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Transforming Education with Photogrammetry:Creating Realistic 3D Objects for Augmented Reality Applications
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作者 Kaviyaraj Ravichandran Uma Mohan 《Computer Modeling in Engineering & Sciences》 SCIE EI 2025年第1期185-208,共24页
Augmented reality(AR)is an emerging dynamic technology that effectively supports education across different levels.The increased use of mobile devices has an even greater impact.As the demand for AR applications in ed... Augmented reality(AR)is an emerging dynamic technology that effectively supports education across different levels.The increased use of mobile devices has an even greater impact.As the demand for AR applications in education continues to increase,educators actively seek innovative and immersive methods to engage students in learning.However,exploring these possibilities also entails identifying and overcoming existing barriers to optimal educational integration.Concurrently,this surge in demand has prompted the identification of specific barriers,one of which is three-dimensional(3D)modeling.Creating 3D objects for augmented reality education applications can be challenging and time-consuming for the educators.To address this,we have developed a pipeline that creates realistic 3D objects from the two-dimensional(2D)photograph.Applications for augmented and virtual reality can then utilize these created 3D objects.We evaluated the proposed pipeline based on the usability of the 3D object and performance metrics.Quantitatively,with 117 respondents,the co-creation team was surveyed with openended questions to evaluate the precision of the 3D object created by the proposed photogrammetry pipeline.We analyzed the survey data using descriptive-analytical methods and found that the proposed pipeline produces 3D models that are positively accurate when compared to real-world objects,with an average mean score above 8.This study adds new knowledge in creating 3D objects for augmented reality applications by using the photogrammetry technique;finally,it discusses potential problems and future research directions for 3D objects in the education sector. 展开更多
关键词 Augmented reality education immersive learning 3D object creation PHOTOGRAMMETRY and StructureFromMotion
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Virtual reality based apps are the future of patient:Counseling
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作者 Ranjan K Behera Arvind K Morya +1 位作者 Parul C Gupta Arshi Singh 《World Journal of Clinical Cases》 SCIE 2025年第6期58-60,共3页
The use of virtual reality to educate preoperative patients has a positive impact on nurses as well as patients undergoing treatment.It can help improve patient satisfaction and improve favorable outcomes by reducing ... The use of virtual reality to educate preoperative patients has a positive impact on nurses as well as patients undergoing treatment.It can help improve patient satisfaction and improve favorable outcomes by reducing patient anxiety and proving adequate knowledge about the procedure and possible outcomes to the patient.It also reduces burden on nursing staff and counsellors.Larger and more diverse cohort studies will help us understand the wider application of this tool on the patient population.It may be difficult to apply this tool on elderly patients with failing eyesight,multiple physical comorbidities.Also,there may be reduced acceptance of this modality by older nursing staff and practitioners who may prefer the traditional verbal version for counselling.We will benefit from a combined approach of using virtual reality apps with tradition one-on-one counselling to help alleviate patient concerns and improve patient and healthcare professional satisfaction. 展开更多
关键词 NURSE PATIENT Virtual reality COUNSELLING Healthcare
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Application of virtual reality technology improves the functionality of brain networks in individuals experiencing pain
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作者 Takahiko Nagamine 《World Journal of Clinical Cases》 SCIE 2025年第3期66-68,共3页
Medical procedures are inherently invasive and carry the risk of inducing pain to the mind and body.Recently,efforts have been made to alleviate the discomfort associated with invasive medical procedures through the u... Medical procedures are inherently invasive and carry the risk of inducing pain to the mind and body.Recently,efforts have been made to alleviate the discomfort associated with invasive medical procedures through the use of virtual reality(VR)technology.VR has been demonstrated to be an effective treatment for pain associated with medical procedures,as well as for chronic pain conditions for which no effective treatment has been established.The precise mechanism by which the diversion from reality facilitated by VR contributes to the diminution of pain and anxiety has yet to be elucidated.However,the provision of positive images through VR-based visual stimulation may enhance the functionality of brain networks.The salience network is diminished,while the default mode network is enhanced.Additionally,the medial prefrontal cortex may establish a stronger connection with the default mode network,which could result in a reduction of pain and anxiety.Further research into the potential of VR technology to alleviate pain could lead to a reduction in the number of individuals who overdose on painkillers and contribute to positive change in the medical field. 展开更多
