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Virtual reality tools for training in gastrointestinal endoscopy:A systematic review
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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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Breaking the optical efficiency limit of virtual reality with a nonreciprocal polarization rotator
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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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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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Personalized assessment and training of neurosurgical skills in virtual reality:An interpretable machine learning approach
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作者 Fei LI Zhibao QIN +3 位作者 Kai QIAN Shaojun LIANG Chengli LI Yonghang TAI 《虚拟现实与智能硬件(中英文)》 EI 2024年第1期17-29,共13页
Background Virtual reality technology has been widely used in surgical simulators,providing new opportunities for assessing and training surgical skills.Machine learning algorithms are commonly used to analyze and eva... Background Virtual reality technology has been widely used in surgical simulators,providing new opportunities for assessing and training surgical skills.Machine learning algorithms are commonly used to analyze and evaluate the performance of participants.However,their interpretability limits the personalization of the training for individual participants.Methods Seventy-nine participants were recruited and divided into three groups based on their skill level in intracranial tumor resection.Data on the use of surgical tools were collected using a surgical simulator.Feature selection was performed using the Minimum Redundancy Maximum Relevance and SVM-RFE algorithms to obtain the final metrics for training the machine learning model.Five machine learning algorithms were trained to predict the skill level,and the support vector machine performed the best,with an accuracy of 92.41%and Area Under Curve value of 0.98253.The machine learning model was interpreted using Shapley values to identify the important factors contributing to the skill level of each participant.Results This study demonstrates the effectiveness of machine learning in differentiating the evaluation and training of virtual reality neurosurgical performances.The use of Shapley values enables targeted training by identifying deficiencies in individual skills.Conclusions This study provides insights into the use of machine learning for personalized training in virtual reality neurosurgery.The interpretability of the machine learning models enables the development of individualized training programs.In addition,this study highlighted the potential of explanatory models in training external skills. 展开更多
关键词 Machine learning NEUROSURGERY Shapley values virtual reality Human-robot interaction
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Research on Visualization and Interactive Design of Plant Configuration Virtual Reality in the Context of Digitalization
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作者 Qiufan Xie 《Journal of Architectural Research and Development》 2024年第3期53-62,共10页
This study aims to explore the application of digital technology in landscape design,focusing on the research of virtual reality visualization and interactive design in the process of plant configuration.Through an in... This study aims to explore the application of digital technology in landscape design,focusing on the research of virtual reality visualization and interactive design in the process of plant configuration.Through an in-depth analysis of digital technology,the study outlines its important role in landscape design,especially in the application of plant configuration.The current application status of virtual reality technology in landscape design is discussed,as well as how interactive design can enhance user experience and participation.Furthermore,the achievements and challenges of digital technology in landscape design are summarized.Finally,it proposes future research directions and suggestions,aiming to provide new ideas and methods for practice and research in the field of landscape design and promote the further application and development of digital technology in landscape design. 展开更多
关键词 lization Plant configuration virtual reality VISUALIZATION Interactive design
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Review of Digital Campus Construction Led by Virtual Reality Technology
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作者 Jiaxuan Tang Yalin Lin Xinmin Hu 《Journal of Electronic Research and Application》 2024年第3期148-154,共7页
In recent years,the government has issued a series of documents to promote the construction of digital campuses.This initiative serves to encourage the deep integration of information technology and intelligent techno... In recent years,the government has issued a series of documents to promote the construction of digital campuses.This initiative serves to encourage the deep integration of information technology and intelligent technology education and digital reform,the combination of virtual reality and campus management is the need for innovative thinking and economic and social development,and then better change our learning style and living environment.The construction of the digital campus is based on virtual reality technology,BIM,GIS,and three-dimensional modeling technology to provide an immersive platform for students,promote the integration of virtual reality technology and education,help teachers,students,and parents to understand all kinds of education information and resources,to achieve their interoperability.From the off-campus environment to the school teaching equipment,teachers to teaching quality certification,and learning,to extracurricular entertainment,opening ceremonies to graduation parties,to bring more efficient,convenient,and safe campus life for teachers,students,and staff in school,and break the traditional information restrictions. 展开更多
