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Application of virtual reality technology improves the functionality of brain networks in individuals experiencing pain
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作者 Takahiko Nagamine 《World Journal of Clinical Cases》 SCIE 2025年第3期66-68,共3页
Medical procedures are inherently invasive and carry the risk of inducing pain to the mind and body.Recently,efforts have been made to alleviate the discomfort associated with invasive medical procedures through the u... Medical procedures are inherently invasive and carry the risk of inducing pain to the mind and body.Recently,efforts have been made to alleviate the discomfort associated with invasive medical procedures through the use of virtual reality(VR)technology.VR has been demonstrated to be an effective treatment for pain associated with medical procedures,as well as for chronic pain conditions for which no effective treatment has been established.The precise mechanism by which the diversion from reality facilitated by VR contributes to the diminution of pain and anxiety has yet to be elucidated.However,the provision of positive images through VR-based visual stimulation may enhance the functionality of brain networks.The salience network is diminished,while the default mode network is enhanced.Additionally,the medial prefrontal cortex may establish a stronger connection with the default mode network,which could result in a reduction of pain and anxiety.Further research into the potential of VR technology to alleviate pain could lead to a reduction in the number of individuals who overdose on painkillers and contribute to positive change in the medical field. 展开更多
关键词 virtual reality PAIN ANXIETY Salience network Default mode network
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Chemical simulation teaching system based on virtual reality and gesture interaction
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作者 Dengzhen LU Hengyi LI +2 位作者 Boyu QIU Siyuan LIU Shuhan QI 《虚拟现实与智能硬件(中英文)》 EI 2024年第2期148-168,共21页
Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based ... Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based on virtual reality and gesture interaction.Methods The parameters of the models were obtained through actual investigation,whereby Blender and 3DS MAX were used to model and import these parameters into a physics engine.By establishing an interface for the physics engine,gesture interaction hardware,and virtual reality(VR)helmet,a highly realistic chemical experiment environment was created.Using code script logic,particle systems,as well as other systems,chemical phenomena were simulated.Furthermore,we created an online teaching platform using streaming media and databases to address the problems of distance teaching.Results The proposed system was evaluated against two mainstream products in the market.In the experiments,the proposed system outperformed the other products in terms of fidelity and practicality.Conclusions The proposed system which offers realistic simulations and practicability,can help improve the high school chemistry experimental education. 展开更多
关键词 Chemical experiment simulation Gesture interaction virtual reality Model establishment Process control Streaming media DATABASE
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Virtual Reality-Based Mirror Therapy for Upper Extremity Function among Stroke Patients:A Meta-analysis and Systematic Review
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作者 Juan ZHOU 《Medicinal Plant》 2024年第5期44-49,共6页
[Objectives]To investigate the evidence-based effect of virtual reality-based mirror therapy system(VR-MT)on upper extremity function among stroke patients.[Methods]A systematic electronic searching of the Medline,Pub... [Objectives]To investigate the evidence-based effect of virtual reality-based mirror therapy system(VR-MT)on upper extremity function among stroke patients.[Methods]A systematic electronic searching of the Medline,PubMed,Web of Science and CNKI was initially performed up to June 10,2024.The risk of bias of the included studies was evaluated using RevMan 5.4 software based on the Cochrane Handbook for Systematic Reviews.The random-effects model or fixed-effects models was employed to estimate the standardized mean difference(SMD).The subgroup analyses were conducted exploring theVR-MT type(immersive or non-immersive)and comparing with MT or control group.[Results]In total 8 studies with a total of 273 stroke patients were included in this review.The pooled analysis of these trials showed a statistically significant enhancement inFMA-UE scores(6 studies,SMD=0.72,[95%CI 0.37 to 1.06];P<0.0001,I^(2)=31%)and Box and Block Test(BBT)(3 studies,SMD=0.49,[95%C/0.05 to 0.93];P=0.03,I^(2)=0%),rather than Manual Function Test(MFT)scores(3 studies,SMD=0.38,[95%CI-0.09 to 0.84];P=0.11,I^(2)=0%)following the application of reality-based mirror therapy.Additionally,the subgroup analysis results indicated that immersive VR-MT can significantly improve FMA-UE(5studies,SMD=0.73,[95%CI 0.24 to 1.23];P=0.004,I^(2)=43%).In contrast,the overall effect of non-immersive VR-MT was non-significant(2 studies,SMD=0.33,[95%CI-0.69 to 1.34];P=0.53,I^(2)=72%).[Conclusions]In this systematic review and meta-analysis,our findings indicate that immersiveVR-MT has the potential to improve upper extremity function among stroke patients. 展开更多
