy clinics were recorded.Intrinsic reliability was assessed by comparing the left side of theprostate to the right side of the prostate for each biopsy. A contentand face validity questionnaire was administered to 26 doctors toassess the simulator. Construct validity was assessed by comparingnotes from experts and novices with regards to the time taken andthe accuracy of each biopsy.Results: Imaging data from 50 patients were integrated into thesimulator. The completed VR TRUS simulator uses real patientimages, and is able to provide simulation for 50 cases, with ahaptic interface that uses a standard TRUS probe and biopsy needle.Intrinsic reliability was successfully demonstrated by comparingresults from the left and right sides of the prostate. Face andcontent validity respondents noted the realism of the simulator,and its appropriateness as a teaching model. The simulator wasable to distinguish between experts and novices during constructvalidity testing.Conclusions: A virtual reality TRUS simulator has successfully beencreated. It has promising face, content and construct validity results.


Author(s):  
David J. Freeman

Computational Fluid Dynamics (CFD) is a valuable tool for the process and petroleum industries. CFD reduces development timescales and costs by replacing expensive and lengthy laboratory investigation with numerical predictions of processes. However, there are several reasons why some companies are unwilling to use CFD. These include the cost of the software and hardware, the need for in-house CFD expertise and the time required to solve complex simulations. CHAM has developed a solution to these problems, in the form of a Virtual Reality Interface linked via the Internet to powerful parallel-processor computers. Virtual reality makes CFD accessible to non-CFD experts and allows the engineer to concentrate on the solution of his problem. Remote computing makes it possible to access from a PC the necessary computing power to solve the problem. Several examples will be shown, demonstrating the application and benefits of the PHOENICS-VR interface and the advantages of remote computing to the process and petroleum industries.


Sign in / Sign up

Export Citation Format

Share Document