关键词 Virtual reality PAIN ANXIETY Salience network Default mode network
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Virtual reality tools for training in gastrointestinal endoscopy:A systematic review 被引量:1
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作者 Tuấn Quang Dương Jonathan Soldera 《Artificial Intelligence in Gastrointestinal Endoscopy》 2024年第2期41-54,共14页
BACKGROUND Virtual reality(VR)has emerged as an innovative technology in endoscopy training,providing a simulated environment that closely resembles real-life scenarios and offering trainees a valuable platform to acq... BACKGROUND Virtual reality(VR)has emerged as an innovative technology in endoscopy training,providing a simulated environment that closely resembles real-life scenarios and offering trainees a valuable platform to acquire and enhance their endoscopic skills.This systematic review will critically evaluate the effectiveness and feasibility of VR-based training compared to traditional methods.AIM To evaluate the effectiveness and feasibility of VR-based training compared to traditional methods.By examining the current state of the field,this review seeks to identify gaps,challenges,and opportunities for further research and implementation of VR in endoscopic training.METHODS The study is a systematic review,following the guidelines for reporting systematic reviews set out by the PRISMA statement.A comprehensive search command was designed and implemented and run in September 2023 to identify relevant studies available,from electronic databases such as PubMed,Scopus,Cochrane,and Google Scholar.The results were systematically reviewed.RESULTS Sixteen articles were included in the final analysis.The total number of participants was 523.Five studies focused on both upper endoscopy and colonoscopy training,two on upper endoscopy training only,eight on colonoscopy training only,and one on sigmoidoscopy training only.Gastrointestinal Mentor virtual endoscopy simulator was commonly used.Fifteen reported positive results,indicating that VR-based training was feasible and acceptable for endoscopy learners.VR technology helped the trainees enhance their skills in manipulating the endoscope,reducing the procedure time or increasing the technical accuracy,in VR scenarios and real patients.Some studies show that the patient discomfort level decreased significantly.However,some studies show there were no significant differences in patient discomfort and pain scores between VR group and other groups.CONCLUSION VR training is effective for endoscopy training.There are several well-designed randomized controlled trials with large sample sizes,proving the potential of this innovative tool.Thus,VR should be more widely adopted in endoscopy training.Furthermore,combining VR training with conventional methods could be a promising approach that should be implemented in training. 展开更多
关键词 Virtual reality Gastrointestinal endoscopy Systematic review Virtual reality training SIMULATION
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Digital twin-and extended reality-based telepresence for collaborative robot programming in the 6G perspective
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作者 Davide Calandra F.Gabriele Pratticò +2 位作者 Alberto Cannavò Claudio Casetti Fabrizio Lamberti 《Digital Communications and Networks》 SCIE CSCD 2024年第2期315-327,共13页
In the context of Industry 4.0,a paradigm shift from traditional industrial manipulators to Collaborative Robots(CRs)is ongoing,with the latter serving ever more closely humans as auxiliary tools in many production pr... In the context of Industry 4.0,a paradigm shift from traditional industrial manipulators to Collaborative Robots(CRs)is ongoing,with the latter serving ever more closely humans as auxiliary tools in many production processes.In this scenario,continuous technological advancements offer new opportunities for further innovating robotics and other areas of next-generation industry.For example,6G could play a prominent role due to its human-centric view of the industrial domains.In particular,its expected dependability features will pave the way for new applications exploiting highly effective Digital Twin(DT)-and eXtended Reality(XR)-based telepresence.In this work,a novel application for the above technologies allowing two distant users to collaborate in the programming of a CR is proposed.The approach encompasses demanding data flows(e.g.,point cloud-based streaming of collaborating users and robotic environment),with network latency and bandwidth constraints.Results obtained by analyzing this approach from the viewpoint of network requirements in a setup designed to emulate 6G connectivity indicate that the expected performance of forthcoming mobile networks will make it fully feasible in principle. 展开更多