关键词 Digital campus virtual reality technology BIM GIS 3D modeling
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Analysis of the Application Value of Virtual Reality Combined with Flipped Classroom Teaching Mode in Cardiopulmonary Resuscitation Teaching
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作者 Hua Liu 《Journal of Contemporary Educational Research》 2024年第5期154-159,共6页
Objective:To analyze the value of using virtual reality combined with the flipped classroom teaching model in teaching cardiopulmonary resuscitation(CPR).Methods:Two classes of our nursing program were randomly select... Objective:To analyze the value of using virtual reality combined with the flipped classroom teaching model in teaching cardiopulmonary resuscitation(CPR).Methods:Two classes of our nursing program were randomly selected for the study from September 2022 to September 2023,Class A(52 students,conventional teaching method)and Class B(52 students,virtual reality combined with flipped classroom teaching mode).The assessment scores and independent learning ability scores of the students in the two classes were compared.Results:CPR theory and operation scores,passing rate,and independent learning ability scores of Class B were higher than those of Class A(P<0.05).Conclusion:the use of virtual reality combined with the flipped classroom teaching mode in CPR teaching is conducive to the improvement of students’assessment scores and independent learning ability. 展开更多
关键词 virtual reality Flipped classroom teaching mode Cardiopulmonary resuscitation Assessment performance Independent learning ability
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Discussion on the Construction and Application of Virtual Reality-Based Curriculum Resources for Kindergarten Education
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作者 Wei Yao Deyang Liu 《Journal of Contemporary Educational Research》 2024年第4期114-119,共6页
The construction of early childhood curriculum resources serves as a vital vehicle and precondition for the implementation of collective teaching activities in kindergartens.However,traditional curriculum resources ba... The construction of early childhood curriculum resources serves as a vital vehicle and precondition for the implementation of collective teaching activities in kindergartens.However,traditional curriculum resources based on graphic language or the linguistic descriptions of early childhood educators often fail to provide children with an immersive experience during collective teaching activities,leading to a lack of initiative and interest in learning.This paper discusses the methods for building a kindergarten curriculum resource library and,based on this foundation,employs virtual reality technology for three-dimensional modeling of the library to enrich the curriculum resources in kindergartens.Furthermore,this paper proposes to train early childhood educators in virtual reality technology to enhance their abilities to operate and utilize virtual reality equipment,which can emphasize the children’s central role in the learning process,better achieve educational goals,and improve teaching outcomes. 展开更多
关键词 virtual reality Curriculum resources Kindergarten education Preschool children
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Academic Stress Assessment Using Virtual Reality as an Educational Tool in Spine Surgery
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作者 Diana Chávez Lizárraga Jesús Alberto Pérez Contreras +4 位作者 Fernando Alvarado Gómez Evelyn Quintero Medina Emmanuel Cantú Chávez Iván Ulises Sámano López Ana Sofía Peña Blesa 《Open Journal of Modern Neurosurgery》 2024年第2期114-123,共10页
Introduction: The evaluation of academic stress in medical students and residents is a topic of significant interest, given the considerable challenges they face during their learning process with traditional teaching... Introduction: The evaluation of academic stress in medical students and residents is a topic of significant interest, given the considerable challenges they face during their learning process with traditional teaching methods. The use of technologies like virtual reality presents an opportunity to enhance their skills through simulations and training. The main objective of this study is to qualitatively assess the stress levels experienced by medical students and residents by integrating virtual reality into their current learning methods, aiming to improve their ability to manage stressors in their practice. Material and Methods: A questionnaire was conducted with 12 medical students and 12 Traumatology and orthopedics residents. The purpose of the questionnaire was to evaluate the levels of academic stress using the SISCO inventory. The stress levels were calculated by transforming average values into percentages, and the following criteria were assigned: 0 to 33% for Mild Stress, 34 to 66% for Moderate Stress, and 67 to 100% for Deep Stress. Then, a virtual reality class focused on spine surgery was