关键词 STROKE Mirror therapy virtual reality Upper extremity function META-ANALYSIS
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Virtual reality tools for training in gastrointestinal endoscopy:A systematic review
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作者 Tuấn Quang Dương Jonathan Soldera 《Artificial Intelligence in Gastrointestinal Endoscopy》 2024年第2期41-54,共14页
BACKGROUND Virtual reality(VR)has emerged as an innovative technology in endoscopy training,providing a simulated environment that closely resembles real-life scenarios and offering trainees a valuable platform to acq... BACKGROUND Virtual reality(VR)has emerged as an innovative technology in endoscopy training,providing a simulated environment that closely resembles real-life scenarios and offering trainees a valuable platform to acquire and enhance their endoscopic skills.This systematic review will critically evaluate the effectiveness and feasibility of VR-based training compared to traditional methods.AIM To evaluate the effectiveness and feasibility of VR-based training compared to traditional methods.By examining the current state of the field,this review seeks to identify gaps,challenges,and opportunities for further research and implementation of VR in endoscopic training.METHODS The study is a systematic review,following the guidelines for reporting systematic reviews set out by the PRISMA statement.A comprehensive search command was designed and implemented and run in September 2023 to identify relevant studies available,from electronic databases such as PubMed,Scopus,Cochrane,and Google Scholar.The results were systematically reviewed.RESULTS Sixteen articles were included in the final analysis.The total number of participants was 523.Five studies focused on both upper endoscopy and colonoscopy training,two on upper endoscopy training only,eight on colonoscopy training only,and one on sigmoidoscopy training only.Gastrointestinal Mentor virtual endoscopy simulator was commonly used.Fifteen reported positive results,indicating that VR-based training was feasible and acceptable for endoscopy learners.VR technology helped the trainees enhance their skills in manipulating the endoscope,reducing the procedure time or increasing the technical accuracy,in VR scenarios and real patients.Some studies show that the patient discomfort level decreased significantly.However,some studies show there were no significant differences in patient discomfort and pain scores between VR group and other groups.CONCLUSION VR training is effective for endoscopy training.There are several well-designed randomized controlled trials with large sample sizes,proving the potential of this innovative tool.Thus,VR should be more widely adopted in endoscopy training.Furthermore,combining VR training with conventional methods could be a promising approach that should be implemented in training. 展开更多
关键词 virtual reality Gastrointestinal endoscopy systematic review virtual reality training SIMULATION
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Design of research platform on telerobot system based on virtual reality technology 被引量:2
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作者 陈俊杰 黄惟一 +2 位作者 宋爱国 奚维旸 林纯 《Journal of Southeast University(English Edition)》 EI CAS 2004年第1期80-84,共5页
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
关键词 Computer simulation Computer software Data structures MANIPULATORS Remote control virtual reality
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结合SimMechanics、SimPowerSystems及Virtual Reality Toolbox设计控制理论教学案例 被引量:2
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作者 彭学锋 郑志强 吕鸣 《长春工业大学学报(高教研究版)》 2011年第3期52-54,共3页
运用MatLab/Simulink扩展工具箱设计控制理论教学案例与基于数学模型的控制系统分析比较,系统结构清晰、控制过程直观。论文以机电运动平台控制系统案例设计为例,利用SimMechanics设计了机械运动平台模型,利用SimPowerSystems设计了电... 运用MatLab/Simulink扩展工具箱设计控制理论教学案例与基于数学模型的控制系统分析比较,系统结构清晰、控制过程直观。论文以机电运动平台控制系统案例设计为例,利用SimMechanics设计了机械运动平台模型,利用SimPowerSystems设计了电机控制模型,利用Virtual Reality Toolbox设计了动态虚拟显示系统,并对机电运动控制平台系统案例的运行进行了讨论。实践说明设计的控制系统教学案例作为一种教学辅助手段应用于课堂教学,对教学形式、方法和效果产生了有益的影响。 展开更多
关键词 MatLab/Simulink工具箱 虚拟现实virtual reality 教学案例 机电运动平台
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Virtual reality for preoperative patient education: Impact on satisfaction, usability, and burnout from the perspective of new nurses 被引量:2
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作者 Jiyoung Kim Donghyun Kim +1 位作者 Sang-Ha Oh Hyeokjae Kwon 《World Journal of Clinical Cases》 SCIE 2024年第28期6204-6216,共13页
