395,988 research outputs found

    Conventional Cervical Exercises Compared with a Mixed-Reality-Based Game in Asymptomatic Subjects: An Exploratory Crossover Pilot Study.

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    Mixed reality presents itself as a potential technological tool for the management of people with musculoskeletal disorders, without having as many adverse side effects as immersive virtual reality. The objective of this study was to explore the possibilities of a mixed-reality game, performing task-oriented cervical exercises compared to conventional therapeutic exercises in sensorimotor outcome measures in asymptomatic subjects. A randomized crossover pilot study was performed with two intervention groups: a mixed-reality group (MRG) and a conventional exercise group (CEG). The cervical joint position error test (CJPET) and deep cervical flexor endurance test (DCFET) were measured as sensorimotor outcomes. Statistically significant differences were found in the pre–post comparison in the DCFET for both groups (MRG: t = �����3.87, p < 0.01; CEG: t = �����4.01, p < 0.01) and in the extension of the CJPET for the MRG (t = 3.50, p < 0.01). The rest of the measurements showed no significant differences comparing both groups pre- and postintervention (p > 0.05). Mixed reality has apparently the same positive effects as conventional exercises in sensorimotor outcomes in asymptomatic subjects. These results could help in future studies with mixed virtual reality in the management of people with musculoskeletal disorders.post-print882 K

    Evaluating perspectives of virtual and mixed reality for the performing arts in the U.S. and Canada

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    What are the current trends of virtual and mixed reality in the performing arts? In this study, semi-structured interviews were conducted with a convenience sample of academics and professionals in the performing arts who are using virtual and mixed reality. Grounded Theory was used to analyze the themes that emerged over the course of the interviews. This study found that this technology is already fitting into entertainment within both the performance aspect and the design process. Many challenges exist for innovators in AR/VR such as lack of common knowledge, lack of structure needed for innovation, and difficulty finding financial backing. Finally, this study found that this technology has a future within entertainment through young audiences as well this technology fulfilling an important role in adapting entertainment to a changing audience. Implications are discussed

    Virtual Exploration of Underwater Archaeological Sites : Visualization and Interaction in Mixed Reality Environments

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    This paper describes the ongoing developments in Photogrammetry and Mixed Reality for the Venus European project (Virtual ExploratioN of Underwater Sites, http://www.venus-project.eu). The main goal of the project is to provide archaeologists and the general public with virtual and augmented reality tools for exploring and studying deep underwater archaeological sites out of reach of divers. These sites have to be reconstructed in terms of environment (seabed) and content (artifacts) by performing bathymetric and photogrammetric surveys on the real site and matching points between geolocalized pictures. The base idea behind using Mixed Reality techniques is to offer archaeologists and general public new insights on the reconstructed archaeological sites allowing archaeologists to study directly from within the virtual site and allowing the general public to immersively explore a realistic reconstruction of the sites. Both activities are based on the same VR engine but drastically differ in the way they present information. General public activities emphasize the visually and auditory realistic aspect of the reconstruction while archaeologists activities emphasize functional aspects focused on the cargo study rather than realism which leads to the development of two parallel VR demonstrators. This paper will focus on several key points developed for the reconstruction process as well as both VR demonstrators (archaeological and general public) issues. The ?rst developed key point concerns the densi?cation of seabed points obtained through photogrammetry in order to obtain high quality terrain reproduction. The second point concerns the development of the Virtual and Augmented Reality (VR/AR) demonstrators for archaeologists designed to exploit the results of the photogrammetric reconstruction. And the third point concerns the development of the VR demonstrator for general public aimed at creating awareness of both the artifacts that were found and of the process with which they were discovered by recreating the dive process from ship to seabed

    Municipal environmental management and regional conservation in eastern Amazon: perceived performance by public agents in the Pará state, Brazil

