Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting t...Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual real- ity interface devices such as the Nintendo~ Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addi- tion, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients' brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies.展开更多
Virtual reality is nowadays used to facilitate motor recovery in stroke patients. Most virtual reality studies have involved chronic stroke patients; however, brain plasticity remains good in acute and subacute patien...Virtual reality is nowadays used to facilitate motor recovery in stroke patients. Most virtual reality studies have involved chronic stroke patients; however, brain plasticity remains good in acute and subacute patients. Most virtual reality systems are only applicable to the proximal upper limbs (arms) because of the limitations of their capture systems. Nevertheless, the functional recovery of an affected hand is most difficult in the case of hemiparesis rehabilitation after a stroke. The recently developed Leap Motion controller can track the fine movements of both hands and fingers. Therefore, the present study explored the effects of a Leap Motion-based virtual reality system on subacute stroke. Twenty-six subacute stroke patients were assigned to an experimental group that received virtual reality training along with conventional occupational rehabilitation, and a control group that only received conventional rehabilitation. The Wolf motor func- tion test (WMFT) was used to assess the motor function of the affected upper limb; functional magnetic resonance imaging was used to measure the cortical activation. After four weeks of treatment, the motor functions of the affected upper limbs were significantly improved in all the patients, with the improvement in the experimental group being significantly better than in the control group. The action perfor- mance time in the WMFT significantly decreased in the experimental group. Furthermore, the activation intensity and the laterality index of the contralateral primary sensorimotor cortex increased in both the experimental and control groups. These results confirmed that Leap Motion-based virtual reality training was a promising and feasible supplementary rehabilitation intervention, could facilitate the recovery of motor functions in subacute stroke patients. The study has been registered in the Chinese Clinical Trial Registry (registration number: ChiCTR-OCH- 12002238).展开更多
This paper presents a survey on virtual reality systems and provides an in-depth understanding toward the notion of immersion, according to the semantic meanings of the terms "virtual" and "reality". The paper ana...This paper presents a survey on virtual reality systems and provides an in-depth understanding toward the notion of immersion, according to the semantic meanings of the terms "virtual" and "reality". The paper analyses the structure and functions of a virtual reality system and takes the three dimensional display as the immersive medium to identify the key issues for construction of virtual environments. The paper also reviews the development of virtual reality technology and introduces new image processing techniques into the design of virtual reality systems and virtual environments.展开更多
Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper...Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper discusses two important issues related to VR performance and applications in building navigation. These are dynamic loading of models based on cell segmentation for the optimal VR operation, and the route optimization based on path planning for easy navigation. The VR model of engineering and information technology complex (EITC) building at the University of Manitoba is built as an example to show the feasibility of the proposed methods. The reality, enhanced by three-dimensional (3D) real-time interactivity and visualization, leads navigators into a state of the virtual building immersion.展开更多
Virtual reality (VR) is the use of advanced technologies, including computers and various multimedia peripherals (such as haptic), to produce a simulated environment that users perceive as comparable to real world obj...Virtual reality (VR) is the use of advanced technologies, including computers and various multimedia peripherals (such as haptic), to produce a simulated environment that users perceive as comparable to real world objects and events. With the aid of specially designed transducers and sensors, users interact with displayed images, moving and manipulating virtual objects, and performing other actions in a way that engenders a feeling of actual presence (immersion) in the simulated environment. Haptic interfaces provide carefully controlled force feedback to the fingers of the user so that they feel as though they are touching objects in the virtual landscape. This article presented an overview to the concepts of VR focusing on haptics in a variety of interfaces and applications.展开更多