BACKGROUND Traditional paper-based preoperative patient education is a struggle for new nurses and requires extensive training.In this situation,virtual reality technology can help the new nurses.Despite its potential... BACKGROUND Traditional paper-based preoperative patient education is a struggle for new nurses and requires extensive training.In this situation,virtual reality technology can help the new nurses.Despite its potential benefits,there are studies on patient satisfaction but there is limited information on the usability of virtual reality(VR)technology for new nurses in giving preoperative education to patients.AIM To investigate the impact on satisfaction,usability,and burnout of a system using VR technology in preoperative patient education.METHODS The study involved 20 nurses from the plastic surgery ward and 80 patients admitted between April and May 2019.Each nurse taught four patients:Two using traditional verbal education and two using virtual reality.The System Usability Scale,After-Scenario Questionnaire,and Maslach Burnout Inventory(MBI)were employed to evaluate the impact of these education methods.RESULTS The VR education groups showed a statistically higher satisfaction than the traditional verbal education groups.Among the three subscales of the MBI,emotional exhaustion and personal accomplishment improved statistically significantly.VR was also better in terms of usability.CONCLUSION This study suggests VR enhances usability and reduces burnout in nurses,but further research is needed to assess its impact on depersonalization and objective measures like stress and heart rate. 展开更多
关键词 virtual reality Preoperative care Patient education BURNOUT USABILITY SATISFACTION Prospective studies
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Head-mounted display-based intuitive virtual reality training system for the mining industry 被引量:9
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作者 Zhang Hui 《International Journal of Mining Science and Technology》 SCIE EI CSCD 2017年第4期717-722,共6页
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
关键词 virtual reality TRAINING Head-mounted display High immersive Intuitive Mining industry
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Breaking the optical efficiency limit of virtual reality with a nonreciprocal polarization rotator
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作者 Yuqiang Ding Zhenyi Luo +1 位作者 Garimagai Borjigin Shin-Tson Wu 《Opto-Electronic Advances》 SCIE EI CAS CSCD 2024年第3期4-14,共11页
A catadioptric lens structure,also known as pancake lens,has been widely used in virtual reality(VR)displays to reduce the formfactor.However,the utilization of a half mirror(HM)to fold the optical path thrice leads t... A catadioptric lens structure,also known as pancake lens,has been widely used in virtual reality(VR)displays to reduce the formfactor.However,the utilization of a half mirror(HM)to fold the optical path thrice leads to a significant optical loss.The theoretical maximum optical efficiency is merely 25%.To transcend this optical efficiency constraint while retaining the foldable characteristic inherent to traditional pancake optics,in this paper,we propose a theoretically lossless folded optical system to replace the HM with a nonreciprocal polarization rotator.In our feasibility demonstration experiment,we used a commercial Faraday rotator(FR)and reflective polarizers to replace the lossy HM.The theoretically predicted 100%efficiency can be achieved approximately by using two high-extinction-ratio reflective polarizers.In addition,we evaluated the ghost images using a micro-OLED panel in our imaging system.Indeed,the ghost images can be suppressed to undetectable level if the optics are with antireflection coating.Our novel pancake optical system holds great potential for revolutionizing next-generation VR displays with lightweight,compact formfactor,and low power consumption. 展开更多
关键词 near-eye display virtual reality pancake optics folded optics nonreciprocal polarization rotator
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Science Letters:Dynamic concision for three-dimensional reconstruction of human organ built with virtual reality modelling language (VRML) 被引量:3
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作者 禹正杨 郑树森 +2 位作者 陈雷霆 何晓乾 王建军 《Journal of Zhejiang University-Science B(Biomedicine & Biotechnology)》 SCIE CAS CSCD 2005年第7期611-616,共6页
This research studies the process of 3D reconstruction and dynamic concision based on 2D medical digital images using virtual reality modelling language (VRML) and JavaScript language, with a focus on how to realize t... This research studies the process of 3D reconstruction and dynamic concision based on 2D medical digital images using virtual reality modelling language (VRML) and JavaScript language, with a focus on how to realize the dynamic concision of 3D medical model with script node and sensor node in VRML. The 3D reconstruction and concision of body internal organs can be built with such high quality that they are better than those obtained from the traditional methods. With the function of dynamic concision, the VRML browser can offer better windows for man-computer interaction in real-time environment than ever before. 3D reconstruction and dynamic concision with VRML can be used to meet the requirement for the medical observation of 3D reconstruction and have a promising prospect in the fields of medical imaging. 展开更多
