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
In this study,using Head Mounted Display(HMD),which is one of the biggest advantage of Virtual Reality(VR)environment,tracks the user’s gaze in 360◦video content,and examines how the gaze pattern is distributed accor...In this study,using Head Mounted Display(HMD),which is one of the biggest advantage of Virtual Reality(VR)environment,tracks the user’s gaze in 360◦video content,and examines how the gaze pattern is distributed according to the user’s immersion.As a result of analyzing the gaze pattern distribution of contents with high user immersion and contents with low user immersion through a questionnaire,it was confirmed that the higher the immersion,the more the gaze distribution tends to be concentrated in the center of the screen.Through this experiment,we were able to understand the factors that make users immerse themselves in the VR environment,and among them,the importance of the audio of the content was shown.Furthermore,it was found that the shape of the gaze distribution for grasping the degree of immersion by the subject of the content was different.While reviewing the experimental results,we also confirmed the necessity of research to recognize specific objects in a VR environment.展开更多
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
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
The paper describes the feasibility and method of the application of virtual reality technology to grinding process, and introduces the modeling method of object entity in the environment of virtual reality. The simul...The paper describes the feasibility and method of the application of virtual reality technology to grinding process, and introduces the modeling method of object entity in the environment of virtual reality. The simulation process of grinding wheels and ground surface roughness is discussed, and the computation program system of numerical simulation is compiled with Visual C++ programming language. At the same time, the three-dimensional simulation models of grinding wheels and ground surface roughness are made with OpenGL tool. The choice of grinding wheels, the forecast of ground surface quality and some simulation results can be realized by interactively inputting grinding parameters. The paper applies virtual reality technology to grinding process,makes the model of virtual grinding wheel and simulates the grinding process. The roughness of ground surface is showed in three-dimensional images, and therefore the grinding technology is studied. Computer simulation can not only be used as a shortcut to analyze and research the grinding process, but also increase the research scope and content. The virtual reality technology used in the paper is an advanced visualized simulation with interaction. The surface roughness Ra on simulated ground workpiece can be calculated by the arithmetic average of contour warp absolute value in sampling length of simulated ground workpiece. The parameters of virtual wheel and simulated grinding process can be changed by interaction input, so the simulated results in the desired grinding condition are gained. The effect of each parameter to ground surface can be analyzed by comparing the grinding results in different condition.展开更多
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
Artificial intelligence(AI)is the study of algorithms that enable machines to analyze and execute cognitive activities including problem solving,object and word recognition,reduce the inevitable errors to improve the ...Artificial intelligence(AI)is the study of algorithms that enable machines to analyze and execute cognitive activities including problem solving,object and word recognition,reduce the inevitable errors to improve the diagnostic accuracy,and decision-making.Hepatobiliary procedures are technically complex and the use of AI in perioperative management can improve patient outcomes as discussed below.Three-dimensional(3D)reconstruction of images obtained via ultrasound,computed tomography scan or magnetic resonance imaging,can help surgeons better visualize the surgical sites with added depth perception.Preoperative 3D planning is associated with lesser operative time and intraoperative complications.Also,a more accurate assessment is noted,which leads to fewer operative complications.Images can be converted into physical models with 3D printing technology,which can be of educational value to students and trainees.3D images can be combined to provide 3D visualization,which is used for preoperative navigation,allowing for more precise localization of tumors and vessels.Nevertheless,AI enables surgeons to provide better,personalized care for each patient.展开更多
US Vice President Al Gore's vision of Digital Earth applies us with prospects for brand-new ways of solving problems the earth is facing such as seismic disaster. ms paper first briefly introduces the concept of ...US Vice President Al Gore's vision of Digital Earth applies us with prospects for brand-new ways of solving problems the earth is facing such as seismic disaster. ms paper first briefly introduces the concept of Digital Earth. Then in the context of Digital Earth. the Origin, concept and application of Virtual Reality technology are reviewed. After that we present in detail our preliminary case study--CVR-USD (Computer Virtual Reality for Urban Seismic Disaster Simulation) System which aims to simulate and manage seismic disaster through integrating RS, GIS and VR technologies. For this system, we've built USD subsystem, developed SMVR software to implement CVR. and also developed a Spatial Dare Analysis Package to handle spatial data related to earthquake disaster.展开更多