关键词 6G Digital twin TELEPRESENCE Collaborative robots Industry 4.0 Augmented reality Virtual reality Point cloud streaming
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Virtual and augmented reality systems and three-dimensional printing of the renal model—novel trends to guide preoperative planning for renal cancer
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作者 Claudia-Gabriela Moldovanu 《Asian Journal of Urology》 CSCD 2024年第4期521-529,共9页
ObjectiveThis study aimed to explore the applications of three-dimensional (3D) technology, including virtual reality, augmented reality (AR), and 3D printing system, in the field of medicine, particularly in renal in... ObjectiveThis study aimed to explore the applications of three-dimensional (3D) technology, including virtual reality, augmented reality (AR), and 3D printing system, in the field of medicine, particularly in renal interventions for cancer treatment.MethodsA specialized software transforms 2D medical images into precise 3D digital models, facilitating improved anatomical understanding and surgical planning. Patient-specific 3D printed anatomical models are utilized for preoperative planning, intraoperative guidance, and surgical education. AR technology enables the overlay of digital perceptions onto real-world surgical environments.ResultsPatient-specific 3D printed anatomical models have multiple applications, such as preoperative planning, intraoperative guidance, trainee education, and patient counseling. Virtual reality involves substituting the real world with a computer-generated 3D environment, while AR overlays digitally created perceptions onto the existing reality. The advances in 3D modeling technology have sparked considerable interest in their application to partial nephrectomy in the realm of renal cancer. 3D printing, also known as additive manufacturing, constructs 3D objects based on computer-aided design or digital 3D models. Utilizing 3D-printed preoperative renal models provides benefits for surgical planning, offering a more reliable assessment of the tumor's relationship with vital anatomical structures and enabling better preparation for procedures. AR technology allows surgeons to visualize patient-specific renal anatomical structures and their spatial relationships with surrounding organs by projecting CT/MRI images onto a live laparoscopic video. Incorporating patient-specific 3D digital models into healthcare enhances best practice, resulting in improved patient care, increased patient satisfaction, and cost saving for the healthcare system. 展开更多
关键词 Three-dimensional model Three-dimensional printing Augmented reality Virtual reality
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Diminishing restrictive practices in psychiatric wards via virtual reality training:Old wine in a new bottle?
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作者 Yan Zeng Jun-Wen Zhang Jian Yang 《World Journal of Psychiatry》 SCIE 2024年第12期1783-1787,共5页
This editorial examines the application of virtual reality(VR)training to mitigate restrictive practices(RPs)within psychiatric facilities.RPs include physical restraints,seclusion,and chemical restraints,used to ensu... This editorial examines the application of virtual reality(VR)training to mitigate restrictive practices(RPs)within psychiatric facilities.RPs include physical restraints,seclusion,and chemical restraints,used to ensure patient safety but with varying usage rates across regions.In recent years,there has been a growing focus on the adverse effects of RPs on both healthcare workers and patients,leading to calls for its reduction.Previous research has shown the efficiency of VR training in RP reduction.This editorial will analyze the limitations of VR training in prior research aimed at reducing RP,emphasizing that the essence of RPs is a medical safety issue,calling for careful differentiation of the causes of RPs,and avoiding the use of AR technology as a"new bottle"for"old wine"to improve the quality and reproducibility of future research in this field. 展开更多
关键词 Virtual reality Virtual reality training Restrictive practices Questions INPATIENT Psychiatric wards
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Exploration of the Role of Virtual Reality and Augmented Reality in Revolutionizing Art Education
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作者 Xuhui Zhang 《Journal of Contemporary Educational Research》 2024年第11期288-304,共17页
