Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might inc...Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.展开更多
In recent years, the penetration of renewable energy sources (RES) is increasing due to energy and environmental issues, causing several problems in the power system. These problems are usually more apparent in microg...In recent years, the penetration of renewable energy sources (RES) is increasing due to energy and environmental issues, causing several problems in the power system. These problems are usually more apparent in microgrids. One of the problems that could arise is frequency stability issue due to lack of inertia in microgrids. Lack of inertia in such system can lead to system instability when a large disturbance occurs in the system. To solve this issue, providing inertia support to the microgrids by a virtual synchronous generator (VSG) utilizing energy storage system is a promising method. In applying VSG, one important aspect is regarding the set value of the active power output from the VSG. The amount of allocated active power during normal operation should be determined carefully so that the frequency of microgrids could be restored to the allowable limits, as close as possible to the nominal value. In this paper, active power allocation of VSG using particle swarm optimization (PSO) is presented. The results show that by using VSG supported by active power allocation determined by the method, frequency stability and dynamic stability of the system could be improved.展开更多
The simple dynamic model is often adopted to deal with control questions in research on semi-active suspension. The model has more theoretic meanings than authentic ones because of difference between practical and phy...The simple dynamic model is often adopted to deal with control questions in research on semi-active suspension. The model has more theoretic meanings than authentic ones because of difference between practical and physical models. The virtual prototype has remarkable advantages in its application simulation processes. It is not only faster and more veracious, but also of better visualization of the simulation results.展开更多
Active power filter (APF) using novel virtual line-flux-linkage oriented control strategy can not only realizes no phase-locked-loop (PLL) control, but also achieves a good inhibitory effect to interfere. However, the...Active power filter (APF) using novel virtual line-flux-linkage oriented control strategy can not only realizes no phase-locked-loop (PLL) control, but also achieves a good inhibitory effect to interfere. However, there are some problems in the conventional method, such as the error of amplitude, the shift of phase angle and the non-determinacy of initial oriented angle. In this paper, two one-order low-pass filters are adopted instead of the pure integrator in the virtual line-flux-linkage observer, which can steady the phase and amplitude. Furthermore, an original scheme of harmonics detection under the rotating coordinate is advanced based on the simplified space vector pulse width modulation (SVPWM) strategy. Meanwhile, by using the new SVPWM algorithm, the voltage space vector diagram of the three-level inverter can be simplified and applied into that of two-level inverter, and this makes the control for Neutral Point potential easier.展开更多
We developed a Virtual Shopping Test with three different task levels for assessment of daily cognitive function using virtual reality technology. The objective of present study was to investigate the difference on ta...We developed a Virtual Shopping Test with three different task levels for assessment of daily cognitive function using virtual reality technology. The objective of present study was to investigate the difference on task performance, brain activation and subjective assessment in relation to the difficulty levels of the tasks. Subjects were asked to buy specific 2 items in Task 1, 4 items in Task 2, and 6 items in Task 3 at a virtual mall. The tasks and questionnaires were conducted on 10 convalescent brain-damaged patients and 6 healthy young adults. Hemodynamic changes in the prefrontal cortex (PFC) during activation due to the tasks were examined using functional near-infrared spectroscopy. As the result, the mean total time was significantly longer for the patients than for healthy subjects. PFC showed a greater response for related Task 2 than Task 1 in shopping and moving phase in patient group. The patients evaluated Tasks 1 and 2 are more difficult and bring more psychological load than healthy adults subjectively. That is, although the healthy adults did not show large difference in their task performances as well as PFC responses, they can evaluate the differences between three task levels, subjectively, while which could not be for the patients means that patients could not distinguish the difference of the tasks, subjectively. The results suggest that 4-item shopping task might be enough difficulty level that causes brain activation for the brain-damaged patients.展开更多