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    Public agents play a key role in municipal environmental management (MEM) under decentralised regimes. This study aimed to evaluate the MEM through the combined perception of municipal agents and the municipal performance previously calculated by secondary data in Pará, Brazil. A questionnaire with a 5-point Likert scale was applied to environmental agents. The respondents (n = 75) from 53 municipalities were divided into poorly performing and well-performing municipalities. The perception of agents from poorly performing municipalities was more optimistic than shown by empirical data. Agents from well-performing municipalities prioritised “economic issues” as significant threats to management over the “institutional capacity” chosen by the other group, indicating a broader view of the reality. As the perception over land-use practices was vital to differentiate the agents from different groups, we concluded for the use of mixed monitoring methods and feedback information for agents for a better MEM, focusing on five variables (Rural environmental register – CAR, in Portuguese acronym; degraded area; deforested area; rural credit; and abandoned pasture) that differentiated the municipalities.Public agents play a key role in municipal environmental management (MEM) under decentralised regimes. This study aimed to evaluate the MEM through the combined perception of municipal agents and the municipal performance previously calculated by secondary data in Pará, Brazil. A questionnaire with a 5-point Likert scale was applied to environmental agents. The respondents (n = 75) from 53 municipalities were divided into poorly performing and well-performing municipalities. The perception of agents from poorly performing municipalities was more optimistic than shown by empirical data. Agents from well-performing municipalities prioritised “economic issues” as significant threats to management over the “institutional capacity” chosen by the other group, indicating a broader view of the reality. As the perception over land-use practices was vital to differentiate the agents from different groups, we concluded for the use of mixed monitoring methods and feedback information for agents for a better MEM, focusing on five variables (Rural environmental register – CAR, in Portuguese acronym; degraded area; deforested area; rural credit; and abandoned pasture) that differentiated the municipalities.Public agents play a key role in municipal environmental management (MEM) under decentralised regimes. This study aimed to evaluate the MEM through the combined perception of municipal agents and the municipal performance previously calculated by secondary data in Pará, Brazil. A questionnaire with a 5-point Likert scale was applied to environmental agents. The respondents (n = 75) from 53 municipalities were divided into poorly performing and well-performing municipalities. The perception of agents from poorly performing municipalities was more optimistic than shown by empirical data. Agents from well-performing municipalities prioritised “economic issues” as significant threats to management over the “institutional capacity” chosen by the other group, indicating a broader view of the reality. As the perception over land-use practices was vital to differentiate the agents from different groups, we concluded for the use of mixed monitoring methods and feedback information for agents for a better MEM, focusing on five variables (Rural environmental register – CAR, in Portuguese acronym; degraded area; deforested area; rural credit; and abandoned pasture) that differentiated the municipalities.Public agents play a key role in municipal environmental management (MEM) under decentralised regimes. This study aimed to evaluate the MEM through the combined perception of municipal agents and the municipal performance previously calculated by secondary data in Pará, Brazil. A questionnaire with a 5-point Likert scale was applied to environmental agents. The respondents (n = 75) from 53 municipalities were divided into poorly performing and well-performing municipalities. The perception of agents from poorly performing municipalities was more optimistic than shown by empirical data. Agents from well-performing municipalities prioritised “economic issues” as significant threats to management over the “institutional capacity” chosen by the other group, indicating a broader view of the reality. As the perception over land-use practices was vital to differentiate the agents from different groups, we concluded for the use of mixed monitoring methods and feedback information for agents for a better MEM, focusing on five variables (Rural environmental register – CAR, in Portuguese acronym; degraded area; deforested area; rural credit; and abandoned pasture) that differentiated the municipalities

    A 3D mixed reality visualization of network topology and activity results in better dyadic cyber team communication and cyber situational awareness

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    Background: Cyber defense decision-making during cyber threat situations is based on human-to-human communication aiming to establish a shared cyber situational awareness. Previous studies suggested that communication inefficiencies were among the biggest problems facing security operation center teams. There is a need for tools that allow for more efficient communication of cyber threat information between individuals both in education and during cyber threat situations. Methods: In the present study, we compared how the visual representation of network topology and traffic in 3D mixed reality vs. 2D affected team performance in a sample of cyber cadets (N = 22) cooperating in dyads. Performance outcomes included network topology recognition, cyber situational awareness, confidence in judgements, experienced communication demands, observed verbal communication, and forced choice decision-making. The study utilized network data from the NATO CCDCOE 2022 Locked Shields cyber defense exercise. Results: We found that participants using the 3D mixed reality visualization had better cyber situational awareness than participants in the 2D group. The 3D mixed reality group was generally more confident in their judgments except when performing worse than the 2D group on the topology recognition task (which favored the 2D condition). Participants in the 3D mixed reality group experienced less communication demands, and performed more verbal communication aimed at establishing a shared mental model and less communications discussing task resolution. Better communication was associated with better cyber situational awareness. There were no differences in decision-making between the groups. This could be due to cohort effects such as formal training or the modest sample size. Conclusion: This is the first study comparing the effect of 3D mixed reality and 2D visualizations of network topology on dyadic cyber team communication and cyber situational awareness. Using 3D mixed reality visualizations resulted in better cyber situational awareness and team communication. The experiment should be repeated in a larger and more diverse sample to determine its potential effect on decision-making.publishedVersio

