1,641 research outputs found

    Exploring individual user differences in the 2D/3D interaction with medical image data

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    User-centered design is often performed without regard to individual user differences. In this paper, we report results of an empirical study aimed to evaluate whether computer experience and demographic user characteristics would have an effect on the way people interact with the visualized medical data in a 3D virtual environment using 2D and 3D input devices. We analyzed the interaction through performance data, questionnaires and observations. The results suggest that differences in gender, age and game experience have an effect on people’s behavior and task performance, as well as on subjective\ud user preferences

    Expanding the bounds of seated virtual workspaces

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    Mixed Reality (MR), Augmented Reality (AR) and Virtual Reality (VR) headsets can improve upon existing physical multi-display environments by rendering large, ergonomic virtual display spaces whenever and wherever they are needed. However, given the physical and ergonomic limitations of neck movement, users may need assistance to view these display spaces comfortably. Through two studies, we developed new ways of minimising the physical effort and discomfort of viewing such display spaces. We first explored how the mapping between gaze angle and display position could be manipulated, helping users view wider display spaces than currently possible within an acceptable and comfortable range of neck movement. We then compared our implicit control of display position based on head orientation against explicit user control, finding significant benefits in terms of user preference, workload and comfort for implicit control. Our novel techniques create new opportunities for productive work by leveraging MR headsets to create interactive wide virtual workspaces with improved comfort and usability. These workspaces are flexible and can be used on-the-go, e.g., to improve remote working or make better use of commuter journeys

    Synopsis of an engineering solution for a painful problem Phantom Limb Pain

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    This paper is synopsis of a recently proposed solution for treating patients who suffer from Phantom Limb Pain (PLP). The underpinning approach of this research and development project is based on an extension of “mirror box” therapy which has had some promising results in pain reduction. An outline of an immersive individually tailored environment giving the patient a virtually realised limb presence, as a means to pain reduction is provided. The virtual 3D holographic environment is meant to produce immersive, engaging and creative environments and tasks to encourage and maintain patients’ interest, an important aspect in two of the more challenging populations under consideration (over-60s and war veterans). The system is hoped to reduce PLP by more than 3 points on an 11 point Visual Analog Scale (VAS), when a score less than 3 could be attributed to distraction alone

    Exploring Possibilities: Virtual Reality in Nursing Research

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    This paper describes the use of virtual reality (VR) as a method of measurement in nursing research. VR refers to the use of computerized displays to display a life-like environment in which the user interacts. Although many disciplines are beginning to use VR environments in research, nursing has yet to embrace this technology. Nursing, as a profession which values the interaction between the environment, individual, and health, can benefit from the use of VR in research. Establishing reliability and validity of the VR tool selected for research is important and requires special consideration. VR testing can produce side effects, such as vertigo and discomfort, which must be anticipated in the research protocol

    Restorative environments in a virtual reality : a literature study that examines virtual reality’s potential as a complement to restorative environments

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    Naturmiljöer har visat gĂ„ng pĂ„ gĂ„ng att de Ă€r effektiva för att reducera olika typer av ohĂ€lsa som mental utmattning, fetma, diabetes med flera. Samtidigt har virtual reality de senaste decennierna börjat visa pĂ„ potential inom vĂ„rden, bĂ„de som distraktion mot akut smĂ€rta och som ett effektivt sĂ€tt att arbeta med fobier. MĂ„let med denna uppsats har varit att undersöka med hjĂ€lp av en litteraturstudie vilken potential virtual reality har som ersĂ€ttning eller komplement till riktig natur. Ju mer tekniken gĂ„r framĂ„t desto bĂ€ttre kan man introducera fler sinnen till den virtuella vĂ€rlden vilket verkar ge en bĂ€ttre restorativ effekt nĂ€r man pratar om restorativa naturmiljöer i en virtuell vĂ€rld. Att anvĂ€nda alla sina sinnen Ă€r Ă€ven en viktig del i den japanska terapimetoden Shinrin Yoku (skogsbad) för att fĂ„ en sĂ„ restorativ upplevelse som möjligt. Det verkar som att virtuell natur har potential att vara restorativ. Ju mer immersive den Ă€r desto mer restorativ ser den ut att kunna bli. Dock vekar fysisk natur vara att föredra dĂ„ den virtuella naturen inte har kunnat visa pĂ„ samma restorativa effekt som den fysiska. Det kan finnas en potential att utveckla virtual reality-teknologin vidare för att kunna tillgĂ€ngliggöra den för de som inte har möjlighet att besöka riktig natur. Det finns mycket forskningsluckor dĂ€r bĂ„de potentialen och riskerna kan undersökas.Nature environments has shown several times shown positive effects for reducing different types of illnesses and disorders, such as fatigue, obesity and diabetes. Virtual Reality has simultaneously, the last decades, began showing potential within the health care, both as a distraction from immediate pain and as an effective way of working with phobias. Using a “literature study” this paper aim to explore what sort of potential Virtual Reality has being used as a substitute for real nature environments. The more technology moves forward the more one can introduce even more senses to the virtual world (apart from just sight). In a correlation to including more senses a better restorative effect can be found concerning virtual nature environments. Using all of one’s senses is also an important aspect of the Japanese therapeutic method Shinrin Yoku (forest bathing) for getting the most out of one’s restoration. It seems like virtual nature have a potential of being restorative. The more immersive it is, the more restorative it seems to be. Real nature might be to prefer over virtual nature since the virtual nature haven’t shown the same restorative effect as the real nature. There might be a potential to develop the Virtual Reality-technology further as to make it available for those who does not have the possibility to visit real nature environments. There are as of currently many gaps within the research area where both the potential and risks could be explored