关键词 virtual reality Modelling Language (vrML) Direct texture mapping Three-dimensional reconstruction Dynamic concision
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Enhancing preoperative patient education through virtual reality:A leap forward in nursing practice
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作者 Mainak Roy 《World Journal of Clinical Cases》 SCIE 2024年第34期6744-6747,共4页
Integration of virtual reality(VR)technology into preoperative patient education has shown potential to improve nursing practice.The study by Kim et al examines the impact of VR on nurse satisfaction,usability,and bur... Integration of virtual reality(VR)technology into preoperative patient education has shown potential to improve nursing practice.The study by Kim et al examines the impact of VR on nurse satisfaction,usability,and burnout.A prospective study involving 20 nurses and 80 patients was conducted,comparing traditional paper-based education with VR-based education in the plastic surgery ward at Chungnam National University Hospital.Findings demonstrated that VR significantly enhanced satisfaction and usability among nurses,while also reducing emotional exhaustion,a critical factor in nurse burnout.Consistency in education quality was also improved,ensuring uniform patient care.These results underscore the importance of VR in reducing the stress of repetitive tasks,improving job satisfaction,and potentially enhancing nurse retention.Future research should explore the broader applications of VR in healthcare and address the logistical challenges of integrating this technology into routine clinical practice.The study by Kim et al highlights VR’s transformative potential in preoperative education for both patients and healthcare providers. 展开更多
关键词 virtual reality Preoperative education Nurse satisfaction USABILITY BURNOUT
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Towards engineering a portable platform for laparoscopic pre-training in virtual reality with haptic feedback
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作者 Hans-Georg ENKLER Wolfgang KUNERT +4 位作者 Stefan PFEFFER Kai-Jonas BOCK Steffen AXT Jonas JOHANNINK Christoph REICH 《虚拟现实与智能硬件(中英文)》 EI 2024年第2期83-99,共17页
Background Laparoscopic surgery is a surgical technique in which special instruments are inserted through small incision holes inside the body.For some time,efforts have been made to improve surgical pre training thro... Background Laparoscopic surgery is a surgical technique in which special instruments are inserted through small incision holes inside the body.For some time,efforts have been made to improve surgical pre training through practical exercises on abstracted and reduced models.Methods The authors strive for a portable,easy to use and cost-effective Virtual Reality-based(VR)laparoscopic pre-training platform and therefore address the question of how such a system has to be designed to achieve the quality of today's gold standard using real tissue specimens.Current VR controllers are limited regarding haptic feedback.Since haptic feedback is necessary or at least beneficial for laparoscopic surgery training,the platform to be developed consists of a newly designed prototype laparoscopic VR controller with haptic feedback,a commercially available head-mounted display,a VR environment for simulating a laparoscopic surgery,and a training concept.Results To take full advantage of benefits such as repeatability and cost-effectiveness of VR-based training,the system shall not require a tissue sample for haptic feedback.It is currently calculated and visually displayed to the user in the VR environment.On the prototype controller,a first axis was provided with perceptible feedback for test purposes.Two of the prototype VR controllers can be combined to simulate a typical both-handed use case,e.g.,laparoscopic suturing.A Unity based VR prototype allows the execution of simple standard pre-trainings.Conclusions The first prototype enables full operation of a virtual laparoscopic instrument in VR.In addition,the simulation can compute simple interaction forces.Major challenges lie in a realistic real-time tissue simulation and calculation of forces for the haptic feedback.Mechanical weaknesses were identified in the first hardware prototype,which will be improved in subsequent versions.All degrees of freedom of the controller are to be provided with haptic feedback.To make forces tangible in the simulation,characteristic values need to be determined using real tissue samples.The system has yet to be validated by cross-comparing real and VR haptics with surgeons. 展开更多
关键词 Laparoscopic surgery Training virtual reality CONTROLLER Haptic feedback Kinesthetic skills
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Virtual reality:The bridge between medical education and clinical practice