    Florence Maybrick 1889: Microsoft Hololense | Immersive Experience

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    Professor Richard Koeck, Pete Woodbridge and other colleagues from the Centre of Architecture and the Visual Arts (CAVA) have collaborated with Culture Liverpool, Immersive Storylab, Liverpool Institute of Performing Arts, CineTecture and Draw & Code to develop a ground-breaking participatory and immersive mixed reality experience. The team created an immersive mixed reality experience, combining 3D projection mapping, Virtual Reality, Augmented Reality and Live Performances that produces an entirely new kind of digital visitor experience. But more than that, with the support of Microsoft's Mixed Reality team in the US, the CAVA team created the world's first volumetrically filmed (3D holograms) UNESCO heritage experience using Microsoft's HoloLens system

    If These Walls Could Talk | St Georges Hall Location-based Immersive Experience

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    Professor Richard Koeck, Pete Woodbridge rom the Centre of Architecture and the Visual Arts (CAVA) have led and collaborated with Culture Liverpool, Immersive Storylab, Liverpool Institute of Performing Arts, CineTecture and Draw & Code to develop a ground-breaking participatory and immersive mixed reality experience. The team created an immersive mixed reality experience, combining 3D projection mapping, Virtual Reality, Augmented Reality and Live Performances that produces an entirely new kind of digital visitor experience. But more than that, with the support of Microsoft's Mixed Reality team in the US, the CAVA team created the world's first volumetrically filmed (3D holograms) UNESCO heritage experience using Microsoft's HoloLens system

    Mixed Reality Interaction With Physical Keyboard

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    Performing certain operations when viewing an application via virtual reality devices, such as VR glasses, can be cumbersome. This disclosure utilizes a mixed reality display to provide application-specific virtual overlays for a physical keyboard. User interface elements of the application currently active are identified and displayed as virtual overlays atop a physical keyboard. The overlay matches the UI elements displayed by the application icons and allows the user to activate a UI element by simply pressing a physical key. The virtual overlay provides a contextual keyboard and can be utilized for fast navigation, accessing system functions, setting up shortcuts, playing games, and other functions

    Mixed Reality-Based Simulator for Training on Imageless Navigation Skills in Total Hip Replacement Procedures

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    Imageless navigation systems (INS) in orthopaedics have been used to improve the outcomes of several orthopaedic procedures such as total hip replacement [1, 2]. However, the increased surgical times and the associate learning curve discourage surgeons from using navigation systems in their theatres [2]. This paper presents a Mixed Reality (MR) simulator that helps surgeons acquire the infrared based navigation skills before performing it in reality. A group of 7 hip surgeons tried the application, expressing their satisfaction with all the features and confirmed that the simulator represents a cheaper and faster option to train surgeons in the use of INS than the current learning methods

    Acting rehearsal in collaborative multimodal mixed reality environments

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    This paper presents the use of our multimodal mixed reality telecommunication system to support remote acting rehearsal. The rehearsals involved two actors, located in London and Barcelona, and a director in another location in London. This triadic audiovisual telecommunication was performed in a spatial and multimodal collaborative mixed reality environment based on the 'destination-visitor' paradigm, which we define and put into use. We detail our heterogeneous system architecture, which spans the three distributed and technologically asymmetric sites, and features a range of capture, display, and transmission technologies. The actors' and director's experience of rehearsing a scene via the system are then discussed, exploring successes and failures of this heterogeneous form of telecollaboration. Overall, the common spatial frame of reference presented by the system to all parties was highly conducive to theatrical acting and directing, allowing blocking, gross gesture, and unambiguous instruction to be issued. The relative inexpressivity of the actors' embodiments was identified as the central limitation of the telecommunication, meaning that moments relying on performing and reacting to consequential facial expression and subtle gesture were less successful
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