301,902 research outputs found

    Larger First-Trimester Placental Volumetric Parameters Are Associated With Lower Pressure and More Flow-Mediated Vasodilation of the Fetoplacental Vasculature After Delivery

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    Objective: To explore the correlation between in vivo placental volumetric parameters in the first trimester of pregnancy and ex vivo parameters of fetoplacental vascular function after delivery. Methods: In ten singleton physiological pregnancies, placental volume (PV) and uteroplacental vascular volume (uPVV) were measured offline in three-dimensional ultrasound volumes at 7, 9, and 11 weeks gestational age (GA) using Virtual Organ Analysis and Virtual Reality. Directly postpartum, term placentas were ex vivo dually perfused and pressure in the fetoplacental vasculature was measured to calculate baseline pressure (pressure after a washout period), pressure increase (pressure after a stepwise fetal flow rate increase of 1 mL/min up to 6 mL/min) and flow-mediated vasodilation (FMVD; reduction in inflow hydrostatic pressure on the fetal side at 6 mL/min flow rate). Correlations between in vivo and ex vivo parameters were assessed by Spearman’s correlation coefficients (R). Results: Throu

    Recreating Daily life in Pompeii

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    [EN] We propose an integrated Mixed Reality methodology for recreating ancient daily life that features realistic simulations of animated virtual human actors (clothes, body, skin, face) who augment real environments and re-enact staged storytelling dramas. We aim to go further from traditional concepts of static cultural artifacts or rigid geometrical and 2D textual augmentations and allow for 3D, interactive, augmented historical character-based event representations in a mobile and wearable setup. This is the main contribution of the described work as well as the proposed extensions to AR Enabling technologies: a VR/AR character simulation kernel framework with real-time, clothed virtual humans that are dynamically superimposed on live camera input, animated and acting based on a predefined, historically correct scenario. We demonstrate such a real-time case study on the actual site of ancient Pompeii.The work presented has been supported by the Swiss Federal Office for Education and Science and the EU IST programme, in frame of the EU IST LIFEPLUS 34545 and EU ICT INTERMEDIA 38417 projects.Magnenat-Thalmann, N.; Papagiannakis, G. (2010). Recreating Daily life in Pompeii. Virtual Archaeology Review. 1(2):19-23. https://doi.org/10.4995/var.2010.4679OJS192312P. MILGRAM, F. KISHINO, (1994) "A Taxonomy of Mixed Reality Visual Displays", IEICE Trans. Information Systems, vol. E77-D, no. 12, pp. 1321-1329R. AZUMA, Y. BAILLOT, R. BEHRINGER, S. FEINER, S. JULIER, B. MACINTYRE, (2001) "Recent Advances in Augmented Reality", IEEE Computer Graphics and Applications, November/December http://dx.doi.org/10.1109/38.963459D. STRICKER, P. DÄHNE, F. SEIBERT, I. CHRISTOU, L. ALMEIDA, N. IOANNIDIS, (2001) "Design and Development Issues for ARCHEOGUIDE: An Augmented Reality-based Cultural Heritage On-site Guide", EuroImage ICAV 3D Conference in Augmented Virtual Environments and Three-dimensional Imaging, Mykonos, Greece, 30 May-01 JuneW. WOHLGEMUTH, G. TRIEBFÜRST, (2000)"ARVIKA: augmented reality for development, production and service", DARE 2000 on Designing augmented reality environments, Elsinore, Denmark http://dx.doi.org/10.1145/354666.354688H. TAMURA, H. YAMAMOTO, A. KATAYAMA, (2001) "Mixed reality: Future dreams seen at the border between real and virtual worlds", Computer Graphics and Applications, vol.21, no.6, pp.64-70 http://dx.doi.org/10.1109/38.963462M. PONDER, G. PAPAGIANNAKIS, T. MOLET, N. MAGNENAT-THALMANN, D. THALMANN, (2003) "VHD++ Development Framework: Towards Extendible, Component Based VR/AR Simulation Engine Featuring Advanced Virtual Character Technologies", IEEE Computer Society Press, CGI Proceedings, pp. 96-104 http://dx.doi.org/10.1109/cgi.2003.1214453Archaeological Superintendence of Pompeii (2009), http://www.pompeiisites.orgG. PAPAGIANNAKIS, S. SCHERTENLEIB, B. O'KENNEDY , M. POIZAT, N.MAGNENAT-THALMANN, A. STODDART, D.THALMANN, (2005) "Mixing Virtual and Real scenes in the site of ancient Pompeii",Journal of CAVW, p 11-24, Volume 16, Issue 1, John Wiley and Sons Ltd, FebruaryEGGES, A., PAPAGIANNAKIS, G., MAGNENAT-THALMANN, N., (2007) "Presence and Interaction in Mixed Reality", The Visual Computer, Springer-Verlag Volume 23, Number 5, MaySEO H., MAGNENAT-THALMANN N. (2003), An Automatic Modeling of Human Bodies from Sizing Parameters. In ACM SIGGRAPH, Symposium on Interactive 3D Graphics, pp19-26, pp234. http://dx.doi.org/10.1145/641480.641487VOLINO P., MAGNENAT-THALMANN N. (2006), Resolving Surface Collisions through Intersection Contour Minimization. In ACM Transactions on Graphics (Siggraph 2006 proceedings), 25(3), pp 1154-1159. http://dx.doi.org/10.1145/1179352.1142007http://dx.doi.org/10.1145/1141911.1142007PAPAGIANNAKIS, G., SINGH, G., MAGNENAT-THALMANN, N., (2008) "A survey of mobile and wireless technologies for augmented reality systems", Journal of Computer Animation and Virtual Worlds, John Wiley and Sons Ltd, 19, 1, pp. 3-22, February http://dx.doi.org/10.1002/cav.22