Objective:Training young physicians in gastrointestinal endoscopy through virtual reality(VR)simulators has become popular.It is important to evaluate the benefits and usefulness of this technology for teaching endosc...Objective:Training young physicians in gastrointestinal endoscopy through virtual reality(VR)simulators has become popular.It is important to evaluate the benefits and usefulness of this technology for teaching endoscopic skills.The objective of this literature review is to understand the benefits of VR technology through quantitative and qualitative examination of learning outcomes.Methods:A literature search of 7 databases was conducted.Studies which compared the effects of learning through VR simulation and another method of learning were included.In addition,studies were included if they evaluated learning outcomes on clinical patients.Participants could be medical residents,fellows,physicians,or nurses.Common outcomes measured across studies included subjective overall performance scores,total procedure times,rate of successful procedure completion,error rates,patient pain or discomfort,and measures of independence.Results:A total of 22 studies were included.Overall,VR simulation training was seen to be comparable or significantly better than clinical training,no training,other types of simulation,and another form of VR training.Many authors reported increasing patient safety,reducing stress and time constraints,and shortening the learning curve as advantages of VR simulation training.However,this form of training is also expensive and may result in the learning of bad habits.Conclusion:VR simulation technology can be a valuable form of educating endoscopy novices if properly supervised during training,and if there is also integration of clinical training.展开更多
The platform with bucket foundations can penetrate and migrate by underpressure/positive pressure technique caused by pumping water out/in the bucket. However, the construction process of bucket foundations cannot be ...The platform with bucket foundations can penetrate and migrate by underpressure/positive pressure technique caused by pumping water out/in the bucket. However, the construction process of bucket foundations cannot be clearly observed and effectively controlled due to the special nature of sea environment. By using an advanced simulation development tool of Multigen Creator, the visual construction simulation program for the platform with bucket foundations was developed to set up the virtual reality system with interaction control and observation in every view angle based on the secondary development technology of Vega platform. The application results show that the method is feasible and effective by simulating the whole construction process for the platform with four bucket foundations.展开更多
This article provides new insights regarding driver behavior, techniques and adaptability. This study has been done because: 1) driving a vehicle is critical and one of the most common daily tasks;2) simulators are us...This article provides new insights regarding driver behavior, techniques and adaptability. This study has been done because: 1) driving a vehicle is critical and one of the most common daily tasks;2) simulators are used for the purpose of training and researching driver behavior and characteristics;3) the article addresses driver experience by involving new virtual reality technologies. A simulator has been used to assist novice drivers to learn how to drive in a very safe environment, and researching and collecting data for researchers has become easier due to this secure and user-friendly environment. The theoretical framework of this driving simulation has been designed by using the Unity3D game engine (5.4.f3 version) and was programmed with the C# programming language. To make the driving environment more realistic we, in addition, utilized the HTC Vive Virtual reality headset which is powered by Steamvr. We used Unity Game Engine to design our scenarios and maps because by doing this we are able to be more flexible with designing. In this study, we asked 10 people ranging from ages 19 - 37 to participate in this experiment. Four Japanese divers and six non-Japanese drivers engaged in this study, some of which do not have a driver’s license in Japan. A few Japanese drivers have a license and car, while others have a license but no car. In order to analyze the results of this experiment we are used MatlabR2016b to analyze the gathered data. The result of this research indicates that individual’s behavior and characteristics such as controlling the speed, remaining calm and relaxed when driving, driving at appropriate speeds depending on changes in road structures and etc. can affect their driving performance.展开更多
