82 research outputs found
SENS VR System
A haptic feedback vest and controller set that enhances the virtual reality (VR) gaming experience. SENS utilizes an elastic strap on the back of the controller to keep it attached to your hand while capacative zones track your fingers. With SENS, you can reach out and grab objects in the virtual world. The second half of the SENS system, a haptic vest meant to make the user \u27feel\u27 virtual reality. The vest was developed along with the controllers, meant to work together to deliver a more immersive experience. As a system, they share similar form language, colors, and technology
Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study
The purposes of this study were twofold: (1) to describe a new technological solution for
the rehabilitation of musculoskeletal injuries based on virtual reality (VR) gaming, and (2) to analyze
the variation in rated perceived exertion (RPE) and heart rate (HR) of the participants when
undergoing a rehabilitation session based on different VR games. Thirty-seven participants aged
23.7 ± 7.0 years tested during five customized VR games to provide a complete rehabilitation session
after a musculoskeletal injury. The results of the Friedman test indicated a statistically significant
difference in RPE scale and HR across the five VR games throughout a complete rehabilitation
session (χ2 (4, n = 35) = 75.59; p < 0.001 and χ2 (4, n = 35) = 27.75, p < 0.001, respectively). RPE and HR
increased significantly from Game 1 to Game 2 (z = –5.16, p < 0.001), from Game 1 to Game 3 (z = –
5.05, p < 0.001), from Game 1 to Game 4 (z = –4.87, p < 0.001), and from Game 1 to Game 5 (z = –3.61,
p < 0.001). Moreover, the results showed a high perceived usability of the system, greater intrinsic
motivation to perform the rehabilitation exercises, a high level of immersion, and a good experience
in the VR gaming environment. Our study stimulates extended intervention programs following up on this immersive virtual reality rehabilitation system to support soccer players recovering from
musculoskeletal injuries.info:eu-repo/semantics/publishedVersio
Comparisons of Intrinsic Motivation for Novel Stroke Rehabilitation Interventions for UE
An estimated 80% of individuals with stroke experience upper limb dysfunction and 60% of stroke survivors will not regain full use of the affected arm. Improvement in motor function is possible even in the chronic phase of stroke through motor rehabilitation. Rehabilitation is a lengthy process and has little chance of success if a patient is not dedicated to his or her regime. Highly motivated patients are more likely to adhere to a rehabilitation program and motivation has been linked to better therapeutic outcomes in many studies. This study evaluated how motivating participants of experimental stroke rehabilitation interventions found their upper extremity (UE) rehabilitation regime and compared those scores to the data gathered in the Human Performance Laboratory (HPL). A literature review was conducted. Interventions were sorted into the categories gaming, gaming with assistance, robotic training, mixed reality, and conventional therapy. Six studies from the HPL were used. Mean interest/enjoyment (I/E) subscale scores of the Intrinsic Motivation Inventory (IMI) were gathered for each category and the level of intrinsic motivation was determined. All categories produced a highly positive I/E scores. All of the categories except conventional therapy produced a higher mean score for reported I/E than the HPL. Personality traits of the participants can likely account for these higher-than-average levels of intrinsic motivation. Though the HPL did not outperform the other categories, it is comparable to other gaming interventions and has the unique advantages of affordability and accessibility these lack. Future work in personalized virtual reality (PVR) therapy that seeks to make interventions more intrinsically motivating may consider the potential benefits that lie within these other approaches to UE rehabilitation including using specialized games for persons with stroke and providing external support to the players
Multi-dimensional modelling for the national mapping agency: a discussion of initial ideas, considerations, and challenges
The Ordnance Survey, the National Mapping Agency (NMA) for Great Britain, has recently
begun to research the possible extension of its 2-dimensional geographic information into a
multi-dimensional environment. Such a move creates a number of data creation and storage
issues which the NMA must consider. Many of these issues are highly relevant to all NMA’s
and their customers alike, and are presented and explored here.
This paper offers a discussion of initial considerations which NMA’s face in the creation of
multi-dimensional datasets. Such issues include assessing which objects should be mapped in
3 dimensions by a National Mapping Agency, what should be sensibly represented
dynamically, and whether resolution of multi-dimensional models should change over space.
This paper also offers some preliminary suggestions for the optimal creation method for any
future enhanced national height model for the Ordnance Survey. This discussion includes
examples of problem areas and issues in both the extraction of 3-D data and in the
topological reconstruction of such. 3-D feature extraction is not a new problem. However, the
degree of automation which may be achieved and the suitability of current techniques for
NMA’s remains a largely unchartered research area, which this research aims to tackle.