Background Physical entity interactions in mixed reality(MR)environments aim to harness human capabilities in manipulating physical objects,thereby enhancing virtual environment(VEs)functionality.In MR,a common strate...Background Physical entity interactions in mixed reality(MR)environments aim to harness human capabilities in manipulating physical objects,thereby enhancing virtual environment(VEs)functionality.In MR,a common strategy is to use virtual agents as substitutes for physical entities,balancing interaction efficiency with environmental immersion.However,the impact of virtual agent size and form on interaction performance remains unclear.Methods Two experiments were conducted to explore how virtual agent size and form affect interaction performance,immersion,and preference in MR environments.The first experiment assessed five virtual agent sizes(25%,50%,75%,100%,and 125%of physical size).The second experiment tested four types of frames(no frame,consistent frame,half frame,and surrounding frame)across all agent sizes.Participants,utilizing a head mounted display,performed tasks involving moving cups,typing words,and using a mouse.They completed questionnaires assessing aspects such as the virtual environment effects,interaction effects,collision concerns,and preferences.Results Results from the first experiment revealed that agents matching physical object size produced the best overall performance.The second experiment demonstrated that consistent framing notably enhances interaction accuracy and speed but reduces immersion.To balance efficiency and immersion,frameless agents matching physical object sizes were deemed optimal.Conclusions Virtual agents matching physical entity sizes enhance user experience and interaction performance.Conversely,familiar frames from 2D interfaces detrimentally affect interaction and immersion in virtual spaces.This study provides valuable insights for the future development of MR systems.展开更多
Animal survival necessitates adaptive behav-iors in volatile environmental contexts.Virtual reality(VR)technology is instrumental to study the neural mechanisms underlying behaviors modulated by environmental con-text...Animal survival necessitates adaptive behav-iors in volatile environmental contexts.Virtual reality(VR)technology is instrumental to study the neural mechanisms underlying behaviors modulated by environmental con-text by simulating the real world with maximized control of contextual elements.Yet current VR tools for rodents have limited flexibility and performance(e.g.,frame rate)for context-dependent cognitive research.Here,we describe a high-performance VR platform with which to study con-textual behaviors immersed in editable virtual contexts.This platform was assembled from modular hardware and custom-written software with flexibility and upgradability.Using this platform,we trained mice to perform context-dependent cognitive tasks with rules ranging from discrim-ination to delayed-sample-to-match while recording from thousands of hippocampal place cells.By precise manipula-tions of context elements,we found that the context recogni-tion was intact with partial context elements,but impaired by exchanges of context elements.Collectively,our work establishes a configurable VR platform with which to investigate context-dependent cognition with large-scale neural recording.展开更多
Maps based on virtual reality(VR)are evolving and are being increasingly used in the field of geography.However,the advantages of VR based on the map use processes of users over desktop-based environments(DEs)are not ...Maps based on virtual reality(VR)are evolving and are being increasingly used in the field of geography.However,the advantages of VR based on the map use processes of users over desktop-based environments(DEs)are not fully understood.In this study,an experiment was conducted in which 120 participants performed map use tasks using maps and globes in VR and DE.The participants’eye movements and questionnaires were collected to compare the map use performance differences.We analyzed the general metrics,information searching and processing metrics of participants(e.g.response time,RT;average fixation duration,AFD;average saccade duration,ASD;saccade frequency,SF,etc.)using maps and globes in different environments.We found that the participants using VR processed information more efficiently(AFDDE=233.34 ms,AFDVR=173.09 ms),and the participants using DE had both a significantly shorter response time(RT_(DE)=88.68 s,RT_(VR)=124.05 s)and a shorter visual search time(ASD_(DE)=60.78 ms,ASD_(VR)=112.13 ms;SF_(DE)=6.30,SF_(VR)=2.07).We also found similarities in accuracy,satisfaction and readability.These results are helpful for designing VR maps that can adapt to human cognition and reflect the advantages of VR.展开更多
The extremely complex anatomic relationships among bone, tumor, blood vessels and cranial nervesremains a big challenge for cranial base tumor surgery. Therefore, a good understanding of the patient specific anatomy a...The extremely complex anatomic relationships among bone, tumor, blood vessels and cranial nervesremains a big challenge for cranial base tumor surgery. Therefore, a good understanding of the patient specific anatomy and a preoperative planning are helpful and crucial for the neurosurgeons. Three dimensional (3-D) visualization of various imaging techniques have been widely explored to enhance the comprehension of volumetric data for surgical planning.展开更多