<div style="text-align:justify;"> <span style="font-family:Verdana;">The purpose of this research is to develop an immersive virtual fitness center as an intervention to promote physica...<div style="text-align:justify;"> <span style="font-family:Verdana;">The purpose of this research is to develop an immersive virtual fitness center as an intervention to promote physical activity and examine its impacts on users’ exercise plans and exercise behaviors. The virtual reality (VR)-based intervention includes three main features: enabling the users to control their avatar, personalizing the avatar to look the same as the user, and visualizing the positive consequences of exercising. We conducted an experiment to randomly assign participants to two treatment groups: experiencing either the self or another person losing weight because of exercising in the virtual environment. The findings demonstrated that the self-avatar group exercised more in the voluntary section than the other-avatar group. However, participants in the self-avatar condition perceived a lower level of sense of presence compared to participants in the other-avatar condition. Compared to people in the control condition who watched and followed the exercise from a workout video, those who exercised in the virtual fitness center, regardless of whether the avatar was based on the self’s image or another person’s image, planned to spend more time on exercising in the following week. Theoretical and practical implications for using VR technology to promote health-related behavioral change, and why personalization decreases perceived sense of presence in the virtual environment are discussed.</span> </div>展开更多
虚拟同步发电机(virtual synchronous generator,VSG)在引入同步机二阶转子运动方程,增大电力系统等效惯量的同时,也引入了同步发电机的振荡特性,有功低频振荡等动态稳定性问题也随之而来。引入调速侧电力系统稳定器(governor power sys...虚拟同步发电机(virtual synchronous generator,VSG)在引入同步机二阶转子运动方程,增大电力系统等效惯量的同时,也引入了同步发电机的振荡特性,有功低频振荡等动态稳定性问题也随之而来。引入调速侧电力系统稳定器(governor power system stabilizer,GPSS)能有效抑制VSG的功率低频振荡,但其在超调量及调节时间方面的控制效果仍有待提高。通过建立VSG的小信号模型从极点配置角度分析其稳定性,揭示基于GPSS的VSG控制策略在功率动态响应上存在较高超调和较长调节时间的原因。基于此,参考GPSS控制思想,提出了一种基于超前滞后环节附加前馈阻尼补偿的虚拟同步发电机控制策略。并从理论上分析验证了所提控制策略在不影响系统稳态特性的前提下,能够提供调整自由度更高的正阻尼,在有效地抑制功率超调的同时提高了系统的调节速度,从而更好地抑制了有功功率的低频振荡。最后通过MATLAB/Simulink进行对比仿真,仿真结果与理论分析结果一致,证明了所提控制策略的正确性和有效性。展开更多
早期活动对于重症监护病房(Intensive Care Unit,ICU)患者康复至关重要,虚拟现实技术作为一种新兴的治疗手段,逐渐应用于ICU患者的早期活动中,为ICU患者的早期活动提供了新的选择。文章旨在综述虚拟现实技术在ICU患者早期活动中的应用...早期活动对于重症监护病房(Intensive Care Unit,ICU)患者康复至关重要,虚拟现实技术作为一种新兴的治疗手段,逐渐应用于ICU患者的早期活动中,为ICU患者的早期活动提供了新的选择。文章旨在综述虚拟现实技术在ICU患者早期活动中的应用研究进展,并重点关注其在护理方面的应用,阐述现存的问题及发展前景,旨在为医护人员充分利用虚拟现实技术对ICU患者进行早期活动训练提供新的视角和参考。展开更多
基金supported in part by a grant from the National Institute of Diabetes and Digestive and Kidney Diseases(R01DK109316,principle investigator:ASL)by the College of Arts,Media,and Design,Bouve College of Health Sciences at Northeastern University,Boston,MA,USA。
文摘Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.
文摘In recent years, the penetration of renewable energy sources (RES) is increasing due to energy and environmental issues, causing several problems in the power system. These problems are usually more apparent in microgrids. One of the problems that could arise is frequency stability issue due to lack of inertia in microgrids. Lack of inertia in such system can lead to system instability when a large disturbance occurs in the system. To solve this issue, providing inertia support to the microgrids by a virtual synchronous generator (VSG) utilizing energy storage system is a promising method. In applying VSG, one important aspect is regarding the set value of the active power output from the VSG. The amount of allocated active power during normal operation should be determined carefully so that the frequency of microgrids could be restored to the allowable limits, as close as possible to the nominal value. In this paper, active power allocation of VSG using particle swarm optimization (PSO) is presented. The results show that by using VSG supported by active power allocation determined by the method, frequency stability and dynamic stability of the system could be improved.
文摘The simple dynamic model is often adopted to deal with control questions in research on semi-active suspension. The model has more theoretic meanings than authentic ones because of difference between practical and physical models. The virtual prototype has remarkable advantages in its application simulation processes. It is not only faster and more veracious, but also of better visualization of the simulation results.
