268 research outputs found

    3D interaction with scientific data : an experimental and perceptual approach

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    ISMCR 1994: Topical Workshop on Virtual Reality. Proceedings of the Fourth International Symposium on Measurement and Control in Robotics

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    This symposium on measurement and control in robotics included sessions on: (1) rendering, including tactile perception and applied virtual reality; (2) applications in simulated medical procedures and telerobotics; (3) tracking sensors in a virtual environment; (4) displays for virtual reality applications; (5) sensory feedback including a virtual environment application with partial gravity simulation; and (6) applications in education, entertainment, technical writing, and animation

    HAPTIC AND VISUAL SIMULATION OF BONE DISSECTION

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    Marco AgusIn bone dissection virtual simulation, force restitution represents the key to realistically mimicking a patient– specific operating environment. The force is rendered using haptic devices controlled by parametrized mathematical models that represent the bone–burr contact. This dissertation presents and discusses a haptic simulation of a bone cutting burr, that it is being developed as a component of a training system for temporal bone surgery. A physically based model was used to describe the burr– bone interaction, including haptic forces evaluation, bone erosion process and resulting debris. The model was experimentally validated and calibrated by employing a custom experimental set–up consisting of a force–controlled robot arm holding a high–speed rotating tool and a contact force measuring apparatus. Psychophysical testing was also carried out to assess individual reaction to the haptic environment. The results suggest that the simulator is capable of rendering the basic material differences required for bone burring tasks. The current implementation, directly operating on a voxel discretization of patientspecific 3D CT and MR imaging data, is efficient enough to provide real–time haptic and visual feedback on a low–end multi–processing PC platform.

    Real-time hybrid cutting with dynamic fluid visualization for virtual surgery

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    It is widely accepted that a reform in medical teaching must be made to meet today's high volume training requirements. Virtual simulation offers a potential method of providing such trainings and some current medical training simulations integrate haptic and visual feedback to enhance procedure learning. The purpose of this project is to explore the capability of Virtual Reality (VR) technology to develop a training simulator for surgical cutting and bleeding in a general surgery

    Design of Novel Sensors and Instruments for Minimally Invasive Lung Tumour Localization via Palpation

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    Minimally Invasive Thoracoscopic Surgery (MITS) has become the treatment of choice for lung cancer. However, MITS prevents the surgeons from using manual palpation, thereby often making it challenging to reliably locate the tumours for resection. This thesis presents the design, analysis and validation of novel tactile sensors, a novel miniature force sensor, a robotic instrument, and a wireless hand-held instrument to address this limitation. The low-cost, disposable tactile sensors have been shown to easily detect a 5 mm tumour located 10 mm deep in soft tissue. The force sensor can measure six degrees of freedom forces and torques with temperature compensation using a single optical fiber. The robotic instrument is compatible with the da Vinci surgical robot and allows the use of tactile sensing, force sensing and ultrasound to localize the tumours. The wireless hand-held instrument allows the use of tactile sensing in procedures where a robot is not available

    A white paper: NASA virtual environment research, applications, and technology

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    Research support for Virtual Environment technology development has been a part of NASA's human factors research program since 1985. Under the auspices of the Office of Aeronautics and Space Technology (OAST), initial funding was provided to the Aerospace Human Factors Research Division, Ames Research Center, which resulted in the origination of this technology. Since 1985, other Centers have begun using and developing this technology. At each research and space flight center, NASA missions have been major drivers of the technology. This White Paper was the joint effort of all the Centers which have been involved in the development of technology and its applications to their unique missions. Appendix A is the list of those who have worked to prepare the document, directed by Dr. Cynthia H. Null, Ames Research Center, and Dr. James P. Jenkins, NASA Headquarters. This White Paper describes the technology and its applications in NASA Centers (Chapters 1, 2 and 3), the potential roles it can take in NASA (Chapters 4 and 5), and a roadmap of the next 5 years (FY 1994-1998). The audience for this White Paper consists of managers, engineers, scientists and the general public with an interest in Virtual Environment technology. Those who read the paper will determine whether this roadmap, or others, are to be followed

    Virtual Reality

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    At present, the virtual reality has impact on information organization and management and even changes design principle of information systems, which will make it adapt to application requirements. The book aims to provide a broader perspective of virtual reality on development and application. First part of the book is named as "virtual reality visualization and vision" and includes new developments in virtual reality visualization of 3D scenarios, virtual reality and vision, high fidelity immersive virtual reality included tracking, rendering and display subsystems. The second part named as "virtual reality in robot technology" brings forth applications of virtual reality in remote rehabilitation robot-based rehabilitation evaluation method and multi-legged robot adaptive walking in unstructured terrains. The third part, named as "industrial and construction applications" is about the product design, space industry, building information modeling, construction and maintenance by virtual reality, and so on. And the last part, which is named as "culture and life of human" describes applications of culture life and multimedia-technology

    Designing 3D scenarios and interaction tasks for immersive environments

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    In the world of today, immersive reality such as virtual and mixed reality, is one of the most attractive research fields. Virtual Reality, also called VR, has a huge potential to be used in in scientific and educational domains by providing users with real-time interaction or manipulation. The key concept in immersive technologies to provide a high level of immersive sensation to the user, which is one of the main challenges in this field. Wearable technologies play a key role to enhance the immersive sensation and the degree of embodiment in virtual and mixed reality interaction tasks. This project report presents an application study where the user interacts with virtual objects, such as grabbing objects, open or close doors and drawers while wearing a sensory cyberglove developed in our lab (Cyberglove-HT). Furthermore, it presents the development of a methodology that provides inertial measurement unit(IMU)-based gesture recognition. The interaction tasks and 3D immersive scenarios were designed in Unity 3D. Additionally, we developed an inertial sensor-based gesture recognition by employing an Long short-term memory (LSTM) network. In order to distinguish the effect of wearable technologies in the user experience in immersive environments, we made an experimental study comparing the Cyberglove-HT to standard VR controllers (HTC Vive Controller). The quantitive and subjective results indicate that we were able to enhance the immersive sensation and self embodiment with the Cyberglove-HT. A publication resulted from this work [1] which has been developed in the framework of the R&D project Human Tracking and Perception in Dynamic Immersive Rooms (HTPDI

    Haptic and visual simulation of bone dissection

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    Tesi di dottorato: Università degli Studi di Cagliari, Facoltà di Ingegneria, Dipartiemnto di Ingegneria Meccanica, XV Ciclo di Dottorato in Progettazione Meccanica.In bone dissection virtual simulation, force restitution represents the key to realistically mimicking a patient--specific operating environment. The force is rendered using haptic devices controlled by parametrized mathematical models that represent the bone--burr contact. This dissertation presents and discusses a haptic simulation of a bone cutting burr, that it is being developed as a component of a training system for temporal bone surgery. A physically based model was used to describe the burr--bone interaction, including haptic forces evaluation, bone erosion process and resulting debris. The model was experimentally validated and calibrated by employing a custom experimental set--up consisting of a force--controlled robot arm holding a high--speed rotating tool and a contact force measuring apparatus. Psychophysical testing was also carried out to assess individual reaction to the haptic environment. The results suggest that the simulator is capable of rendering the basic material differences required for bone burring tasks. The current implementation, directly operating on a voxel discretization of patient-specific 3D CT and MR imaging data, is efficient enough to provide real--time haptic and visual feedback on a low--end multi--processing PC platformInedit
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