Background The virtual reality (VR) system can provide the neurosurgeon to intuitively interact with and manipulate the three dimensional (3-D) image similarly to manipulate a real object.it was seldom reported th...Background The virtual reality (VR) system can provide the neurosurgeon to intuitively interact with and manipulate the three dimensional (3-D) image similarly to manipulate a real object.it was seldom reported that the system was used in diagnosis and treatment of cerebral aneurysms.This study aimed to investigate the application of VR system in diagnosis and therapeutic planning of cerebral aneurysms.Methods A total of 24 cases of cerebral aneurysms were enrolled in this study from 2006 to 2008, which diagnosed by 3-D digital subtraction angiography (3D-DSA) or VR-based computed tomography angiographies (CTA).The VR system and 3D-DSA system were used to observe and measure aneurysms and the adjacent vessels.The data of observation and measurements were compared between VR image and 3D-DSA image.All the patients underwent surgical plan and simulated neurosurgical procedures in the VR system.Results There were 28 aneurysms detected in VR system and 3D-DSA system.The VR system generated clear and vivid 3-D virtual images which clearly displayed the location and size of the aneurysms and their precise anatomical spatial relations to the parent arteries and skull.The location, size and shape of the aneurysms and their anatomical relationship with the adjacent vessels were similar between 3-D virtual image and 3D-DSA, but the spatial relationship between aneurysms and skull only been displayed by VR system.This VR system also could simulate simple surgical procedures and surgical environments.Conclusions The VR system can provide a highly effective way to provide precise imaging details as same as 3D-DSA system and assist the diagnosis of cerebral aneurysms with virtual 3-D data based on CTA.It significantly enhances the chosen therapeutic strategy of cerebral aneurysms.展开更多
3D human face model reconstruction is essential to the generation of facial animations that is widely used in the field of virtual reality (VR). The main issues of 3D facial model reconstruction based on images by vis...3D human face model reconstruction is essential to the generation of facial animations that is widely used in the field of virtual reality (VR). The main issues of 3D facial model reconstruction based on images by vision technologies are in twofold: one is to select and match the corresponding features of face from two images with minimal interaction and the other is to generate the realistic-looking human face model. In this paper, a new algorithm for realistic-looking face reconstruction is presented based on stereo vision. Firstly, a pattern is printed and attached to a planar surface for camera calibration, and corners generation and corners matching between two images are performed by integrating modified image pyramid Lucas-Kanade (PLK) algorithm and local adjustment algorithm, and then 3D coordinates of corners are obtained by 3D reconstruction. Individual face model is generated by the deformation of general 3D model and interpolation of the features. Finally, realistic-looking human face model is obtained after texture mapping and eyes modeling. In addition, some application examples in the field of VR are given. Experimental result shows that the proposed algorithm is robust and the 3D model is photo-realistic.展开更多
In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-di...In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-dimensional terrain mesh data processing, a map editor, scene processing, collision processing, and walkthrough control. We also define an environment-specific semantic information editor, which can be applied using specific location obtained from the real world. Users can insert text information related to the characters real position in the real world during navigation in the game virtual environment.展开更多
This paper presents the design and implementation of reconfigurable virtual environments (VEs) for virtual testing. It proposes a hybrid design approach that is derived from a so-called integration and composition of ...This paper presents the design and implementation of reconfigurable virtual environments (VEs) for virtual testing. It proposes a hybrid design approach that is derived from a so-called integration and composition of the reconfiguration strategy. The designing process has thus evolved from binding virtual objects using reconfiguration rules within the context of virtual testing scenarios. Therefore reconfigurable virtual environments are established with improved flexibility and scalability, tailored to a wide range of virtual testing applications. Those virtual environments integrate virtual testing scenarios, data acquisition, databases, rule mapping and application interfaces, which yield modular testing functions and an open-ended system architecture with a set of extensible interface tools to realize data exchange within reconfigurable VEs. This enables virtual testing scenarios to be reconfigured interactively based on real time data and communication between virtual environments and real environments. A virtual testing application has been implemented using reconfigurable VEs. Keywords Virtual environment - virtual testing - reconfigurable virtual reality Wenyan Wu graduated from Dalian University of Technology, China, with BSc and MSc in 1988 and 1991 respectively. She earned her PhD degree from University of Derby, UK, in 2002. She had taught and researched in Harbin Institute of Technology, China and De Montfort University, UK. She is currently a senior lecturer in simulation and virtual reality at Staffordshire University, UK. Her research interests include computer graphics, Virtual Reality and Augmented Reality system, advanced interface, modelling and simulation, distribution system.Zhengxu Zhao BSc, MSc, PhD, CEng, CITP, MBCS, full Professor in Applied Computing, Director of Virtual Reality Centre. He is also a Cheng Kong Scholar Project Professor in Virtual Reality Technology and Director of Virtual Reality Research Centre at the Southeast University, P R China. Professor Zhao’s research interests include computing graphics and VR systems, industrial process simulation, CIM and manufacturing management systems.展开更多
Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern...Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern manufacturing industry; a dominating use of networked virtual manufacturing environments (VMEs) is on-line visualisation and collaborative control of 3D information. This has to be supported by real-time data transfer. To meet a broad range of common requirements for Internet-based VE communications, particularly for virtual manufacturing and collaborative design and control, this paper presents a networked virtual environment system that is designed to support networked virtual design and manufacturing. The system is implemented with manufacturing message specification (MMS) standards so as to integrate a range of manufacturing services into networked VEs over the Internet.展开更多
The most important goal of virtual reality is to create a virtual world by computers where users are allowed to view the environment and control the virtual objects interactively. naditionally virtual reality systems ...The most important goal of virtual reality is to create a virtual world by computers where users are allowed to view the environment and control the virtual objects interactively. naditionally virtual reality systems use 3D computer graphics to model and render a virtual environment in real time. However, this approach usually requires laborious modeling and expensive special-purpose rendering hardware. Image-based rendering is a new approach in composing a virtual environment in which a set of panoramic images is used to compose the virtual environment and walking in the space is accomplished by 'hopping' to different panoramic points. This paper introduces an experimeatal image-based VR system. The techniques utilized in the system, in particular the authoring and interactive control tools of the system, are described in detail.展开更多
Due to advances in rendering techniques and hardware capability,stereoscopic 3D(s3D)visualization is becoming increasingly common in daily life.However,this does not change the fact that stereo effects and visual comf...Due to advances in rendering techniques and hardware capability,stereoscopic 3D(s3D)visualization is becoming increasingly common in daily life.However,this does not change the fact that stereo effects and visual comfort depend greatly on how the related parameters are controlled during the production of the s3D images.In geovirtual reality systems,which are important browsers for Digital Earth,the maintenance of these parameters is deeply related to the navigation process.Therefore,the navigation method in such systems requires special care.This paper presents a new flying method based on a Cubemap structure.The method defines a Vehicle model and modifies the original Cubemap structure by adding a front view camera during the navigation;it allows the users to fly through a virtual geographic environment with automatic speed control,smooth collision resolution,and dynamic adjustment of the s3D-related parameters.A user test was conducted to compare this new method with the original method based on the Cubemap structure.The results show that the new method performs better than the former one for it provides a convenient interaction experience with improved stereoscopic effect,and diminishes visual discomfort.展开更多
Virtual environment has been widely applied in scientific research and considered as an important tool of exploring science.But constructing a real virtual environment is rather difficult.The difficulty cannot be comp...Virtual environment has been widely applied in scientific research and considered as an important tool of exploring science.But constructing a real virtual environment is rather difficult.The difficulty cannot be compared with developing general software,It has a high demand for sofware technology,Obviously traditional methods are not competent for the job.Fortunately with the development of agent-oriented technologies ,all problems seem to be solved.By classifying a virtual environment into four layers corresponding with real world and considering it as a collection of agents,the virtual objects can be mapped into agents and an agent model can be designed.Based on the idea that the state change of a system is caused by that of in dividuals and the mutual effect among them,a theory of agent behavior driven by event and belief is put for ward.Such agent-oriented modeling method can cope with the demand for handling multi-dimension information.It is an effective technique for constructing a large and complex virtual environment.展开更多
基金financially supported by the National Fund for Health Research and Development(FONIS) of the National Commission for Scientific and Technological Research(CONICYT),No.Sa11i2018a grant from Research Department of the University of Talca
文摘Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual real- ity interface devices such as the Nintendo~ Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addi- tion, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients' brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies.