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作者 Yan-Quan Liu 《World Journal of Clinical Cases》 SCIE 2024年第32期6575-6579,共5页
After perusing the paper by Kim et al,I discovered that this is an interesting manuscript and a successful study.Virtual reality(VR)is an emerging and promising technology employed in the domain of medical practice an... After perusing the paper by Kim et al,I discovered that this is an interesting manuscript and a successful study.Virtual reality(VR)is an emerging and promising technology employed in the domain of medical practice and medical education over the past decade.In the era of big data,VR is constantly progressing in the fields of medical education and clinical diagnosis and treatment.As a novel scientific and technological tool,VR not only overcomes multiple limitations of the traditional medical teaching mode but also reduces the reliance on personnel and equipment.VR can simulate the real clinical situation,stimulate the enthusiasm of young doctors and nurses for clinical study,and simultaneously safeguard and promote medical safety and doctor-patient harmony.Favorable outcomes have been attained in clinical teaching and diagnosis and treatment activities.While enhancing the training conditions of medical cosmetics and elevating the level of clinical practice and teaching,the risks resulting from improper clinical diagnosis and treatment have been circumvented.All of this is evident and comprehensible. 展开更多
关键词 virtual reality Medical education Clinical practice Clinical training PEDAGOGY
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Personalized assessment and training of neurosurgical skills in virtual reality:An interpretable machine learning approach
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作者 Fei LI Zhibao QIN +3 位作者 Kai QIAN Shaojun LIANG Chengli LI Yonghang TAI 《虚拟现实与智能硬件(中英文)》 EI 2024年第1期17-29,共13页
Background Virtual reality technology has been widely used in surgical simulators,providing new opportunities for assessing and training surgical skills.Machine learning algorithms are commonly used to analyze and eva... Background Virtual reality technology has been widely used in surgical simulators,providing new opportunities for assessing and training surgical skills.Machine learning algorithms are commonly used to analyze and evaluate the performance of participants.However,their interpretability limits the personalization of the training for individual participants.Methods Seventy-nine participants were recruited and divided into three groups based on their skill level in intracranial tumor resection.Data on the use of surgical tools were collected using a surgical simulator.Feature selection was performed using the Minimum Redundancy Maximum Relevance and SVM-RFE algorithms to obtain the final metrics for training the machine learning model.Five machine learning algorithms were trained to predict the skill level,and the support vector machine performed the best,with an accuracy of 92.41%and Area Under Curve value of 0.98253.The machine learning model was interpreted using Shapley values to identify the important factors contributing to the skill level of each participant.Results This study demonstrates the effectiveness of machine learning in differentiating the evaluation and training of virtual reality neurosurgical performances.The use of Shapley values enables targeted training by identifying deficiencies in individual skills.Conclusions This study provides insights into the use of machine learning for personalized training in virtual reality neurosurgery.The interpretability of the machine learning models enables the development of individualized training programs.In addition,this study highlighted the potential of explanatory models in training external skills. 展开更多
关键词 Machine learning NEUROSURGERY Shapley values virtual reality Human-robot interaction
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Virtual reality simulation in training endoscopic skills: A systematic review 被引量:3
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作者 Wenlan Zhang Xin Liu Bin Zheng 《Laparoscopic, Endoscopic and Robotic Surgery》 2021年第4期97-104,共8页
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
关键词 Gastrointestinal endoscopy virtual reality simulation PHYSICIAN TRAINING Endoscopic skill
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Integrating Virtual Reality and Energy Analysis with BIM to Optimize Window-to-Wall Ratio and Building’s Orientation for Age-in-Place Design at the Conceptual Stage
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作者 Vafa Rostamiasl Ahmad Jrade 《Open Journal of Civil Engineering》 2024年第3期305-333,共29页