Virtual reality(VR)and augmented reality(AR)technologies have become increasingly important instruments in the field of art education as information technology develops quickly,transforming the conventional art educat... Virtual reality(VR)and augmented reality(AR)technologies have become increasingly important instruments in the field of art education as information technology develops quickly,transforming the conventional art education approach.The present situation,benefits,difficulties,and potential development tendencies of VR and AR technologies in art education will be investigated in this study.By means of literature analysis and case studies,this paper presents the fundamental ideas of VR and AR technologies together with their several uses in art education,namely virtual museums,interactive art production,art history instruction,and distant art cooperation.The research examines how these technologies might improve students’immersion,raise their learning motivation,and encourage innovative ideas and multidisciplinary cooperation.Practical application concerns including technology costs,content production obstacles,user acceptance,privacy,and ethical questions also come under discussion.At last,the article offers ideas and suggestions to help VR and AR technologies be effectively integrated into art education through teacher training,curriculum design,technology infrastructure development,and multidisciplinary cooperation.This study offers useful advice for teachers of art as well as important references for legislators and technology developers working together to further the creative growth of art education. 展开更多
关键词 Virtual reality Augmented reality Arts education Technology applications Educational innovation
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Mixed reality head mounted displays for enhanced indoor point cloud segmentation with virtual seeds
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作者 Juan C.Navares-Vázquez Pedro Arias +1 位作者 Lucía Díaz-Vilarino Jesús Balado 《Resilient Cities and Structures》 2024年第3期43-52,共10页
Mixed Reality(MR)Head Mounted Displays(HMDs)offer a hitherto underutilized set of advantages compared to conventional 3D scanners.These benefits,inherent to MR-HMDs albeit not originally intended for such appli-cation... Mixed Reality(MR)Head Mounted Displays(HMDs)offer a hitherto underutilized set of advantages compared to conventional 3D scanners.These benefits,inherent to MR-HMDs albeit not originally intended for such appli-cations,encompass the freedom of hand movement,hand tracking capabilities,and real-time mesh visualization.This study leverages these attributes to enhance indoor scanning process.The primary innovation lies in the con-ceptualization of manual-positioned MR virtual seeds for the purpose of indoor point cloud segmentation via a region-growing approach.The proposed methodology is effectively implemented using the HoloLens 2 platform.An application is designed to enable the remote placement of virtual tags based on the user’s visual focus on the MR-HMD display.This non-intrusive interface is further enriched with expedited tag saving and deletion functionalities,as well as augmented tag visualization through overlaying them on real-world objects.To assess the practicality of the proposed method,a comprehensive real-world case study spanning an area of 330 s^(2) is conducted.Remarkably,the survey demonstrates remarkable efficiency,with 20 virtual tags swiftly deployed,each requiring a mere 2 s for precise positioning.Subsequently,these virtual tags are employed as seeds in a region-growing algorithm for point cloud segmentation.The accuracy of virtual tag positioning is found to be exceptional,with an average error of 2.4±1.8 cm.Importantly,the user experience is significantly enhanced,leading to improved seed positioning and,consequently,more accurate final segmentation results. 展开更多
关键词 Augmented reality eXtended reality Handheld mobile laser scanning Region growing Semantic segmentation
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Augmented Reality Marketing:Breakthroughs and Opportunities
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作者 Limin Niu 《Proceedings of Business and Economic Studies》 2024年第5期234-238,共5页
The impact of augmented reality(AR)technology on consumer behavior has increasingly attracted academic attention.While early research has provided valuable insights,many challenges remain.This article reviews recent s... The impact of augmented reality(AR)technology on consumer behavior has increasingly attracted academic attention.While early research has provided valuable insights,many challenges remain.This article reviews recent studies,analyzing AR’s technical features,marketing concepts,and action mechanisms from a consumer perspective.By refining existing frameworks and introducing a new model based on situation awareness theory,the paper offers a deeper exploration of AR marketing.Finally,it proposes directions for future research in this emerging field. 展开更多
关键词 Augmented reality Augmented reality marketing Situation awareness
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Virtual reality for preoperative patient education: Impact on satisfaction, usability, and burnout from the perspective of new nurses 被引量:3
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作者 Jiyoung Kim Donghyun Kim +1 位作者 Sang-Ha Oh Hyeokjae Kwon 《World Journal of Clinical Cases》 SCIE 2024年第28期6204-6216,共13页