A design strategy for a research platform of a telepresence telerobot system based on virtual reality technology is put forward. The design frame of the system is described, and its important core techniques are descr...A design strategy for a research platform of a telepresence telerobot system based on virtual reality technology is put forward. The design frame of the system is described, and its important core techniques are described. An octrees data structure is utilized to build kinematic and dynamic modeling of the virtual simulation environment, Delphi+OpenGL+3DS MAX are adopted to carry through the virtual modeling and visible simulation exploitation of the slave-robot and its environment. Photo-correction is adopted to correct positioning deviation of the virtual geometric model and modeling errors. The cost of software and hardware equipment for the research platform realized is low. The master/slave robot (manipulator) system and all software in the system were designed and manufactured by our research group. The performance of the system has reached the level required for research. An indispensable experiment base is provided for the research of a telepresence telerobot system based on virtual reality technology.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
The proliferation of Virtual Reality-based tools has led to its increased usage in the field of education over the last decades owing to its increasingly realistic simulation and greater control over the 3D simulated ...The proliferation of Virtual Reality-based tools has led to its increased usage in the field of education over the last decades owing to its increasingly realistic simulation and greater control over the 3D simulated environment. The unique features of Virtual Reality (VR) simulation can provide learners with a hazard-free simulated environment allowing limitless failure attempts. Yet, good quality research to verify the effectiveness of VR simulation in training students of the health profession is still lacking. This literature review focuses on the effectiveness of virtual reality-based simulation in enhancing health profession students’ empathetic attitude relating to mental illness. Four databases were searched from January 1, 2007 to December 31, 2018. Of 1034 articles identified eligible in the databases, a total of 6 articles have met the criteria for inclusion in this review. Findings suggested that there is a clear relationship between VR simulation and an improvement on users’ empathy, attitudes, and knowledge relating to mental Illness. With the unique characteristic of experiential learning of VR simulation, there is a potential development of the VR simulation on empathy and attitude in healthcare education. Also, VR stimulation is found having a larger impact on the users’ empathy of users with a healthcare background compared to those without. Future studies should include more in-depth examination on the effect on the specificity of empathy and attitude of people with healthcare background, and in teaching a wider range of mental illnesses such as depression and general anxiety disorder.展开更多
Background Virtual-reality(VR)fusion techniques have become increasingly popular in recent years,and several previous studies have applied them to laboratory education.However,without a basis for evaluating the effect...Background Virtual-reality(VR)fusion techniques have become increasingly popular in recent years,and several previous studies have applied them to laboratory education.However,without a basis for evaluating the effects of virtual-real fusion on VR in education,many developers have chosen to abandon this expensive and complex set of techniques.Methods In this study,we experimentally investigate the effects of virtual-real fusion on immersion,presence,and learning performance.Each participant was randomly assigned to one of three conditions:a PC environment(PCE)operated by mouse;a VR environment(VRE)operated by controllers;or a VR environment running virtual-real fusion(VR VRFE),operated by real hands.Results The analysis of variance(ANOVA)and t-test results for presence and self-efficacy show significant differences between the PCE*VR-VRFE condition pair.Furthermore,the results show significant differences in the intrinsic value of learning performance for pairs PCE*VR VRFE and VRE*VR-VRFE,and a marginally significant difference was found for the immersion group.Conclusions The results suggest that virtual-real fusion can offer improved immersion,presence,and self efficacy compared to traditional PC environments,as well as a better intrinsic value of learning performance compared to both PC and VR environments.The results also suggest that virtual-real fusion offers a lower sense of presence compared to traditional VR environments.展开更多
Virtual reality(VR) training technology in the mining industry is a new field of research and utilization.The successful application of VR training system is critical to mine safety and production. Through the statist...Virtual reality(VR) training technology in the mining industry is a new field of research and utilization.The successful application of VR training system is critical to mine safety and production. Through the statistics of the current research and applications of VR training systems in mining industry, all the input/output devices are classified. Based on the classifications of the input/output devices that are used in the VR system, the current VR training systems for the mining industry could be divided into three types: screen-based general type, projector-based customized type, and head-mounted display(HMD)-based intuitive type. By employing a VR headset, a smartphone and a leap motion device, an HMDbased intuitive type VR training system prototype for drilling in underground mines has been developed.Ten trainees tried both the HMD-based intuitive system and the screen-based general control system to compare the experiences and training effects. The results show that the HMD-based system can give a much better user experience and is easy to use. Three of the five components of a VR training system,namely, the user, the tasks, and software and database should be given more attention in future research.With more available technologies of input and output devices, VR engines, and system software, the VR training system will eventually yield much better training results, and will play a more important role in as a training tool for mine safety.展开更多