The issues presented in this paper require immediate research, and if solved adequately
would mark a cartographic paradigm shift in the communication of geographic information –
and could signify the beginning of the way in which NMA’s both present and interact with
their customers in the future
How Does Forecasting Affect the Convergence of DRL Techniques in O-RAN Slicing?
The success of immersive applications such as virtual reality (VR) gaming and
metaverse services depends on low latency and reliable connectivity. To provide
seamless user experiences, the open radio access network (O-RAN) architecture
and 6G networks are expected to play a crucial role. RAN slicing, a critical
component of the O-RAN paradigm, enables network resources to be allocated
based on the needs of immersive services, creating multiple virtual networks on
a single physical infrastructure. In the O-RAN literature, deep reinforcement
learning (DRL) algorithms are commonly used to optimize resource allocation.
However, the practical adoption of DRL in live deployments has been sluggish.
This is primarily due to the slow convergence and performance instabilities
suffered by the DRL agents both upon initial deployment and when there are
significant changes in network conditions. In this paper, we investigate the
impact of time series forecasting of traffic demands on the convergence of the
DRL-based slicing agents. For that, we conduct an exhaustive experiment that
supports multiple services including real VR gaming traffic. We then propose a
novel forecasting-aided DRL approach and its respective O-RAN practical
deployment workflow to enhance DRL convergence. Our approach shows up to 22.8%,
86.3%, and 300% improvements in the average initial reward value, convergence
rate, and number of converged scenarios respectively, enhancing the
generalizability of the DRL agents compared with the implemented baselines. The
results also indicate that our approach is robust against forecasting errors
and that forecasting models do not have to be ideal.Comment: This article has been accepted for presentation in IEEE GLOBECOM 202
System and method to provide safety zones in a virtual workplace
The present disclosure describes guardians for an enterprise that enable the enterprise to provide safety zones for users in a virtual workplace. An admin of the enterprise provides headsets to the users, who are required to take part in business activities. The admin utilizes an admin headset having an admin guardian to create the guardian for each of the users. The admin preconfigures an experience with each of the guardians for the headsets that are to be provisioned. After the experience with each of the guardians is preconfigured, the admin guardian informs the admin a size of a room to account for, number of headsets and the type of the experience set by the admin. The admin informs the users the size of the room that is required for the experience, and provides the headsets to the users. As the user enters in the virtual workplace, the guardian ensures that the user remains in his/her safety zone and the preconfigured posture. Thereafter, the guardian lets the user inside the business activity. As the user enters the business activity, the guardian launches a passthrough mode. The user can see visually in the passthrough mode whether his/her safety zone overlaps with the safety zones of the other participants. The experience will stop if there is an overlap between the safety zones. In case of the overlap, the user needs to move away to a safer distance to get into the experience again
For patients with acute cerebral vascular accident, is virtual reality gaming more effective than standard recreational therapy for the improvement of hand function?
To evaluate the safety, feasibility, and efficacy of VR gaming using the Nintendo Wii vs. standard recreational therapy for the improvement of UE function in patients who have experienced a stroke
Arch Phys Med Rehabil
Objective:To evaluate the efficacy of an in-home 12-week physical therapy (PT) intervention that utilized a virtual reality (VR) gaming system to improve balance in individuals with traumatic brain injury (TBI).Setting:Home-based exercise program (HEP).Participants:Individuals (N=63; traditional HEP n=32; VR n=31) at least 1 year post-TBI, ambulating independently within the home, not currently receiving PT services.Main Outcome Measures:Primary: Community Balance and Mobility Scale (CB&M); Secondary: Balance Evaluation Systems Test (BESTest), Activities-Specific Balance Confidence Scale (ABC), Participation Assessment with Recombined Tools-Objective (PART-O).Results:No significant between-group differences were observed in the CB&M over the study duration (P=.9983) for individuals who received VR compared to those who received a HEP to address balance deficits after chronic TBI nor in any of the secondary outcomes: BESTest (P=.8822); ABC (P=.4343) and PART-O (P=.8822). However, both groups demonstrated significant improvements in CB&M and BESTest from baseline to 6, 12, and at 12 weeks follow-up (all P\u2019s <.001). Regardless of treatment group, 52% of participants met or exceeded the minimal detectable change of 8 points on the CB&M at 24 weeks and 38% met or exceeded the minimal detectable change of 7.81 points on the BESTest.Conclusion:This study did not find that VR training was more beneficial than a traditional HEP for improving balance. However, individuals with chronic TBI in both treatment groups demonstrated improvements in balance in response to these interventions which were completed independently in the home environment.90DP0034/ACL/ACL HHSUnited States/U48 DP000034/DP/NCCDPHP CDC HHSUnited States/2021-11-16T00:00:00Z31009598PMC859414410593vault:3980
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