基金supported by the Sub-Project under National "Twelfth Five-Year" Plan for Science&Technology Support Project in China,No.2011BAI08B11the Research Project of China Rehabilitation Research Center,No.2014-3
文摘Virtual reality is nowadays used to facilitate motor recovery in stroke patients. Most virtual reality studies have involved chronic stroke patients; however, brain plasticity remains good in acute and subacute patients. Most virtual reality systems are only applicable to the proximal upper limbs (arms) because of the limitations of their capture systems. Nevertheless, the functional recovery of an affected hand is most difficult in the case of hemiparesis rehabilitation after a stroke. The recently developed Leap Motion controller can track the fine movements of both hands and fingers. Therefore, the present study explored the effects of a Leap Motion-based virtual reality system on subacute stroke. Twenty-six subacute stroke patients were assigned to an experimental group that received virtual reality training along with conventional occupational rehabilitation, and a control group that only received conventional rehabilitation. The Wolf motor func- tion test (WMFT) was used to assess the motor function of the affected upper limb; functional magnetic resonance imaging was used to measure the cortical activation. After four weeks of treatment, the motor functions of the affected upper limbs were significantly improved in all the patients, with the improvement in the experimental group being significantly better than in the control group. The action perfor- mance time in the WMFT significantly decreased in the experimental group. Furthermore, the activation intensity and the laterality index of the contralateral primary sensorimotor cortex increased in both the experimental and control groups. These results confirmed that Leap Motion-based virtual reality training was a promising and feasible supplementary rehabilitation intervention, could facilitate the recovery of motor functions in subacute stroke patients. The study has been registered in the Chinese Clinical Trial Registry (registration number: ChiCTR-OCH- 12002238).
基金supported by National Basic Research Program of China (973 Program) (No. 2005CB321901)fund of Nanjing University of Posts and Telecommunications (No. NY206010 and No. NY207083)Open Fund of the State Key Laboratory of Software Development Environment, Beihang University, (No. BUAA-SKLSDE-09KF-03)
文摘This paper presents a survey on virtual reality systems and provides an in-depth understanding toward the notion of immersion, according to the semantic meanings of the terms "virtual" and "reality". The paper analyses the structure and functions of a virtual reality system and takes the three dimensional display as the immersive medium to identify the key issues for construction of virtual environments. The paper also reviews the development of virtual reality technology and introduces new image processing techniques into the design of virtual reality systems and virtual environments.
基金supported by Discovery Grants of National Science and Engineering Research Council of Canada (NSERC) and Faculty of Engineering at University of Manitoba
文摘Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper discusses two important issues related to VR performance and applications in building navigation. These are dynamic loading of models based on cell segmentation for the optimal VR operation, and the route optimization based on path planning for easy navigation. The VR model of engineering and information technology complex (EITC) building at the University of Manitoba is built as an example to show the feasibility of the proposed methods. The reality, enhanced by three-dimensional (3D) real-time interactivity and visualization, leads navigators into a state of the virtual building immersion.
基金Natural Science Foundation of ZhejiangProvince(No.60 2 0 2
文摘Virtual reality (VR) is the use of advanced technologies, including computers and various multimedia peripherals (such as haptic), to produce a simulated environment that users perceive as comparable to real world objects and events. With the aid of specially designed transducers and sensors, users interact with displayed images, moving and manipulating virtual objects, and performing other actions in a way that engenders a feeling of actual presence (immersion) in the simulated environment. Haptic interfaces provide carefully controlled force feedback to the fingers of the user so that they feel as though they are touching objects in the virtual landscape. This article presented an overview to the concepts of VR focusing on haptics in a variety of interfaces and applications.
基金the Strategic research and consulting project of Chinese Academy of Engineering(2023-HY-14).