In this study,a 3D virtual reality and visualization engine for rendering the ocean,named VV-Ocean,is designed for marine applications.The design goals of VV-Ocean aim at high fidelity simulation of ocean environment,...In this study,a 3D virtual reality and visualization engine for rendering the ocean,named VV-Ocean,is designed for marine applications.The design goals of VV-Ocean aim at high fidelity simulation of ocean environment,visualization of massive and multidimensional marine data,and imitation of marine lives.VV-Ocean is composed of five modules,i.e.memory management module,resources management module,scene management module,rendering process management module and interaction management module.There are three core functions in VV-Ocean:reconstructing vivid virtual ocean scenes,visualizing real data dynamically in real time,imitating and simulating marine lives intuitively.Based on VV-Ocean,we establish a sea-land integration platform which can reproduce drifting and diffusion processes of oil spilling from sea bottom to surface.Environment factors such as ocean current and wind field have been considered in this simulation.On this platform oil spilling process can be abstracted as movements of abundant oil particles.The result shows that oil particles blend with water well and the platform meets the requirement for real-time and interactive rendering.VV-Ocean can be widely used in ocean applications such as demonstrating marine operations,facilitating maritime communications,developing ocean games,reducing marine hazards,forecasting the weather over oceans,serving marine tourism,and so on.Finally,further technological improvements of VV-Ocean are discussed.展开更多
Background Atrial fibrillation(AF)is the most common sustained cardiac arrhythmia that can cause severe heart problems.Catheter ablation is one of the most ideal procedures for the treatment of AF.Physicians qualified...Background Atrial fibrillation(AF)is the most common sustained cardiac arrhythmia that can cause severe heart problems.Catheter ablation is one of the most ideal procedures for the treatment of AF.Physicians qualified to perform this procedure need to be highly skilled in manipulating the relevant surgical devices.This study proposes an interactive surgical simulator with high fidelity to facilitate efficient training and low-cost medical education.Methods We used a shared centerline model to simulate the interaction between multiple surgical devices.An improved adaptive deviation-feedback approach is proposed to accelerate the convergence of each iteration.The periodical beating of the human heart was also simulated in real time using the position-based dynamics(PBD)framework to achieve higher fidelity.We then present a novel method for handling the interaction between the devices and the beating heart mesh model.Experiments were conducted in a homemade simulator prototype to evaluate the robustness,performance,and flexibility of the proposed method.Preliminary evaluation of the simulator was performed by medical students,residents,and surgeons.Results The interaction between surgical devices,static vascular meshes,and beating heart mesh was stably simulated in a frame rate suitable for interaction.Conclusion Our simulator is capable of simulating the procedure of catheter ablation with high fidelity and provides immersive visual experiences and haptic feedback.展开更多
Based on the applications of virtual reality technology in many fields, introducedthe virtual reality technical basic concept, structure type, related technique development,etc., tallied up applications of virtual rea...Based on the applications of virtual reality technology in many fields, introducedthe virtual reality technical basic concept, structure type, related technique development,etc., tallied up applications of virtual reality technique in the present mining industry, inquired into core techniques related software and hardware, especially the optimization inthe setup of various 3D models technique, and carried out a virtual scene to travel extensively in real-time by stereoscopic manifestation technique and so on. Then it broughtforward the solution of virtual reality technique with software and hardware to the miningindustry that can satisfy the demand of different aspects and levers. Finally, it show a fineprospect of virtual reality technique applied in the mining industry.展开更多
基金National Innovation and Entrepreneurship Program for College Students(202218213001)Science and Technology Innovation Strategy of Guangdong Province(Science and Technology Innovation Cultivation of University Students 2020329182130C000002).