BACKGROUND Traditional paper-based preoperative patient education is a struggle for new nurses and requires extensive training.In this situation,virtual reality technology can help the new nurses.Despite its potential... BACKGROUND Traditional paper-based preoperative patient education is a struggle for new nurses and requires extensive training.In this situation,virtual reality technology can help the new nurses.Despite its potential benefits,there are studies on patient satisfaction but there is limited information on the usability of virtual reality(VR)technology for new nurses in giving preoperative education to patients.AIM To investigate the impact on satisfaction,usability,and burnout of a system using VR technology in preoperative patient education.METHODS The study involved 20 nurses from the plastic surgery ward and 80 patients admitted between April and May 2019.Each nurse taught four patients:Two using traditional verbal education and two using virtual reality.The System Usability Scale,After-Scenario Questionnaire,and Maslach Burnout Inventory(MBI)were employed to evaluate the impact of these education methods.RESULTS The VR education groups showed a statistically higher satisfaction than the traditional verbal education groups.Among the three subscales of the MBI,emotional exhaustion and personal accomplishment improved statistically significantly.VR was also better in terms of usability.CONCLUSION This study suggests VR enhances usability and reduces burnout in nurses,but further research is needed to assess its impact on depersonalization and objective measures like stress and heart rate. 展开更多
关键词 Virtual reality Preoperative care Patient education BURNOUT USABILITY SATISFACTION Prospective studies
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Breaking the optical efficiency limit of virtual reality with a nonreciprocal polarization rotator 被引量:1
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作者 Yuqiang Ding Zhenyi Luo +1 位作者 Garimagai Borjigin Shin-Tson Wu 《Opto-Electronic Advances》 SCIE EI CAS CSCD 2024年第3期4-14,共11页
A catadioptric lens structure,also known as pancake lens,has been widely used in virtual reality(VR)displays to reduce the formfactor.However,the utilization of a half mirror(HM)to fold the optical path thrice leads t... A catadioptric lens structure,also known as pancake lens,has been widely used in virtual reality(VR)displays to reduce the formfactor.However,the utilization of a half mirror(HM)to fold the optical path thrice leads to a significant optical loss.The theoretical maximum optical efficiency is merely 25%.To transcend this optical efficiency constraint while retaining the foldable characteristic inherent to traditional pancake optics,in this paper,we propose a theoretically lossless folded optical system to replace the HM with a nonreciprocal polarization rotator.In our feasibility demonstration experiment,we used a commercial Faraday rotator(FR)and reflective polarizers to replace the lossy HM.The theoretically predicted 100%efficiency can be achieved approximately by using two high-extinction-ratio reflective polarizers.In addition,we evaluated the ghost images using a micro-OLED panel in our imaging system.Indeed,the ghost images can be suppressed to undetectable level if the optics are with antireflection coating.Our novel pancake optical system holds great potential for revolutionizing next-generation VR displays with lightweight,compact formfactor,and low power consumption. 展开更多
关键词 near-eye display virtual reality pancake optics folded optics nonreciprocal polarization rotator
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Tree: Reducing the use of restrictive practices on psychiatric wards through virtual reality immersive technology training 被引量:1
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作者 Peter Phiri Laura Pemberton +8 位作者 Yang Liu Xiaojie Yang Joe Salmon Isabel Boulter Sana Sajid Jackie Clarke Andy McMillan Jian Qing Shi Gayathri Delanerolle 《World Journal of Psychiatry》 SCIE 2024年第10期1521-1537,共17页
BACKGROUND Restrictive practices(RPs)are defined by measures linked to physical and chemical restraints to reduce the movement or control behaviours during any emergency.Seclusion is an equal part of RPs intended to i... BACKGROUND Restrictive practices(RPs)are defined by measures linked to physical and chemical restraints to reduce the movement or control behaviours during any emergency.Seclusion is an equal part of RPs intended to isolate and reduce the sensory stimulation to safeguard the patient and those within the vicinity.Using interventions by way of virtual reality(VR)could assist with reducing the need for RPs as it could help reduce anxiety or agitation by way of placing users into realistic and immersive environments.This could also aid staff to and change current RPs.AIM To assess the feasibility and effectiveness of using a VR platform to provide reduction in RP training.METHODS A randomised controlled feasibility study,accompanied by evaluations at 1 month and 6 months,was conducted within inpatient psychiatric wards at Southern Health National Health Service Foundation Trust,United Kingdom.Virti VR scenarios were used on VR headsets to provide training on reducing RPs in 3 inpatient psychiatric wards.Outcome measures included general self-efficacy scale,generalised anxiety disorder assessment 7(GAD-7),Burnout Assessment Tool 12,the Everyday Discrimination Scale,and the Compassionate Engagement and Action Scale.RESULTS Findings revealed statistically significant differences between the VR and treatment as usual groups,in the Everyday Discrimination Scale items Q8 and Q9:P=0.023 