文摘Active power filter (APF) using novel virtual line-flux-linkage oriented control strategy can not only realizes no phase-locked-loop (PLL) control, but also achieves a good inhibitory effect to interfere. However, there are some problems in the conventional method, such as the error of amplitude, the shift of phase angle and the non-determinacy of initial oriented angle. In this paper, two one-order low-pass filters are adopted instead of the pure integrator in the virtual line-flux-linkage observer, which can steady the phase and amplitude. Furthermore, an original scheme of harmonics detection under the rotating coordinate is advanced based on the simplified space vector pulse width modulation (SVPWM) strategy. Meanwhile, by using the new SVPWM algorithm, the voltage space vector diagram of the three-level inverter can be simplified and applied into that of two-level inverter, and this makes the control for Neutral Point potential easier.
文摘We developed a Virtual Shopping Test with three different task levels for assessment of daily cognitive function using virtual reality technology. The objective of present study was to investigate the difference on task performance, brain activation and subjective assessment in relation to the difficulty levels of the tasks. Subjects were asked to buy specific 2 items in Task 1, 4 items in Task 2, and 6 items in Task 3 at a virtual mall. The tasks and questionnaires were conducted on 10 convalescent brain-damaged patients and 6 healthy young adults. Hemodynamic changes in the prefrontal cortex (PFC) during activation due to the tasks were examined using functional near-infrared spectroscopy. As the result, the mean total time was significantly longer for the patients than for healthy subjects. PFC showed a greater response for related Task 2 than Task 1 in shopping and moving phase in patient group. The patients evaluated Tasks 1 and 2 are more difficult and bring more psychological load than healthy adults subjectively. That is, although the healthy adults did not show large difference in their task performances as well as PFC responses, they can evaluate the differences between three task levels, subjectively, while which could not be for the patients means that patients could not distinguish the difference of the tasks, subjectively. The results suggest that 4-item shopping task might be enough difficulty level that causes brain activation for the brain-damaged patients.
文摘<div style="text-align:justify;"> <span style="font-family:Verdana;">The purpose of this research is to develop an immersive virtual fitness center as an intervention to promote physical activity and examine its impacts on users’ exercise plans and exercise behaviors. The virtual reality (VR)-based intervention includes three main features: enabling the users to control their avatar, personalizing the avatar to look the same as the user, and visualizing the positive consequences of exercising. We conducted an experiment to randomly assign participants to two treatment groups: experiencing either the self or another person losing weight because of exercising in the virtual environment. The findings demonstrated that the self-avatar group exercised more in the voluntary section than the other-avatar group. However, participants in the self-avatar condition perceived a lower level of sense of presence compared to participants in the other-avatar condition. Compared to people in the control condition who watched and followed the exercise from a workout video, those who exercised in the virtual fitness center, regardless of whether the avatar was based on the self’s image or another person’s image, planned to spend more time on exercising in the following week. Theoretical and practical implications for using VR technology to promote health-related behavioral change, and why personalization decreases perceived sense of presence in the virtual environment are discussed.</span> </div>
文摘虚拟同步发电机(virtual synchronous generator,VSG)在引入同步机二阶转子运动方程,增大电力系统等效惯量的同时,也引入了同步发电机的振荡特性,有功低频振荡等动态稳定性问题也随之而来。引入调速侧电力系统稳定器(governor power system stabilizer,GPSS)能有效抑制VSG的功率低频振荡,但其在超调量及调节时间方面的控制效果仍有待提高。通过建立VSG的小信号模型从极点配置角度分析其稳定性,揭示基于GPSS的VSG控制策略在功率动态响应上存在较高超调和较长调节时间的原因。基于此,参考GPSS控制思想,提出了一种基于超前滞后环节附加前馈阻尼补偿的虚拟同步发电机控制策略。并从理论上分析验证了所提控制策略在不影响系统稳态特性的前提下,能够提供调整自由度更高的正阻尼,在有效地抑制功率超调的同时提高了系统的调节速度,从而更好地抑制了有功功率的低频振荡。最后通过MATLAB/Simulink进行对比仿真,仿真结果与理论分析结果一致,证明了所提控制策略的正确性和有效性。
文摘早期活动对于重症监护病房(Intensive Care Unit,ICU)患者康复至关重要,虚拟现实技术作为一种新兴的治疗手段,逐渐应用于ICU患者的早期活动中,为ICU患者的早期活动提供了新的选择。文章旨在综述虚拟现实技术在ICU患者早期活动中的应用研究进展,并重点关注其在护理方面的应用,阐述现存的问题及发展前景,旨在为医护人员充分利用虚拟现实技术对ICU患者进行早期活动训练提供新的视角和参考。