文摘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.
基金This research was supported by Basic Science Research Program through the National Research Foundation of Korea(NRF)funded by the Ministry of Education(NRF2021R1A2C2011966).
文摘In this study,using Head Mounted Display(HMD),which is one of the biggest advantage of Virtual Reality(VR)environment,tracks the user’s gaze in 360◦video content,and examines how the gaze pattern is distributed according to the user’s immersion.As a result of analyzing the gaze pattern distribution of contents with high user immersion and contents with low user immersion through a questionnaire,it was confirmed that the higher the immersion,the more the gaze distribution tends to be concentrated in the center of the screen.Through this experiment,we were able to understand the factors that make users immerse themselves in the VR environment,and among them,the importance of the audio of the content was shown.Furthermore,it was found that the shape of the gaze distribution for grasping the degree of immersion by the subject of the content was different.While reviewing the experimental results,we also confirmed the necessity of research to recognize specific objects in a VR environment.
文摘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.
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.
文摘The paper describes the feasibility and method of the application of virtual reality technology to grinding process, and introduces the modeling method of object entity in the environment of virtual reality. The simulation process of grinding wheels and ground surface roughness is discussed, and the computation program system of numerical simulation is compiled with Visual C++ programming language. At the same time, the three-dimensional simulation models of grinding wheels and ground surface roughness are made with OpenGL tool. The choice of grinding wheels, the forecast of ground surface quality and some simulation results can be realized by interactively inputting grinding parameters. The paper applies virtual reality technology to grinding process,makes the model of virtual grinding wheel and simulates the grinding process. The roughness of ground surface is showed in three-dimensional images, and therefore the grinding technology is studied. Computer simulation can not only be used as a shortcut to analyze and research the grinding process, but also increase the research scope and content. The virtual reality technology used in the paper is an advanced visualized simulation with interaction. The surface roughness Ra on simulated ground workpiece can be calculated by the arithmetic average of contour warp absolute value in sampling length of simulated ground workpiece. The parameters of virtual wheel and simulated grinding process can be changed by interaction input, so the simulated results in the desired grinding condition are gained. The effect of each parameter to ground surface can be analyzed by comparing the grinding results in different condition.
基金Supported by Hellenic Foundation for Research and Innovation(HFRI)Under The 3rd Call for HFRI PhD Fellowships,No.6232“Evaluating Novel Tangible and Intangible Co-creative Experiential Medical Education”(ENTICE)Knowledge Alliances for Higher Education ProjectCo-funded By The Erasmus+Program of The European Union,No.612444-EPP-1-2019-1-CY-EPPKA2-KA.
文摘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.
文摘Artificial intelligence(AI)is the study of algorithms that enable machines to analyze and execute cognitive activities including problem solving,object and word recognition,reduce the inevitable errors to improve the diagnostic accuracy,and decision-making.Hepatobiliary procedures are technically complex and the use of AI in perioperative management can improve patient outcomes as discussed below.Three-dimensional(3D)reconstruction of images obtained via ultrasound,computed tomography scan or magnetic resonance imaging,can help surgeons better visualize the surgical sites with added depth perception.Preoperative 3D planning is associated with lesser operative time and intraoperative complications.Also,a more accurate assessment is noted,which leads to fewer operative complications.Images can be converted into physical models with 3D printing technology,which can be of educational value to students and trainees.3D images can be combined to provide 3D visualization,which is used for preoperative navigation,allowing for more precise localization of tumors and vessels.Nevertheless,AI enables surgeons to provide better,personalized care for each patient.