and P=0.040 respectively,indicating higher levels of perceived discrimination in the VR group.There were no significant differences between groups in terms of general self-efficacy,generalised anxiety disorder assessment 9,and Burnout Assessment Tool 12 scores.A significant difference was observed within the VR group for compassionate engagement from others(P=0.005)over time.Most respondents recorded System Usability Scale scores above 70,with an average score of 71.79.There was a significant reduction in rates of RPs in the VR group vs treatment as usual group with a fluctuating variability observed in the VR group likely due to external factors not captured in the study.CONCLUSION Ongoing advancement of VR technology enables the possibility of creating scenarios and simulations tailored to healthcare environments that empower staff by providing more comprehensive and effective training for handling situations. 展开更多
关键词 Virtual reality Restrictive practices Inpatient wards Restraint Isolation Rapid tranquilisation Covert medication Procedural restrictions Health professions training
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Ultracompact and high-efficiency liquid-crystalon-silicon light engines for augmented reality glasses
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作者 Zhenyi Luo Yuqiang Ding +3 位作者 Fenglin Peng Guohua Wei Yun Wang Shin-Tson Wu 《Opto-Electronic Advances》 SCIE EI CAS CSCD 2024年第10期15-26,共12页
In lightweight augmented reality(AR)glasses,the light engines must be very compact while keeping a high optical efficiency to enable longtime comfortable wearing and high ambient contrast ratio.“Liquid-crystal-on-sil... In lightweight augmented reality(AR)glasses,the light engines must be very compact while keeping a high optical efficiency to enable longtime comfortable wearing and high ambient contrast ratio.“Liquid-crystal-on-silicon(LCoS)or micro-LED,who wins?”is recently a heated debate question.Conventional LCoS system is facing tremendous challenges due to its bulky illumination systems;it often incorporates a bulky polarizing beam splitter(PBS)cube.To minimize the formfactor of an LCoS system,here we demonstrate an ultracompact illumination system consisting of an in-coupling prism,and a light guide plate with multiple parallelepiped extraction prisms.The overall module volume including the illumination optics and an LCoS panel(4.4-μm pixel pitch and 1024x1024 resolution elements),but excluding the projection optics,is merely 0.25 cc(cm3).Yet,our system exhibits an excellent illuminance uniformity and an impressive optical efficiency(36%–41%for a polarized input light).Such an ultracompact and high-efficiency LCoS illumination system is expected to revolutionize the next-generation AR glasses. 展开更多
关键词 liquid-crystal-on-silicon light guide plate illumination system augmented reality
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Leveraging Augmented Reality,Semantic-Segmentation,and VANETs for Enhanced Driver’s Safety Assistance
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作者 Sitara Afzal Imran Ullah Khan +1 位作者 Irfan Mehmood Jong Weon Lee 《Computers, Materials & Continua》 SCIE EI 2024年第1期1443-1460,共18页
Overtaking is a crucial maneuver in road transportation that requires a clear view of the road ahead.However,limited visibility of ahead vehicles can often make it challenging for drivers to assess the safety of overt... Overtaking is a crucial maneuver in road transportation that requires a clear view of the road ahead.However,limited visibility of ahead vehicles can often make it challenging for drivers to assess the safety of overtaking maneuvers,leading to accidents and fatalities.In this paper,we consider atrous convolution,a powerful tool for explicitly adjusting the field-of-view of a filter as well as controlling the resolution of feature responses generated by Deep Convolutional Neural Networks in the context of semantic image segmentation.This article explores the potential of seeing-through vehicles as a solution to enhance overtaking safety.See-through vehicles leverage advanced technologies such as cameras,sensors,and displays to provide drivers with a real-time view of the vehicle ahead,including the areas hidden from their direct line of sight.To address the problems of safe passing and occlusion by huge vehicles,we designed a see-through vehicle system in this study,we employed a windshield display in the back car together with cameras in both cars.The server within the back car was used to segment the car,and the segmented portion of the car displayed the video from the front car.Our see-through system improves the driver’s field of vision and helps him change lanes,cross a large car that is blocking their view,and safely overtake other vehicles.Our network was trained and tested on the Cityscape dataset using semantic segmentation.This transparent technique will instruct the driver on the concealed traffic situation that the front vehicle has obscured.For our findings,we have achieved 97.1% F1-score.The article also discusses the challenges and opportunities of implementing see-through vehicles in real-world scenarios,including technical,regulatory,and user acceptance factors. 展开更多