This study unfolds an innovative approach aiming to address the critical role of building design in global energy consumption, focusing on optimizing the Window-to-Wall Ratio (WWR), since buildings account for approxi... This study unfolds an innovative approach aiming to address the critical role of building design in global energy consumption, focusing on optimizing the Window-to-Wall Ratio (WWR), since buildings account for approximately 30% of total energy consumed worldwide. The greatest contributors to energy expenditure in buildings are internal artificial lighting and heating and cooling systems. The WWR, determined by the proportion of the building’s glazed area to its wall area, is a significant factor influencing energy efficiency and minimizing energy load. This study introduces the development of a semi-automated computer model designed to offer a real-time, interactive simulation environment, fostering improving communication and engagement between designers and owners. The said model serves to optimize both the WWR and building orientation to align with occupants’ needs and expectations, subsequently reducing annual energy consumption and enhancing the overall building energy performance. The integrated model incorporates Building Information Modeling (BIM), Virtual Reality (VR), and Energy Analysis tools deployed at the conceptual design stage, allowing for the amalgamation of owners’ inputs in the design process and facilitating the creation of more realistic and effective design strategies. 展开更多
关键词 Building Information Modeling (BIM) virtual reality (vr) Game Engine Energy Analysis Window-to-Wall Ratio Building Orientation Computer Integration and Automation
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Tree: Reducing the use of restrictive practices on psychiatric wards through virtual reality immersive technology training
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作者 Peter Phiri Laura Pemberton +8 位作者 Yang Liu Xiaojie Yang Joe Salmon Isabel Boulter Sana Sajid Jackie Clarke Andy McMillan Jian Qing Shi Gayathri Delanerolle 《World Journal of Psychiatry》 SCIE 2024年第10期1521-1537,共17页
BACKGROUND Restrictive practices(RPs)are defined by measures linked to physical and chemical restraints to reduce the movement or control behaviours during any emergency.Seclusion is an equal part of RPs intended to i... BACKGROUND Restrictive practices(RPs)are defined by measures linked to physical and chemical restraints to reduce the movement or control behaviours during any emergency.Seclusion is an equal part of RPs intended to isolate and reduce the sensory stimulation to safeguard the patient and those within the vicinity.Using interventions by way of virtual reality(VR)could assist with reducing the need for RPs as it could help reduce anxiety or agitation by way of placing users into realistic and immersive environments.This could also aid staff to and change current RPs.AIM To assess the feasibility and effectiveness of using a VR platform to provide reduction in RP training.METHODS A randomised controlled feasibility study,accompanied by evaluations at 1 month and 6 months,was conducted within inpatient psychiatric wards at Southern Health National Health Service Foundation Trust,United Kingdom.Virti VR scenarios were used on VR headsets to provide training on reducing RPs in 3 inpatient psychiatric wards.Outcome measures included general self-efficacy scale,generalised anxiety disorder assessment 7(GAD-7),Burnout Assessment Tool 12,the Everyday Discrimination Scale,and the Compassionate Engagement and Action Scale.RESULTS Findings revealed statistically significant differences between the VR and treatment as usual groups,in the Everyday Discrimination Scale items Q8 and Q9:P=0.023 and P=0.040 respectively,indicating higher levels of perceived discrimination in the VR group.There were no significant differences between groups in terms of general self-efficacy,generalised anxiety disorder assessment 9,and Burnout Assessment Tool 12 scores.A significant difference was observed within the VR group for compassionate engagement from others(P=0.005)over time.Most respondents recorded System Usability Scale scores above 70,with an average score of 71.79.There was a significant reduction in rates of RPs in the VR group vs treatment as usual group with a fluctuating variability observed in the VR group likely due to external factors not captured in the study.CONCLUSION Ongoing advancement of VR technology enables the possibility of creating scenarios and simulations tailored to healthcare environments that empower staff by providing more comprehensive and effective training for handling situations. 展开更多
关键词 virtual reality Restrictive practices Inpatient wards Restraint Isolation Rapid tranquilisation Covert medication Procedural restrictions Health professions training
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Teleoperation strategies research for collaborative welding systems based on virtual reality 被引量:1
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作者 Xiao Jun Wen Tao +1 位作者 Chen Shujun Li Rui 《China Welding》 EI CAS 2020年第2期38-47,共10页