基金National Natural Science Foundation of China (NSFC)!project No. 69896250 Basic Research Project of CAS !project No. KJ951-B1
文摘US Vice President Al Gore's vision of Digital Earth applies us with prospects for brand-new ways of solving problems the earth is facing such as seismic disaster. ms paper first briefly introduces the concept of Digital Earth. Then in the context of Digital Earth. the Origin, concept and application of Virtual Reality technology are reviewed. After that we present in detail our preliminary case study--CVR-USD (Computer Virtual Reality for Urban Seismic Disaster Simulation) System which aims to simulate and manage seismic disaster through integrating RS, GIS and VR technologies. For this system, we've built USD subsystem, developed SMVR software to implement CVR. and also developed a Spatial Dare Analysis Package to handle spatial data related to earthquake disaster.
文摘Objective:Training young physicians in gastrointestinal endoscopy through virtual reality(VR)simulators has become popular.It is important to evaluate the benefits and usefulness of this technology for teaching endoscopic skills.The objective of this literature review is to understand the benefits of VR technology through quantitative and qualitative examination of learning outcomes.Methods:A literature search of 7 databases was conducted.Studies which compared the effects of learning through VR simulation and another method of learning were included.In addition,studies were included if they evaluated learning outcomes on clinical patients.Participants could be medical residents,fellows,physicians,or nurses.Common outcomes measured across studies included subjective overall performance scores,total procedure times,rate of successful procedure completion,error rates,patient pain or discomfort,and measures of independence.Results:A total of 22 studies were included.Overall,VR simulation training was seen to be comparable or significantly better than clinical training,no training,other types of simulation,and another form of VR training.Many authors reported increasing patient safety,reducing stress and time constraints,and shortening the learning curve as advantages of VR simulation training.However,this form of training is also expensive and may result in the learning of bad habits.Conclusion:VR simulation technology can be a valuable form of educating endoscopy novices if properly supervised during training,and if there is also integration of clinical training.
基金Supported by National Natural Science Foundation of China(No.51109160)National High Technology Research and Development Program of China("863"Program,No.2012AA051705)+1 种基金International Science and Technology Cooperation Program of China(No.2012DFA70490)Tianjin Natural Science Foundation(No.13JCQNJC06900)
文摘The platform with bucket foundations can penetrate and migrate by underpressure/positive pressure technique caused by pumping water out/in the bucket. However, the construction process of bucket foundations cannot be clearly observed and effectively controlled due to the special nature of sea environment. By using an advanced simulation development tool of Multigen Creator, the visual construction simulation program for the platform with bucket foundations was developed to set up the virtual reality system with interaction control and observation in every view angle based on the secondary development technology of Vega platform. The application results show that the method is feasible and effective by simulating the whole construction process for the platform with four bucket foundations.
文摘This article provides new insights regarding driver behavior, techniques and adaptability. This study has been done because: 1) driving a vehicle is critical and one of the most common daily tasks;2) simulators are used for the purpose of training and researching driver behavior and characteristics;3) the article addresses driver experience by involving new virtual reality technologies. A simulator has been used to assist novice drivers to learn how to drive in a very safe environment, and researching and collecting data for researchers has become easier due to this secure and user-friendly environment. The theoretical framework of this driving simulation has been designed by using the Unity3D game engine (5.4.f3 version) and was programmed with the C# programming language. To make the driving environment more realistic we, in addition, utilized the HTC Vive Virtual reality headset which is powered by Steamvr. We used Unity Game Engine to design our scenarios and maps because by doing this we are able to be more flexible with designing. In this study, we asked 10 people ranging from ages 19 - 37 to participate in this experiment. Four Japanese divers and six non-Japanese drivers engaged in this study, some of which do not have a driver’s license in Japan. A few Japanese drivers have a license and car, while others have a license but no car. In order to analyze the results of this experiment we are used MatlabR2016b to analyze the gathered data. The result of this research indicates that individual’s behavior and characteristics such as controlling the speed, remaining calm and relaxed when driving, driving at appropriate speeds depending on changes in road structures and etc. can affect their driving performance.