关键词 Overtaking safety augmented reality VANET V2V deep learning
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Investigation of Inside-Out Tracking Methods for Six Degrees of Freedom Pose Estimation of a Smartphone in Augmented Reality
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作者 Chanho Park Takefumi Ogawa 《Computers, Materials & Continua》 SCIE EI 2024年第5期3047-3065,共19页
Six degrees of freedom(6DoF)input interfaces are essential formanipulating virtual objects through translation or rotation in three-dimensional(3D)space.A traditional outside-in tracking controller requires the instal... Six degrees of freedom(6DoF)input interfaces are essential formanipulating virtual objects through translation or rotation in three-dimensional(3D)space.A traditional outside-in tracking controller requires the installation of expensive hardware in advance.While inside-out tracking controllers have been proposed,they often suffer from limitations such as interaction limited to the tracking range of the sensor(e.g.,a sensor on the head-mounted display(HMD))or the need for pose value modification to function as an input interface(e.g.,a sensor on the controller).This study investigates 6DoF pose estimation methods without restricting the tracking range,using a smartphone as a controller in augmented reality(AR)environments.Our approach involves proposing methods for estimating the initial pose of the controller and correcting the pose using an inside-out tracking approach.In addition,seven pose estimation algorithms were presented as candidates depending on the tracking range of the device sensor,the tracking method(e.g.,marker recognition,visual-inertial odometry(VIO)),and whether modification of the initial pose is necessary.Through two experiments(discrete and continuous data),the performance of the algorithms was evaluated.The results demonstrate enhanced final pose accuracy achieved by correcting the initial pose.Furthermore,the importance of selecting the tracking algorithm based on the tracking range of the devices and the actual input value of the 3D interaction was emphasized. 展开更多
关键词 SMARTPHONE inside-out tracking 6DoF pose 3D interaction augmented reality
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Chemical simulation teaching system based on virtual reality and gesture interaction
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作者 Dengzhen LU Hengyi LI +2 位作者 Boyu QIU Siyuan LIU Shuhan QI 《虚拟现实与智能硬件(中英文)》 EI 2024年第2期148-168,共21页
Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based ... Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based on virtual reality and gesture interaction.Methods The parameters of the models were obtained through actual investigation,whereby Blender and 3DS MAX were used to model and import these parameters into a physics engine.By establishing an interface for the physics engine,gesture interaction hardware,and virtual reality(VR)helmet,a highly realistic chemical experiment environment was created.Using code script logic,particle systems,as well as other systems,chemical phenomena were simulated.Furthermore,we created an online teaching platform using streaming media and databases to address the problems of distance teaching.Results The proposed system was evaluated against two mainstream products in the market.In the experiments,the proposed system outperformed the other products in terms of fidelity and practicality.Conclusions The proposed system which offers realistic simulations and practicability,can help improve the high school chemistry experimental education. 展开更多
关键词 Chemical experiment simulation Gesture interaction Virtual reality Model establishment Process control Streaming media DATABASE
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Towards engineering a portable platform for laparoscopic pre-training in virtual reality with haptic feedback
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作者 Hans-Georg ENKLER Wolfgang KUNERT +4 位作者 Stefan PFEFFER Kai-Jonas BOCK Steffen AXT Jonas JOHANNINK Christoph REICH 《虚拟现实与智能硬件(中英文)》 EI 2024年第2期83-99,共17页
Background Laparoscopic surgery is a surgical technique in which special instruments are inserted through small incision holes inside the body.For some time,efforts have been made to improve surgical pre training thro... Background Laparoscopic surgery is a surgical technique in which special instruments are inserted through small incision holes inside the body.For some time,efforts have been made to improve surgical pre training through practical exercises on abstracted and reduced models.Methods The authors strive for a portable,easy to use and cost-effective Virtual Reality-based(VR)laparoscopic pre-training platform and therefore address the question of how such a system has to be designed to achieve the quality of today's gold standard using real tissue specimens.Current VR controllers are limited regarding haptic feedback.Since haptic feedback is necessary or at least beneficial for laparoscopic surgery training,the platform to be developed consists of a newly designed prototype laparoscopic VR controller with haptic feedback,a commercially available