provided. Both medical students and residents were trained using the Non Nocere SharpSurgeon software platform and Oculus Quest 2 virtual reality glasses. At the end of the session, a second questionnaire related to the practice with virtual reality was conducted with the same evaluation criteria and a comparative analysis was carried out. Results: 12 undergraduate students from Hospital Angeles Mexico, CDMX and 12 traumatology and orthopedics residents at Hospital Santa Fe, Bogota were evaluated. The students in CDMX reported an average qualitative stress of 28.50% during habitual practices, which decreased to an average of 14.67% after virtual reality practice. Residents in Bogotá experienced an average qualitative stress of 30.50% with their current learning methods but this reduced to an average of 13.92% after using virtual reality. These findings indicate that the use of virtual reality has a positive impact on reducing stress levels qualitatively. Conclusions: The use of virtual reality as a learning method for medical students and residents qualitatively improves stress levels. Further studies are required to define the potential uses of Virtual Reality to improve learning methods and emotional state in medical students and residents and for a quantitative assessment to validate the training as certified learning methods. 展开更多
关键词 virtual reality Academic Stress Learning Strategies Spine Surgery Training
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Research and Application of Caideng Model Rendering Technology for Virtual Reality
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作者 Xuefeng Wang Yadong Wu +1 位作者 Yan Luo Dan Luo 《Journal of Computer and Communications》 2024年第4期95-110,共16页
With the development of virtual reality (VR) technology, more and more industries are beginning to integrate with VR technology. In response to the problem of not being able to directly render the lighting effect of C... With the development of virtual reality (VR) technology, more and more industries are beginning to integrate with VR technology. In response to the problem of not being able to directly render the lighting effect of Caideng in digital Caideng scenes, this article analyzes the lighting model. It combines it with the lighting effect of Caideng scenes to design an optimized lighting model algorithm that fuses the bidirectional transmission distribution function (BTDF) model. This algorithm can efficiently render the lighting effect of Caideng models in a virtual environment. And using image optimization processing methods, the immersive experience effect on the VR is enhanced. Finally, a Caideng roaming interactive system was designed based on this method. The results show that the frame rate of the system is stable during operation, maintained above 60 fps, and has a good immersive experience. 展开更多
关键词 virtual reality Caideng Model Lighting Model Point Light Rendering
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Adaptive navigation assistance based on eye movement features in virtual reality 被引量:1
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作者 Song ZHAO Shiwei CHENG 《Virtual Reality & Intelligent Hardware》 2023年第3期232-248,共17页
Background Navigation assistance is essential for users when roaming virtual reality scenes;however,the traditional navigation method requires users to manually request a map for viewing,which leads to low immersion a... Background Navigation assistance is essential for users when roaming virtual reality scenes;however,the traditional navigation method requires users to manually request a map for viewing,which leads to low immersion and poor user experience.Methods To address this issue,we first collected data on who required navigation assistance in a virtual reality environment,including various eye movement features,such as gaze fixation,pupil size,and gaze angle.Subsequently,we used the boosting-based XGBoost algorithm to train a prediction model and finally used it to predict whether users require navigation assistance in a roaming task.Results After evaluating the performance of the model,the accuracy,precision,recall,and F1-score of our model reached approximately 95%.In addition,by applying the model to a virtual reality scene,an adaptive navigation assistance system based on the real-time eye movement data of the user was implemented.Conclusions Compared with traditional navigation assistance methods,our new adaptive navigation assistance method could enable the user to be more immersive and effective while roaming in a virtual reality(VR)environment. 展开更多
关键词 Eye movement NAVIGATION Human-computer interaction virtual reality Eye tracking
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Exploring the use of virtual reality in surgical education 被引量:1
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作者 Georgios Ntakakis Christina Plomariti +3 位作者 Christos Frantzidis Panagiotis E Antoniou Panagiotis D Bamidis Georgios Tsoulfas 《World Journal of Transplantation》 2023年第2期36-43,共8页
Virtual reality(VR)technologies have rapidly developed in the past few years.The most common application of the technology,apart from gaming,is for educational purposes.In the field of healthcare,VR technologies have ... Virtual reality(VR)technologies have rapidly developed in the past few years.The most common application of the technology,apart from gaming,is for educational purposes.In the field of healthcare,VR technologies have been applied in several areas.Among them is surgical education.With the use of VR,surgical pathways along with the training of surgical skills can be explored safely,in a cost-effective manner.The aim of this mini-review was to explore the use of VR in surgical education and in the 3D reconstruction of internal organs and viable surgical pathways.Finally,based on the outcomes of the included studies,an ecosystem for the implementation of surgical training was proposed. 展开更多
