virtual reality system
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2022 ◽  
Vol 31 (2) ◽  
pp. 1119-1130
Author(s):  
Kalaphath Kounlaxay ◽  
Dexiang Yao ◽  
Min Woo Ha ◽  
Soo Kyun Kim

2021 ◽  
pp. 147387162110603
Author(s):  
Gerd Kortemeyer

The paper describes a method for the immersive, dynamic visualization of undirected, weighted graphs. Using the Fruchterman-Reingold method, force-directed graphs are drawn in a Virtual-Reality system. The user can walk through the data, as well as move vertices using controllers, while the network display rearranges in realtime according to Newtonian physics. In addition to the physics behind the employed method, the paper explains the most pertinent computational mechanisms for its implementation, using Unity, SteamVR, and a Virtual-Reality system such as HTC Vive (the source package is made available for download). It was found that the method allows for intuitive exploration of graphs with on the order of [Formula: see text] vertices, and that dynamic extrusion of vertices and realtime readjustment of the network structure allows for developing an intuitive understanding of the relationship of a vertex to the remainder of the network. Based on this observation, possible future developments are suggested.


2021 ◽  
Vol 76 (5S) ◽  
pp. 544-553
Author(s):  
Anastasia A. Kukshina ◽  
Anastasia V. Kotel'nikova ◽  
Alexandr N. Razumov ◽  
Irena V. Pogonchenkova ◽  
Elena A. Turova ◽  
...  

Background. Successful correction of the psychological consequences of motor disorders is the key to improving the effectiveness of medical rehabilitation. The literature data on the use of immersive technologies in the correction of psychoemotional disorders of various origins suggest that they can also be effective in the context of psychorehabilitation of patients with motor disorders. However, at the moment there is no scientific and methodological base that allows for the widespread introduction of high-tech VR and AR tools into the practical work of a medical psychologist in a rehabilitation hospital. Aims evaluation of the effectiveness of the inclusion of immersive technologies in the complex psychological rehabilitation of patients with motor disorders. Materials and methods. The design was planned as a controlled empirical randomized open study conducted during 1 calendar year on the basis of a medical rehabilitation hospital, which involved 336 patients with motor function disorders that occurred as a result of a previous stroke or against the background of chronically occurring degenerative-dystrophic diseases of large joints and spine. The results were compared in three groups for each studied high-tech tool the main, comparison and control. 81 patients were included in the study of the effectiveness of the use of the Visual Medicine program in patients with stroke. The effectiveness of the inclusion of the HTC Vive Focus Plus EEA virtual Reality System in the psychological correction of pain syndrome against the background of degenerative and dystrophic diseases was studied in 130 patients. The study of the possibility of using the PRAK hardware and software complex included 125 people with motor disorders: the consequences of stroke (n = 65) and the consequences of chronic degenerative-dystrophic diseases (n = 60). The basis for assessing the stability of indicators of higher efficiency of psychocorrective measures with the inclusion of immersive technologies in comparison with the comparison groups and control groups was the reliability of the results obtained at p 0.05. Results. With a high degree of confidence recorded a positive trend in relation to recovery all kinds of praxis in patients with movement disorders due to stroke, by using the Visual Medicine program; in the case of psychological correction of neuropathic and mixed pain in patients with chronic flowing RSD with the application of the HTC Vive Focus Plus EEA virtual Reality System; to achieve a stable positive dynamics in the correction of the psychoemotional state of patients with impaired motor functions-when the PRAK hardware and software complex is included in the relaxation mode in the complex of psychological rehabilitation. Conclusions. The clinical effectiveness of the use of immersive technologies in relation to the psychological consequences of motor disorders is shown, which makes a significant contribution to solving the problem of optimizing the work of a medical psychologist in a rehabilitation hospital.


2021 ◽  
Vol 13 ◽  
Author(s):  
Wei Teen Wong ◽  
Ngiap Chuan Tan ◽  
Jie En Lim ◽  
John Carson Allen ◽  
Wan Sian Lee ◽  
...  