文摘Background Physical entity interactions in mixed reality(MR)environments aim to harness human capabilities in manipulating physical objects,thereby enhancing virtual environment(VEs)functionality.In MR,a common strategy is to use virtual agents as substitutes for physical entities,balancing interaction efficiency with environmental immersion.However,the impact of virtual agent size and form on interaction performance remains unclear.Methods Two experiments were conducted to explore how virtual agent size and form affect interaction performance,immersion,and preference in MR environments.The first experiment assessed five virtual agent sizes(25%,50%,75%,100%,and 125%of physical size).The second experiment tested four types of frames(no frame,consistent frame,half frame,and surrounding frame)across all agent sizes.Participants,utilizing a head mounted display,performed tasks involving moving cups,typing words,and using a mouse.They completed questionnaires assessing aspects such as the virtual environment effects,interaction effects,collision concerns,and preferences.Results Results from the first experiment revealed that agents matching physical object size produced the best overall performance.The second experiment demonstrated that consistent framing notably enhances interaction accuracy and speed but reduces immersion.To balance efficiency and immersion,frameless agents matching physical object sizes were deemed optimal.Conclusions Virtual agents matching physical entity sizes enhance user experience and interaction performance.Conversely,familiar frames from 2D interfaces detrimentally affect interaction and immersion in virtual spaces.This study provides valuable insights for the future development of MR systems.
基金supported by the National Science and Technology Innovation 2030 Major Program(2022ZD0205000)the National Key R&D Program of China,the Strategic Priority Research Program of the Chinese Academy of Sciences(XDB32010105,XDBS01010100)+3 种基金Shanghai Municipal Science and Technology Major Project(2018SHZDZX05)Lingang Lab(LG202104-01-08)the National Natural Science Foundation of China(31771180 and 91732106)an International Collaborative Project of the Shanghai Science and Technology Committee(201978677).
文摘Animal survival necessitates adaptive behav-iors in volatile environmental contexts.Virtual reality(VR)technology is instrumental to study the neural mechanisms underlying behaviors modulated by environmental con-text by simulating the real world with maximized control of contextual elements.Yet current VR tools for rodents have limited flexibility and performance(e.g.,frame rate)for context-dependent cognitive research.Here,we describe a high-performance VR platform with which to study con-textual behaviors immersed in editable virtual contexts.This platform was assembled from modular hardware and custom-written software with flexibility and upgradability.Using this platform,we trained mice to perform context-dependent cognitive tasks with rules ranging from discrim-ination to delayed-sample-to-match while recording from thousands of hippocampal place cells.By precise manipula-tions of context elements,we found that the context recogni-tion was intact with partial context elements,but impaired by exchanges of context elements.Collectively,our work establishes a configurable VR platform with which to investigate context-dependent cognition with large-scale neural recording.
基金supported by National Natural Science Foundation of China:[Grant Number No.41871366]National Key Research and Development Program of China:[Grant Number No.2017YFB0503602].
文摘Maps based on virtual reality(VR)are evolving and are being increasingly used in the field of geography.However,the advantages of VR based on the map use processes of users over desktop-based environments(DEs)are not fully understood.In this study,an experiment was conducted in which 120 participants performed map use tasks using maps and globes in VR and DE.The participants’eye movements and questionnaires were collected to compare the map use performance differences.We analyzed the general metrics,information searching and processing metrics of participants(e.g.response time,RT;average fixation duration,AFD;average saccade duration,ASD;saccade frequency,SF,etc.)using maps and globes in different environments.We found that the participants using VR processed information more efficiently(AFDDE=233.34 ms,AFDVR=173.09 ms),and the participants using DE had both a significantly shorter response time(RT_(DE)=88.68 s,RT_(VR)=124.05 s)and a shorter visual search time(ASD_(DE)=60.78 ms,ASD_(VR)=112.13 ms;SF_(DE)=6.30,SF_(VR)=2.07).We also found similarities in accuracy,satisfaction and readability.These results are helpful for designing VR maps that can adapt to human cognition and reflect the advantages of VR.
文摘The extremely complex anatomic relationships among bone, tumor, blood vessels and cranial nervesremains a big challenge for cranial base tumor surgery. Therefore, a good understanding of the patient specific anatomy and a preoperative planning are helpful and crucial for the neurosurgeons. Three dimensional (3-D) visualization of various imaging techniques have been widely explored to enhance the comprehension of volumetric data for surgical planning.