关键词 Surgical education virtual reality Abdominal surgery SIMULATION
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Nanomaterial-based flexible sensors for metaverse and virtual reality applications
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作者 Jianfei Wang Jiao Suo +2 位作者 Zhengxun Song Wen Jung Li Zuobin Wang 《International Journal of Extreme Manufacturing》 SCIE EI CAS CSCD 2023年第3期407-439,共33页
Nanomaterial-based flexible sensors(NMFSs)can be tightly attached to the human skin or integrated with clothing to monitor human physiological information,provide medical data,or explore metaverse spaces.Nanomaterials... Nanomaterial-based flexible sensors(NMFSs)can be tightly attached to the human skin or integrated with clothing to monitor human physiological information,provide medical data,or explore metaverse spaces.Nanomaterials have been widely incorporated into flexible sensors due to their facile processing,material compatibility,and unique properties.This review highlights the recent advancements in NMFSs involving various nanomaterial frameworks such as nanoparticles,nanowires,and nanofilms.Different triggering interaction interfaces between NMFSs and metaverse/virtual reality(VR)applications,e.g.skin-mechanics-triggered,temperature-triggered,magnetically triggered,and neural-triggered interfaces,are discussed.In the context of interfacing physical and virtual worlds,machine learning(ML)has emerged as a promising tool for processing sensor data for controlling avatars in metaverse/VR worlds,and many ML algorithms have been proposed for virtual interaction technologies.This paper discusses the advantages,disadvantages,and prospects of NMFSs in metaverse/VR applications. 展开更多
关键词 flexible sensors metaverse virtual reality human-computer interaction machine learning
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Real Objects Understanding Using 3D Haptic Virtual Reality for E-Learning Education
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作者 Samia Allaoua Chelloug Hamid Ashfaq +4 位作者 Suliman A.Alsuhibany Mohammad Shorfuzzaman Abdulmajeed Alsufyani Ahmad Jalal Jeongmin Park 《Computers, Materials & Continua》 SCIE EI 2023年第1期1607-1624,共18页
In the past two decades,there has been a lot of work on computer vision technology that incorporates many tasks which implement basic filtering to image classification.Themajor research areas of this field include obj... In the past two decades,there has been a lot of work on computer vision technology that incorporates many tasks which implement basic filtering to image classification.Themajor research areas of this field include object detection and object recognition.Moreover,wireless communication technologies are presently adopted and they have impacted the way of education that has been changed.There are different phases of changes in the traditional system.Perception of three-dimensional(3D)from two-dimensional(2D)image is one of the demanding tasks.Because human can easily perceive but making 3D using software will take time manually.Firstly,the blackboard has been replaced by projectors and other digital screens so such that people can understand the concept better through visualization.Secondly,the computer labs in schools are now more common than ever.Thirdly,online classes have become a reality.However,transferring to online education or e-learning is not without challenges.Therefore,we propose a method for improving the efficiency of e-learning.Our proposed system consists of twoand-a-half dimensional(2.5D)features extraction using machine learning and image processing.Then,these features are utilized to generate 3D mesh using ellipsoidal deformation method.After that,3D bounding box estimation is applied.Our results show that there is a need to move to 3D virtual reality(VR)with haptic sensors in the field of e-learning for a better understanding of real-world objects.Thus,people will have more information as compared to the traditional or simple online education tools.We compare our result with the ShapeNet dataset to check the accuracy of our proposed method.Our proposed system achieved an accuracy of 90.77%on plane class,85.72%on chair class,and car class have 72.14%.Mean accuracy of our method is 70.89%. 展开更多
关键词 Artificial intelligence E-LEARNING online education system computer vision virtual reality 3D haptic
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Eye-shaped keyboard for dual-hand text entry in virtual reality
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作者 Kangyu WANG Yangqiu YAN +2 位作者 Hao ZHANG Xiaolong LIU Lili WANG 《Virtual Reality & Intelligent Hardware》 EI 2023年第5期451-469,共19页