Introduction: Dementia is increasingly prevalent globally. Existing questionnaire-based cognitive assessment tools may not comprehensively assess cognitive function and real-time task-performance across all cognitive domains. CAVIRE (Cognitive Assessment by VIrtual REality), a fully immersive virtual reality system incorporating automated audio-visual instructions and a scoring matrix was developed to assess the six cognitive domains, with potential to maintain consistency in execution of the testing environment and possibly time-saving in busy primary care practice.Aims: This is a feasibility study to compare the completion times of the questionnaire-based Montreal Cognitive Assessment (MoCA) and the CAVIRE in cognitively-healthy Asian adults aged between 35 and 74 years, overall, and in and across each 10-year age group (35–44; 45–54; 55–64; 65–74).Methods: A total of 100 participants with a MoCA score of 26 or more were recruited equally into the four 10-year age groups at a primary care clinic in Singapore. Completion time for the MoCA assessment for each participant was recorded. They were assessed using the CAVIRE, comprising 13 segments featuring common everyday activities assessing all six cognitive domains, and the completion time was also recorded through the embedded automated scoring and timing framework.Results: Completion time for CAVIRE as compared to MoCA was significantly (p < 0.01) shorter, overall (mean difference: 74.9 (SD) seconds) and in each age group. Younger, vs. older, participants completed both the MoCA and CAVIRE tasks in a shorter time. There was a greater variability in the completion time for the MoCA, most markedly in the oldest group, whereas completion time was less variable for the CAVIRE tasks in all age groups, with most consistency in the 45–54 year-age group.Conclusion: We demonstrate almost equivalent completion times for a VR and a questionnaire-based cognition assessment, with inter-age group variation in VR completion time synonymous to that in conventional screening methods. The CAVIRE has the potential to be an alternative screening modality for cognition in the primary care setting.


Electronics ◽  
2021 ◽  
Vol 10 (22) ◽  
pp. 2852
Author(s):  
Francisco Díaz-Barrancas ◽  
Halina Cwierz ◽  
Pedro J. Pardo

In virtual reality technology, it is necessary to develop improvements and apply new techniques that allow rapid progress and innovative development. Nowadays, virtual reality devices have not yet demonstrated the great potential they could develop in the future. One main reason for this is the lack of precision to represent three-dimensional scenarios with a similar solvency to what our visual system obtains from the real world. One of the main problems is the representation of images using the RGB color system. This digital colorimetry system has many limitations when it comes to representing faithful images. In this work we propose to develop a virtual reality environment incorporating hyperspectral textures into a virtual reality system. Based on these hyperspectral textures, the aim of our scientific contribution is to improve the fidelity of the chromatic representation, especially when the lighting conditions of the scenes and its precision are relevant. Therefore, we will present the steps followed to render three-dimensional objects with hyperspectral textures within a virtual reality scenario. Additionally, we will check the results obtained by applying such hyperspectral textures by calculating the chromaticity coordinates of known samples.


2021 ◽  
Vol 11 (22) ◽  
pp. 10767
Author(s):  
Otso Pietikäinen ◽  
Perttu Hämäläinen ◽  
Jaakko Lehtinen ◽  
Antti J. Karttunen

Virtual reality provides a powerful way to visualize the three-dimensional, atomic-level structures of molecules and materials. We present new virtual reality software for molecular modeling and for testing the use of virtual reality in organic chemistry education. The open-source software, named VRChem, was developed primarily for building, visualizing and manipulating organic molecules using a head-mounted virtual reality system. The design goal of the VRChem software was to create an easy-to-use and entertaining user experience for molecular modeling in virtual reality. We discuss the design and implementation of VRChem, together with real-life user experiences collected from students and academic research staff.


2021 ◽  
Vol 147 (11) ◽  
pp. 04021154
Author(s):  
Shiva Pooladvand ◽  
Hosein Taghaddos ◽  
Arash Eslami ◽  
Ala Nekouvaght Tak ◽  
Ulrich (Rick) Hermann

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