文摘Background The virtual reality (VR) system can provide the neurosurgeon to intuitively interact with and manipulate the three dimensional (3-D) image similarly to manipulate a real object.it was seldom reported that the system was used in diagnosis and treatment of cerebral aneurysms.This study aimed to investigate the application of VR system in diagnosis and therapeutic planning of cerebral aneurysms.Methods A total of 24 cases of cerebral aneurysms were enrolled in this study from 2006 to 2008, which diagnosed by 3-D digital subtraction angiography (3D-DSA) or VR-based computed tomography angiographies (CTA).The VR system and 3D-DSA system were used to observe and measure aneurysms and the adjacent vessels.The data of observation and measurements were compared between VR image and 3D-DSA image.All the patients underwent surgical plan and simulated neurosurgical procedures in the VR system.Results There were 28 aneurysms detected in VR system and 3D-DSA system.The VR system generated clear and vivid 3-D virtual images which clearly displayed the location and size of the aneurysms and their precise anatomical spatial relations to the parent arteries and skull.The location, size and shape of the aneurysms and their anatomical relationship with the adjacent vessels were similar between 3-D virtual image and 3D-DSA, but the spatial relationship between aneurysms and skull only been displayed by VR system.This VR system also could simulate simple surgical procedures and surgical environments.Conclusions The VR system can provide a highly effective way to provide precise imaging details as same as 3D-DSA system and assist the diagnosis of cerebral aneurysms with virtual 3-D data based on CTA.It significantly enhances the chosen therapeutic strategy of cerebral aneurysms.
文摘3D human face model reconstruction is essential to the generation of facial animations that is widely used in the field of virtual reality (VR). The main issues of 3D facial model reconstruction based on images by vision technologies are in twofold: one is to select and match the corresponding features of face from two images with minimal interaction and the other is to generate the realistic-looking human face model. In this paper, a new algorithm for realistic-looking face reconstruction is presented based on stereo vision. Firstly, a pattern is printed and attached to a planar surface for camera calibration, and corners generation and corners matching between two images are performed by integrating modified image pyramid Lucas-Kanade (PLK) algorithm and local adjustment algorithm, and then 3D coordinates of corners are obtained by 3D reconstruction. Individual face model is generated by the deformation of general 3D model and interpolation of the features. Finally, realistic-looking human face model is obtained after texture mapping and eyes modeling. In addition, some application examples in the field of VR are given. Experimental result shows that the proposed algorithm is robust and the 3D model is photo-realistic.
文摘In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-dimensional terrain mesh data processing, a map editor, scene processing, collision processing, and walkthrough control. We also define an environment-specific semantic information editor, which can be applied using specific location obtained from the real world. Users can insert text information related to the characters real position in the real world during navigation in the game virtual environment.
文摘This paper presents the design and implementation of reconfigurable virtual environments (VEs) for virtual testing. It proposes a hybrid design approach that is derived from a so-called integration and composition of the reconfiguration strategy. The designing process has thus evolved from binding virtual objects using reconfiguration rules within the context of virtual testing scenarios. Therefore reconfigurable virtual environments are established with improved flexibility and scalability, tailored to a wide range of virtual testing applications. Those virtual environments integrate virtual testing scenarios, data acquisition, databases, rule mapping and application interfaces, which yield modular testing functions and an open-ended system architecture with a set of extensible interface tools to realize data exchange within reconfigurable VEs. This enables virtual testing scenarios to be reconfigured interactively based on real time data and communication between virtual environments and real environments. A virtual testing application has been implemented using reconfigurable VEs. Keywords Virtual environment - virtual testing - reconfigurable virtual reality Wenyan Wu graduated from Dalian University of Technology, China, with BSc and MSc in 1988 and 1991 respectively. She earned her PhD degree from University of Derby, UK, in 2002. She had taught and researched in Harbin Institute of Technology, China and De Montfort University, UK. She is currently a senior lecturer in simulation and virtual reality at Staffordshire University, UK. Her research interests include computer graphics, Virtual Reality and Augmented Reality system, advanced interface, modelling and simulation, distribution system.Zhengxu Zhao BSc, MSc, PhD, CEng, CITP, MBCS, full Professor in Applied Computing, Director of Virtual Reality Centre. He is also a Cheng Kong Scholar Project Professor in Virtual Reality Technology and Director of Virtual Reality Research Centre at the Southeast University, P R China. Professor Zhao’s research interests include computing graphics and VR systems, industrial process simulation, CIM and manufacturing management systems.