We propose an eye-shaped keyboard for high-speed text entry in virtual reality (VR), having the shape of dual eyes with characters arranged along the curved eyelids, which ensures low density and short spacing of the ... We propose an eye-shaped keyboard for high-speed text entry in virtual reality (VR), having the shape of dual eyes with characters arranged along the curved eyelids, which ensures low density and short spacing of the keys. The eye-shaped keyboard references the QWERTY key sequence, allowing the users to benefit from their experience using the QWERTY keyboard. The user interacts with an eye-shaped keyboard using rays controlled with both the hands. A character can be entered in one step by moving the rays from the inner eye regions to regions of the characters. A high-speed auto-complete system was designed for the eye-shaped keyboard. We conducted a pilot study to determine the optimal parameters, and a user study to compare our eye-shaped keyboard with the QWERTY and circular keyboards. For beginners, the eye-shaped keyboard performed significantly more efficiently and accurately with less task load and hand movement than the circular keyboard. Compared with the QWERTY keyboard, the eye-shaped keyboard is more accurate and significantly reduces hand translation while maintaining similar efficiency. Finally, to evaluate the potential of eye-shaped keyboards, we conducted another user study. In this study, the participants were asked to type continuously for three days using the proposed eye-shaped keyboard, with two sessions per day. In each session, participants were asked to type for 20min, and then their typing performance was tested. The eye-shaped keyboard was proven to be efficient and promising, with an average speed of 19.89 words per minute (WPM) and mean uncorrected error rate of 1.939%. The maximum speed reached 24.97 WPM after six sessions and continued to increase. 展开更多
关键词 virtual reality Human computer interaction Text entry Shaped keyboard QWERTY-like key sequence Dual-hand cooperation
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Virtual Reality as an Adjunct to Ketamine Infusion Therapy Increases Patient Satisfaction in the Management of Chronic Pain and Depression: A Retrospective Pilot Study
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作者 Melissa C. Selinger David M. Compton +1 位作者 Hamilton Morris Timothy J. Canty 《Journal of Behavioral and Brain Science》 2023年第12期243-261,共19页
The management of patients with concomitant chronic pain (CP) and Major Depressive Disorder (MDD) remains challenging for clinicians. Current chronic pharmacologic management is often unsuccessful, or has intolerable ... The management of patients with concomitant chronic pain (CP) and Major Depressive Disorder (MDD) remains challenging for clinicians. Current chronic pharmacologic management is often unsuccessful, or has intolerable side effects to the patients. While not restricted to patients with chronic pain, these patients are often diagnosed with depression, presenting with symptoms such as poor mood, anhedonia, and altered cognitive processes. It is estimated that a substantial proportion of treated patients do not derive a substantive benefit from traditional pharmacological treatments for depression. The present study involved a retrospective review of cases, exploring the patient-reported satisfaction with and tolerability of a novel use of virtual reality (VR), coined KVR, as an adjunct to intravenous ketamine infusion therapies. Specifically, the ketamine-virtual reality protocol was employed as a potential adjunctive intervention for patients suffering from chronic pain and depression. Visual Analog Scores (VAS) associated with pain were significantly lower on the third than on the first assessment day. Montgomery-?sberg Depression Rating Scale (MADRS) scores improved following infusion and across days (i.e., sessions). Lastly, 2/3 of patients preferred the use of VR with their ketamine infusion. The results are considered in terms of implementing prospective studies to examine whether the combination therapies have a synergistic benefit and the nature and magnitude of clinically meaningful treatment effects, if any. 展开更多
关键词 KETAMINE Infusion Therapy virtual reality Chronic Pain DEPRESSION
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A Comparative Analysis of Visualization Methods in Architecture:Employing Virtual Reality to Support the Decision-Making Process in the Architecture,Engineering,and Construction Industry
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作者 Ahmed Redha Gheraba Debajyoti Pati +4 位作者 Clifford B.Fedler Marcelo Schmidt Michael S.Molina Ali Nejat Muge Mukaddes Darwish 《Journal of Civil Engineering and Architecture》 2023年第2期73-89,共17页
The design process of the built environment relies on the collaborative effort of all parties involved in the project.During the design phase,owners,end users,and their representatives are expected to make the most cr... The design process of the built environment relies on the collaborative effort of all parties involved in the project.During the design phase,owners,end users,and their representatives are expected to make the most critical design and budgetary decisions-shaping the essential traits of the project,hence emerge the need and necessity to create and integrate mechanisms to support the decision-making process.Design decisions should not be based on assumptions,past experiences,or imagination.An example of the numerous problems that are a result of uninformed design decisions is“change orders”,known as the deviation from the original scope of work,which leads to an increase of the overall cost,and changes to the construction schedule of the project.The long-term aim of this inquiry is to understand the user’s behavior,and establish evidence-based control measures,which are actions and processes that can be implemented in practice to decrease the volume and frequency of the occurrence of change orders.The current study developed a foundation for further examination by proposing potential control measures,and testing their efficiency,such as integrating Virtual Reality(VR).The specific aim was to examine the effect of different visualization methods(i.e.,VR vs.construction drawings)on,(1)how well the subjects understand the information presented about the future/planned environment;(2)the subjects’perceived confidence in what the future environment will look like;(3)the likelihood of changing the built environment;(4)design review time;and(5)accuracy in reviewing and understanding the design. 展开更多