    Rehabilitation of Post-COVID Patients: A Virtual Reality Home-Based Intervention Including Cardio-Respiratory Fitness Training

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    The post-COVID syndrome is emerging as a new chronic condition, characterized by symptoms of breathlessness, fatigue, and decline of neurocognitive functions. Rehabilitation programs that include physical training seem to be beneficial to reduce such symptoms and improve patients' quality of life. Given this, and considering the limitations imposed by the pandemic on rehabilitation services, it emerged the need to integrate telerehabilitation programs into clinical practice. Some telerehabilitation solutions, also based on virtual reality (VR), are available in the market. Still, they mainly focus on rehabilitation of upper limbs, balance, and cognitive training, while exercises like cycling or walking are usually not considered. The presented work aims to fill this gap by integrating a VR application to provide cardio-respiratory fitness training to post-COVID patients in an existing telerehabilitation platform. The ARTEDIA application allows patients to perform a cycling exercise and a concurrent cognitive task. Patients can cycle in a virtual park while performing a "go/no-go" task by selecting only specific targets appearing along the way. The difficulty of the practice can be adjusted by the therapists, while the physiological response is continuously monitored through wearable sensors to ensure safety. The application has been integrated into the VRRS system by Khymeia. In the next months, a study to assess the feasibility of a complete telerehabilitation program based on physical and cognitive training will take place. Such a program will combine the existing VRRS exercises and the cardio-respiratory fitness exercise provided by the ARTEDIA application. Feasibility, acceptance, and usability will be assessed from both the patients' and the therapists' sides

    The Effects of Reference Frames on 3D Menus in Virtual Environments

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    The emergence of affordable Head Mounted Displays (HMD) means Virtual Reality (VR) systems are now available to wider audiences. Other than the key target audience, gamers, groups as diverse as oil and gas industries, medical, military, entertainment and education have created demand for effective Virtual Environments (VE). To be effective certain VEs need to properly convey textual information. This is done using 3D menus. It is very important these menus are displayed in an ergonomic manner and do not obstruct important content. The study collected measures of user experience, comfort and memory recall. The study found that reference frames for 3D menus presenting textual information do not influence user experience or memory recall. However, there was a significant difference in user behavior between the reference frames, which has implications for repeated stress injury

    Thertact-System: A Virtual Reality Exoskeleton Gait Training Simulator Controlled by Brain-Computer Interface

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    This paper presents a developer’s overview of the Thertact system that combines virtual reality, brain-computer-interface and thermal-tactile stimulation in a gait training simulator for a reha- bilitation protocol focused in promoting neurological recovery in spinal cord injured patients. We describe each part of the system, with special focus on aspects that have impact on the resulting overall sense of embodiment. The system comprises innovative aspects, such as the simulation of exoskeleton gait movement and thermal-tactile haptic feedback, and have shown promising results on a first case study with one patient in real hospital setting

    Fatigue-Aware gaming system for motor rehabilitation using biocybernetic loops.

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    Esta tesis tiene como objetivo proponer una terapia de rehabilitación complementaria basada en paradigmas de interacción humano-computadora (HCI) que exploran i) Técnicas de rehabilitación virtual, integrando tecnologías de realidad virtual (VR) sofisticadas y (hoy en día) accesibles, ii) sensores fisiológicos de bajo costo, a saber, electromiografía de superficie (sEMG) y iii)sistema inteligente, a través de adaptación biocibernética, para proporcionar una nueva técnica de rehabilitación virtual..
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