Teleoperation control strategies for collaborative welding system which is targeting at giving full play to human’s superiority is designed and the fitness for teleoperation welding task of which are studied. During ... Teleoperation control strategies for collaborative welding system which is targeting at giving full play to human’s superiority is designed and the fitness for teleoperation welding task of which are studied. During the teleoperation welding process, 6-DOF controller’s signal can be converted into welding torch’s position, velocity or acceleration changing which is being controlled. For welding purposes, control strategies of four modes are designed, which are static position and posture mode, dynamic position and posture mode, velocity mode and acceleration mode. A test and analysis system for testing the tracking accuracy and reliability of control strategy based on virtual reality is developed. The tracking accuracies of the four control strategies are studied in the following tests with straight line trajectory, curve trajectory or space curve trajectory. The results show that the control strategy in dynamic position and posture mode has best stability and strong adaptability which is the most suitable for the teleoperation system. 展开更多
关键词 COLLABORATIVE WELDING system TELEOPERATION WELDING virtual reality control strategy
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VREG: A Virtual Reality Educational Game with Arabic Content Using Android Smart Phone 被引量:1
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作者 Saadeh Z. Sweidan Khalid A. Darabkh 《Journal of Software Engineering and Applications》 2018年第10期500-520,共21页
In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the t... In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the technological solutions have made any process you can think of easier, faster and more efficient. Educational methodologies started off simple, having a teacher using simply his/her words and some writing along with it. With technology entering the field of education, teaching methods were enhanced and the quality of its outcomes was improved. However, sadly in Arab countries that was not the story. In other words, the use of new education technologies is still limited to basic and simple tasks. In fact, to add to the agony, most of the programs used are poorly implemented and rarely applied. Interestingly, as many studies confirm and from the simple observation of kids playing, it is found that most children are very attracted to new technologies and their applications. Those interests not only changed what a normal childhood would look like, but also introduced a multi-billion industry of electronic games. Virtual Reality (VR) games were introduced a few years back starting a gaming revolution, allowing gamers to enter the world of their dreams. Similar to most technologies, VR started to become more affordable with time. Multiple companies have competed to give us amazing VR products such as Samsung Gear. In this manuscript, we present a Virtual Reality Educational Game (VREG), which is an interactive 3D game with Arabic content that targets the students between age 4 and 8 and can be played on a smart phone. VREG includes multiple games that cover the different concepts of Arabic and English languages alongside math, aiming to help the student to learn through playing. In order to make sure that our game reaches wanted education standards, we put it to the test in two private schools;the feedback was very positive from both teachers and students where the majority of users enjoyed their experiments in VR games. 展开更多
关键词 virtual reality EDUCATIONAL GAMES Smart PHONE APPLICATIONS ARABIC EDUCATIONAL APPLICATIONS Interactive Learning
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A Network Scheduling Strategy of Android-Based Virtual Reality System 被引量:3
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作者 SONG Xue-hui WANG Shao-rong +1 位作者 LAI Shun-nan WANG Guo-ping 《Computer Aided Drafting,Design and Manufacturing》 2015年第2期36-42,共7页
Mobile platform develops rapidly in recent years, with its performance and capacity increasing. A large number of virtual reality applications such as 3D simulation and visualization have appeared on mobile platform. ... Mobile platform develops rapidly in recent years, with its performance and capacity increasing. A large number of virtual reality applications such as 3D simulation and visualization have appeared on mobile platform. However, due to restrictions, such as the lack of computing resources and the limited network bandwidth, the virtual reality systems on mobile platform could not have comparable performance as their peers on desktop platform. Taking resource restrictions into consideration, trade-offs have been made regarding the display of virtual reality systems. We propose a unified network scheduling strategy based on asynchronous multi-thread, database cache, prioritization and elimination of overdue requests. This strategy has been tested on the prototype system of virtual reality system on Android. The results demonstrate higher network resource utilization and better user experience. 展开更多
关键词 virtual reality network dispatch ANDROID
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