文摘A design strategy for a research platform of a telepresence telerobot system based on virtual reality technology is put forward. The design frame of the system is described, and its important core techniques are described. An octrees data structure is utilized to build kinematic and dynamic modeling of the virtual simulation environment, Delphi+OpenGL+3DS MAX are adopted to carry through the virtual modeling and visible simulation exploitation of the slave-robot and its environment. Photo-correction is adopted to correct positioning deviation of the virtual geometric model and modeling errors. The cost of software and hardware equipment for the research platform realized is low. The master/slave robot (manipulator) system and all software in the system were designed and manufactured by our research group. The performance of the system has reached the level required for research. An indispensable experiment base is provided for the research of a telepresence telerobot system based on virtual reality technology.
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.
文摘The proliferation of Virtual Reality-based tools has led to its increased usage in the field of education over the last decades owing to its increasingly realistic simulation and greater control over the 3D simulated environment. The unique features of Virtual Reality (VR) simulation can provide learners with a hazard-free simulated environment allowing limitless failure attempts. Yet, good quality research to verify the effectiveness of VR simulation in training students of the health profession is still lacking. This literature review focuses on the effectiveness of virtual reality-based simulation in enhancing health profession students’ empathetic attitude relating to mental illness. Four databases were searched from January 1, 2007 to December 31, 2018. Of 1034 articles identified eligible in the databases, a total of 6 articles have met the criteria for inclusion in this review. Findings suggested that there is a clear relationship between VR simulation and an improvement on users’ empathy, attitudes, and knowledge relating to mental Illness. With the unique characteristic of experiential learning of VR simulation, there is a potential development of the VR simulation on empathy and attitude in healthcare education. Also, VR stimulation is found having a larger impact on the users’ empathy of users with a healthcare background compared to those without. Future studies should include more in-depth examination on the effect on the specificity of empathy and attitude of people with healthcare background, and in teaching a wider range of mental illnesses such as depression and general anxiety disorder.
基金the National Key Research and Development Program of China(2018YFB1004902)the National Natural Science Foundation of China(61772329,61373085)。
文摘Background Virtual-reality(VR)fusion techniques have become increasingly popular in recent years,and several previous studies have applied them to laboratory education.However,without a basis for evaluating the effects of virtual-real fusion on VR in education,many developers have chosen to abandon this expensive and complex set of techniques.Methods In this study,we experimentally investigate the effects of virtual-real fusion on immersion,presence,and learning performance.Each participant was randomly assigned to one of three conditions:a PC environment(PCE)operated by mouse;a VR environment(VRE)operated by controllers;or a VR environment running virtual-real fusion(VR VRFE),operated by real hands.Results The analysis of variance(ANOVA)and t-test results for presence and self-efficacy show significant differences between the PCE*VR-VRFE condition pair.Furthermore,the results show significant differences in the intrinsic value of learning performance for pairs PCE*VR VRFE and VRE*VR-VRFE,and a marginally significant difference was found for the immersion group.Conclusions The results suggest that virtual-real fusion can offer improved immersion,presence,and self efficacy compared to traditional PC environments,as well as a better intrinsic value of learning performance compared to both PC and VR environments.The results also suggest that virtual-real fusion offers a lower sense of presence compared to traditional VR environments.