文摘Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern manufacturing industry; a dominating use of networked virtual manufacturing environments (VMEs) is on-line visualisation and collaborative control of 3D information. This has to be supported by real-time data transfer. To meet a broad range of common requirements for Internet-based VE communications, particularly for virtual manufacturing and collaborative design and control, this paper presents a networked virtual environment system that is designed to support networked virtual design and manufacturing. The system is implemented with manufacturing message specification (MMS) standards so as to integrate a range of manufacturing services into networked VEs over the Internet.
文摘The most important goal of virtual reality is to create a virtual world by computers where users are allowed to view the environment and control the virtual objects interactively. naditionally virtual reality systems use 3D computer graphics to model and render a virtual environment in real time. However, this approach usually requires laborious modeling and expensive special-purpose rendering hardware. Image-based rendering is a new approach in composing a virtual environment in which a set of panoramic images is used to compose the virtual environment and walking in the space is accomplished by 'hopping' to different panoramic points. This paper introduces an experimeatal image-based VR system. The techniques utilized in the system, in particular the authoring and interactive control tools of the system, are described in detail.
基金This research is supported and funded by the Key Knowledge Innovative Project of the Chinese Academy of Sciences[grant number KZCX2 EW 318]the National Key Technology R&D Program of China[grant number 2014ZX10003002]+2 种基金Jiashan Science and Technology Projects[grant number 2013B07],[grant number 2013A60]the National Natural Science Foundation of China[grant number 41201396],[grant number 41371387]and the Young Scientists Foundation of RADI[grant number Y3SJ6700cx].
文摘Due to advances in rendering techniques and hardware capability,stereoscopic 3D(s3D)visualization is becoming increasingly common in daily life.However,this does not change the fact that stereo effects and visual comfort depend greatly on how the related parameters are controlled during the production of the s3D images.In geovirtual reality systems,which are important browsers for Digital Earth,the maintenance of these parameters is deeply related to the navigation process.Therefore,the navigation method in such systems requires special care.This paper presents a new flying method based on a Cubemap structure.The method defines a Vehicle model and modifies the original Cubemap structure by adding a front view camera during the navigation;it allows the users to fly through a virtual geographic environment with automatic speed control,smooth collision resolution,and dynamic adjustment of the s3D-related parameters.A user test was conducted to compare this new method with the original method based on the Cubemap structure.The results show that the new method performs better than the former one for it provides a convenient interaction experience with improved stereoscopic effect,and diminishes visual discomfort.
基金Acknowledgement: This work was supported by National Natural Science Foundation of China (No. 50804061), National High-Tech Research and Development Plan of China (No. 2006AA04AI23), Natural Science Foundation Project of CQ CSTC (No. CSTC, 2009BB2281), Research Foundation of the Chongqing Education Administration (No. KJ080514) and Natural Science Foundation of Chongqing University of Posts and Telecommunications tNo. A2007-49).
文摘Virtual environment has been widely applied in scientific research and considered as an important tool of exploring science.But constructing a real virtual environment is rather difficult.The difficulty cannot be compared with developing general software,It has a high demand for sofware technology,Obviously traditional methods are not competent for the job.Fortunately with the development of agent-oriented technologies ,all problems seem to be solved.By classifying a virtual environment into four layers corresponding with real world and considering it as a collection of agents,the virtual objects can be mapped into agents and an agent model can be designed.Based on the idea that the state change of a system is caused by that of in dividuals and the mutual effect among them,a theory of agent behavior driven by event and belief is put for ward.Such agent-oriented modeling method can cope with the demand for handling multi-dimension information.It is an effective technique for constructing a large and complex virtual environment.