head-mounted display,a VR environment for simulating a laparoscopic surgery,and a training concept.Results To take full advantage of benefits such as repeatability and cost-effectiveness of VR-based training,the system shall not require a tissue sample for haptic feedback.It is currently calculated and visually displayed to the user in the VR environment.On the prototype controller,a first axis was provided with perceptible feedback for test purposes.Two of the prototype VR controllers can be combined to simulate a typical both-handed use case,e.g.,laparoscopic suturing.A Unity based VR prototype allows the execution of simple standard pre-trainings.Conclusions The first prototype enables full operation of a virtual laparoscopic instrument in VR.In addition,the simulation can compute simple interaction forces.Major challenges lie in a realistic real-time tissue simulation and calculation of forces for the haptic feedback.Mechanical weaknesses were identified in the first hardware prototype,which will be improved in subsequent versions.All degrees of freedom of the controller are to be provided with haptic feedback.To make forces tangible in the simulation,characteristic values need to be determined using real tissue samples.The system has yet to be validated by cross-comparing real and VR haptics with surgeons. 展开更多
关键词 Laparoscopic surgery Training Virtual reality CONTROLLER Haptic feedback Kinesthetic skills
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Enhancing preoperative patient education through virtual reality:A leap forward in nursing practice
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作者 Mainak Roy 《World Journal of Clinical Cases》 SCIE 2024年第34期6744-6747,共4页
Integration of virtual reality(VR)technology into preoperative patient education has shown potential to improve nursing practice.The study by Kim et al examines the impact of VR on nurse satisfaction,usability,and bur... Integration of virtual reality(VR)technology into preoperative patient education has shown potential to improve nursing practice.The study by Kim et al examines the impact of VR on nurse satisfaction,usability,and burnout.A prospective study involving 20 nurses and 80 patients was conducted,comparing traditional paper-based education with VR-based education in the plastic surgery ward at Chungnam National University Hospital.Findings demonstrated that VR significantly enhanced satisfaction and usability among nurses,while also reducing emotional exhaustion,a critical factor in nurse burnout.Consistency in education quality was also improved,ensuring uniform patient care.These results underscore the importance of VR in reducing the stress of repetitive tasks,improving job satisfaction,and potentially enhancing nurse retention.Future research should explore the broader applications of VR in healthcare and address the logistical challenges of integrating this technology into routine clinical practice.The study by Kim et al highlights VR’s transformative potential in preoperative education for both patients and healthcare providers. 展开更多
关键词 Virtual reality Preoperative education Nurse satisfaction USABILITY BURNOUT
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Survey of neurocognitive disorder detection methods based on speech, visual, and virtual reality technologies
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作者 Tian ZHENG Xinheng WANG +6 位作者 Xiaolan PENG Ning SU Tianyi XU Xurong XIE Jin HUANG Lun XIE Feng TIAN 《虚拟现实与智能硬件(中英文)》 EI 2024年第6期421-472,共52页
The global trend of population aging poses significant challenges to society and healthcare systems,particularly because of neurocognitive disorders(NCDs)such as Parkinson's disease(PD)and Alzheimer's disease(... The global trend of population aging poses significant challenges to society and healthcare systems,particularly because of neurocognitive disorders(NCDs)such as Parkinson's disease(PD)and Alzheimer's disease(AD).In this context,artificial intelligence techniques have demonstrated promising potential for the objective assessment and detection of NCDs.Multimodal contactless screening technologies,such as speech-language processing,computer vision,and virtual reality,offer efficient and convenient methods for disease diagnosis and progression tracking.This paper systematically reviews the specific methods and applications of these technologies in the detection of NCDs using data collection paradigms,feature extraction,and modeling approaches.Additionally,the potential applications and future prospects of these technologies for the detection of cognitive and motor disorders are explored.By providing a comprehensive summary and refinement of the extant theories,methodologies,and applications,this study aims to facilitate an in-depth understanding of these technologies for researchers,both within and outside the field.To the best of our knowledge,this is the first survey to cover the use of speech-language processing,computer vision,and virtual reality technologies for the detection of NSDs. 展开更多
关键词 Neurocognitive disorder Speech-language Computer vision Virtual reality Artificial intelligence
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