关键词 virtual reality construction change orders architectural visualization decision making process construction management construction technology interior environmental design
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Virtual Reality in Surgery: Double Blind, Randomized Clinical Trial of Pain Control and Augmented Satisfaction
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作者 Karim W. Sadik Matthew P. Miller +2 位作者 Nicholas Evertsen Crystal D. Sadik Hugo J. R. Bonatti 《Surgical Science》 2023年第6期456-467,共12页
Introduction: Virtual reality (VR) utilizing a head-mounted display allows viewers to immerse themselves in a virtual environment. This technology may be useful in attenuating pain and anxiety and reducing patient sub... Introduction: Virtual reality (VR) utilizing a head-mounted display allows viewers to immerse themselves in a virtual environment. This technology may be useful in attenuating pain and anxiety and reducing patient subjective stress as well as objective physiological increase in heart rate and blood pressure. Aside from the improved experience, physiological stress is reduced which results in improved patient outcomes. Patients and methods: Eligible participants were all adults aged 18 or over who had non craniofacial lesions requiring minor surgery. A total of 99 adult patients who were capable of independent consent were randomized to receive a virtual reality experience (VR) or standard music distraction (no VR). Patients were recruited for the study during their office visit when scheduling minor procedure surgery. This was a single center, double-blind, controlled study conducted at Guthrie Clinic Robert Packer Hospital in Sayre, Pennsylvania between March 2019 to January 2020 (pre-pandemic). Ethics approval for this study was obtained from the Institutional Review Board of the Guthrie Clinic. Results: The change in systolic blood pressure (SBP), diastolic blood pressure (DBP) and heart rate (HR) significantly decreased from pre-procedure to mid-procedure in the VR group compared with standard. Herein our results are presented. Conclusions: Reductions in intraprocedural SBP, DBP and HR can be achieved when using VR. Although subjective reporting of pain and anxiety were not different between groups, VR significantly improves patient satisfaction compared with non VR standards. 展开更多
关键词 virtual reality Plastic Surgery Pain Control
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An Examination of Computer Science and Internet Technologies in Addressing Educational Inequities and Societal Psychological Concerns:A Literature Review from the Perspectives of 5G,Artificial Intelligence,and Augmented/Virtual Reality
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作者 Heying Liang Xueling Huang Peishi Wu 《Modern Electronic Technology》 2023年第2期13-19,共7页
This study comprehensively reviews the literature to deeply explore the role of computer science and internet technologies in addressing educational inequality and socio-psychological issues,with a particular focus on... This study comprehensively reviews the literature to deeply explore the role of computer science and internet technologies in addressing educational inequality and socio-psychological issues,with a particular focus on applications of 5G,artificial intelligence(AI),and augmented/virtual reality(AR/VR).By analyzing how these technologies are reshaping learning and their potential to ameliorate educational disparities,the study reveals challenges present in ensuring educational equity.The research methodology includes exhaustive reviews of applications of AI and machine learning,the Internet of Things and wearable technologies integration,big data analytics and data mining,and the effects of online platforms and social media on socio-psychological issues.Besides,the study discusses applications of these technologies in educational inequality and socio-psychological problem-solving through the lens of 5G,AI,and AR/VR,while also delineating challenges faced by these emerging technologies and future outlooks.The study finds that while computer science and internet technologies hold promise to bridge academic divides and address socio-psychological problems,the complexity of technology access and infrastructure,lack of digital literacy and skills,and critical ethical and privacy issues can impact widespread adoption and efficacy.Overall,the study provides a novel perspective to understand the potential of computer science and internet technologies in ameliorating educational inequality and socio-psychological issues,while pointing to new directions for future research.It also emphasizes the importance of cooperation among educational institutions,technology vendors,policymakers and researchers,and establishing comprehensive ethical guidelines and regulations to ensure the responsible use of these technologies. 展开更多
关键词 Educational inequality Societal psychological issues 5G Artificial intelligence Augmented/virtual reality Technological challenges
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