    New imaging markers for preconceptional and first-trimester utero-placental vascularization

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    Introduction: The availability of imaging makers of early placental circulation development is limited. This study aims to develop a reliable and accurate method to assess preconceptional and early first-trimester utero-placental vascular volumes using three-dimensional power Doppler ultrasound (3D PD US) on two different Virtual Reality (VR) systems. Methods: 3D PD US images of the uterine and placental vasculature were obtained in 35 women, either preconceptionally (n=5), or during pregnancy at 7 (n=10), 9 (n=10) or 11 (n=10) weeks of gestation. Preconceptional uterine vascular volume (UVV), and first-trimester placental vascular volume (PVV) and embryonic vascular volume (EVV) were measured by two observers on two VR systems, i.e., a Barco I-Space and VR desktop. Intra- and inter-observer agreement and intersystem agreement were assessed by intra-class correlation coefficients (ICC) and absolute and relative differences. Results: Uterine- , fetal- and placental vascular volume measurements showed good to excellent intra- and inter-observer agreement and inter-system reproducibility with most ICC above 0.80 and relative differences of less than 20% preconceptionally and almost throughout the entire gestational age range. Inter-observer agreement of PVV at 11 weeks gestation was suboptimal (ICC 0.69, relative difference 50.1%). Discussion: Preconceptional and first-trimester 3D PD US utero-placental and fetal vascular volume measurements using VR are feasible and reliable. Longitudinal cohort studies with repeated measurements are needed to further validate these this and assess their value as new imaging markers for placental vascular development and ultimately for the prediction of placenta-related pregnancy complications.This research was funded by the Department of Obstetrics and Gynecology of the Erasmus MC, University Medical Centre, Rotterdam, The Netherlands

    Development of a dynamic virtual reality model of the inner ear sensory system as a learning and demonstrating tool

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    In order to keep track of the position and motion of our body in space, nature has given us a fascinating and very ingenious organ, the inner ear. Each inner ear includes five biological sensors - three angular and two linear accelerometers - which provide the body with the ability to sense angular and linear motion of the head with respect to inertial space. The aim of this paper is to present a dynamic virtual reality model of these sensors. This model, implemented in Matlab/Simulink, simulates the rotary chair testing which is one of the tests carried out during a diagnosis of the vestibular system. High-quality 3D-animations linked to the Simulink model are created using the export of CAD models into Virtual Reality Modeling Language (VRML) files. This virtual environment shows not only the test but also the state of each sensor (excited or inhibited) in real time. Virtual reality is used as a tool of integrated learning of the dynamic behavior of the inner ear using ergonomic paradigm of user interactivity (zoom, rotation, mouse interaction,
). It can be used as a learning and demonstrating tool either in the medicine field - to understand the behavior of the sensors during any kind of motion - or in the aeronautical field to relate the inner ear functioning to some sensory illusions

    Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology

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    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in Section “Illusions of Embodiment and Their Lasting Effect,” we go on to discuss recent evidence indicating that immersion in VR can have psychological effects that last after leaving the virtual environment. In the second part of the article, we turn to the risks and recommendations. We begin, in Section “The Research Ethics of VR,” with the research ethics of VR, covering six main topics: the limits of experimental environments, informed consent, clinical risks, dual-use, online research, and a general point about the limitations of a code of conduct for research. Then, in Section “Risks for Individuals and Society,” we turn to the risks of VR for the general public, covering four main topics: long-term immersion, neglect of the social and physical environment, risky content, and privacy. We offer concrete recommendations for each of these 10 topics, summarized in Table 1

    Reinforced Feedback in Virtual Environment for Plantar Flexor Poststroke Spasticity Reduction and Gait Function Improvement

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    Background. Ankle spasticity is a frequent phenomenon that limits functionality in poststroke patients. Objectives. Our aim was to determine if there was decreased spasticity in the ankle plantar flex (PF) muscles in the plegic lower extremity (LE) and improvement of gait function in stroke patients after traditional rehabilitation (TR) in combination with virtual reality with reinforced feedback, which is termed "reinforced feedback virtual environment" (RFVE). Methods. The evaluation, before and after treatment, of 10 hemiparetic patients was performed using the Modified Ashworth Scale (MAS), Functional Ambulatory Category (FAC), and Functional Independence Measure (FIM). The intervention consisted of 1 hour/day of TR plus 1 hour/day of RFVE (5 days/week for 3 weeks; 15 sessions in total). Results. The MAS and FAC reached statistical significance (P<0.05). The changes in the FIM did not reach statistical significance (P=0.066). The analysis between the ischemic and haemorrhagic patients showed significant differences in favour of the haemorrhagic group in the FIM scale. A significant correlation between the FAC and the months after the stroke was established (P=-0.711). Indeed, patients who most increased their score on the FAC at the end of treatment were those who started the treatment earliest after stroke. Conclusions. The combined treatment of TR and RFVE showed encouraging results regarding the reduction of spasticity and improvement of gait function. An early commencement of the treatment seems to be ideal, and future research should increase the sample size and assessment tools

    Prefrontal cortex activation upon a demanding virtual hand-controlled task: A new frontier for neuroergonomics

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    open9noFunctional near-infrared spectroscopy (fNIRS) is a non-invasive vascular-based functional neuroimaging technology that can assess, simultaneously from multiple cortical areas, concentration changes in oxygenated-deoxygenated hemoglobin at the level of the cortical microcirculation blood vessels. fNIRS, with its high degree of ecological validity and its very limited requirement of physical constraints to subjects, could represent a valid tool for monitoring cortical responses in the research field of neuroergonomics. In virtual reality (VR) real situations can be replicated with greater control than those obtainable in the real world. Therefore, VR is the ideal setting where studies about neuroergonomics applications can be performed. The aim of the present study was to investigate, by a 20-channel fNIRS system, the dorsolateral/ventrolateral prefrontal cortex (DLPFC/VLPFC) in subjects while performing a demanding VR hand-controlled task (HCT). Considering the complexity of the HCT, its execution should require the attentional resources allocation and the integration of different executive functions. The HCT simulates the interaction with a real, remotely-driven, system operating in a critical environment. The hand movements were captured by a high spatial and temporal resolution 3-dimensional (3D) hand-sensing device, the LEAP motion controller, a gesture-based control interface that could be used in VR for tele-operated applications. Fifteen University students were asked to guide, with their right hand/forearm, a virtual ball (VB) over a virtual route (VROU) reproducing a 42 m narrow road including some critical points. The subjects tried to travel as long as possible without making VB fall. The distance traveled by the guided VB was 70.2 ± 37.2 m. The less skilled subjects failed several times in guiding the VB over the VROU. Nevertheless, a bilateral VLPFC activation, in response to the HCT execution, was observed in all the subjects. No correlation was found between the distance traveled by the guided VB and the corresponding cortical activation. These results confirm the suitability of fNIRS technology to objectively evaluate cortical hemodynamic changes occurring in VR environments. Future studies could give a contribution to a better understanding of the cognitive mechanisms underlying human performance either in expert or non-expert operators during the simulation of different demanding/fatiguing activities.openCarrieri, Marika; Petracca, Andrea; Lancia, Stefania; Basso Moro, Sara; Brigadoi, Sabrina; Spezialetti, Matteo; Ferrari, Marco; Placidi, Giuseppe; Quaresima, ValentinaCarrieri, Marika; Petracca, Andrea; Lancia, Stefania; BASSO MORO, Sara; Brigadoi, Sabrina; Spezialetti, Matteo; Ferrari, Marco; Placidi, Giuseppe; Quaresima, Valentin
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