基金funded by the ‘‘twelfth five” National Key Technology Research and Development Program of the Ministry of Science and Technology of China (Grant No. 2015BAK10B00)
文摘Virtual reality(VR) training technology in the mining industry is a new field of research and utilization.The successful application of VR training system is critical to mine safety and production. Through the statistics of the current research and applications of VR training systems in mining industry, all the input/output devices are classified. Based on the classifications of the input/output devices that are used in the VR system, the current VR training systems for the mining industry could be divided into three types: screen-based general type, projector-based customized type, and head-mounted display(HMD)-based intuitive type. By employing a VR headset, a smartphone and a leap motion device, an HMDbased intuitive type VR training system prototype for drilling in underground mines has been developed.Ten trainees tried both the HMD-based intuitive system and the screen-based general control system to compare the experiences and training effects. The results show that the HMD-based system can give a much better user experience and is easy to use. Three of the five components of a VR training system,namely, the user, the tasks, and software and database should be given more attention in future research.With more available technologies of input and output devices, VR engines, and system software, the VR training system will eventually yield much better training results, and will play a more important role in as a training tool for mine safety.
基金supported by the Global Change Research Program of China under Project 2012CB955603the Natural Science Foundation of China under Project 41076115+2 种基金the National Basic Research Program of China under Project 2009CB723903the Public Science and Technology Research Funds of the Ocean under Project 201005019the National High-Tech Research and Development Program of China under Project 2008AA121701
文摘In this study,a 3D virtual reality and visualization engine for rendering the ocean,named VV-Ocean,is designed for marine applications.The design goals of VV-Ocean aim at high fidelity simulation of ocean environment,visualization of massive and multidimensional marine data,and imitation of marine lives.VV-Ocean is composed of five modules,i.e.memory management module,resources management module,scene management module,rendering process management module and interaction management module.There are three core functions in VV-Ocean:reconstructing vivid virtual ocean scenes,visualizing real data dynamically in real time,imitating and simulating marine lives intuitively.Based on VV-Ocean,we establish a sea-land integration platform which can reproduce drifting and diffusion processes of oil spilling from sea bottom to surface.Environment factors such as ocean current and wind field have been considered in this simulation.On this platform oil spilling process can be abstracted as movements of abundant oil particles.The result shows that oil particles blend with water well and the platform meets the requirement for real-time and interactive rendering.VV-Ocean can be widely used in ocean applications such as demonstrating marine operations,facilitating maritime communications,developing ocean games,reducing marine hazards,forecasting the weather over oceans,serving marine tourism,and so on.Finally,further technological improvements of VV-Ocean are discussed.
基金the National Natural Science Foundation of China(61672510)the Shenzhen Basic Research Program(JCYJ20180507182441903).
文摘Background Atrial fibrillation(AF)is the most common sustained cardiac arrhythmia that can cause severe heart problems.Catheter ablation is one of the most ideal procedures for the treatment of AF.Physicians qualified to perform this procedure need to be highly skilled in manipulating the relevant surgical devices.This study proposes an interactive surgical simulator with high fidelity to facilitate efficient training and low-cost medical education.Methods We used a shared centerline model to simulate the interaction between multiple surgical devices.An improved adaptive deviation-feedback approach is proposed to accelerate the convergence of each iteration.The periodical beating of the human heart was also simulated in real time using the position-based dynamics(PBD)framework to achieve higher fidelity.We then present a novel method for handling the interaction between the devices and the beating heart mesh model.Experiments were conducted in a homemade simulator prototype to evaluate the robustness,performance,and flexibility of the proposed method.Preliminary evaluation of the simulator was performed by medical students,residents,and surgeons.Results The interaction between surgical devices,static vascular meshes,and beating heart mesh was stably simulated in a frame rate suitable for interaction.Conclusion Our simulator is capable of simulating the procedure of catheter ablation with high fidelity and provides immersive visual experiences and haptic feedback.
文摘Based on the applications of virtual reality technology in many fields, introducedthe virtual reality technical basic concept, structure type, related technique development,etc., tallied up applications of virtual reality technique in the present mining industry, inquired into core techniques related software and hardware, especially the optimization inthe setup of various 3D models technique, and carried out a virtual scene to travel extensively in real-time by stereoscopic manifestation technique and so on. Then it broughtforward the solution of virtual reality technique with software and hardware to the miningindustry that can satisfy the demand of different aspects and levers. Finally, it show a fineprospect of virtual reality technique applied in the mining industry.