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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians. Curriculum and InstructionCurriculum and Instructio
Underwater robots with sonar and smart tether for underground cistern mapping and exploration
This paper describes the application of using a submersible remotely operated vehicle (ROV) to map and explore
underground water cisterns during a series of expeditions to Malta and Gozo. The purpose of this project was to
create maps of ancient cisterns located under private homes, churches, and fortresses where passageways leading
to the cisterns are too narrow and dangerous for humans to enter. These cisterns were used as water storage
systems for hundreds of years, and many still contained water. The small ROV that was lowered into these cisterns
was equipped with a sonar module to enable the creation of maps, two cameras to record live video, a grabber-arm
for interacting with objects in the environment, and a Smart Tether to record additional positioning data of the ROV.
Each of these components are discussed in terms of functionality and appropriateness for use by archaeologists
wishing to explore and extract mapping information from narrow water-filled caverns. Additionally, three different
mapping and localization techniques are presented including 1) Sonar image mosaics using stationary sonar
scans, 2) Sonar image mosaics using stationary sonar scans with Smart Tether position data, and 3) Simultaneous
Localization and Mapping (SLAM) using stationary sonar scans. Each of the algorithms used in this project have
benefits in certain applications. During two expeditions in Malta and Gozo, 2-dimensional maps of 32 cisterns
were successfully constructed.peer-reviewe
Virtual Reality
During the 2019 EDUCAUSE Annual Conference, a large proportion of programs were about virtual reality. This article discusses how virtual reality could be used in libraries and how some institutions are creating VR content
Wind and warmth in virtual reality: implementation and evaluation
Hülsmann F, Fröhlich J, Mattar N, Wachsmuth I. Wind and warmth in virtual reality: implementation and evaluation. In: VRIC '14: Proceedings of the Virtual Reality International Conference: Laval Virtual. ACM; 2014.One possibility to make virtual worlds more immersive is to address as many human senses as possible. This paper presents the development of a system for creating wind and warmth simulations in Virtual Reality (VR). Therefore, suitable hardware and an implemented software model are described. Technical evaluations of the hardware and of the software components demonstrate the usability of the system in VR Applications. Furthermore, a user study underlines users’ acceptance and indicates a positive influence of wind and warmth stimuli on perceived presence
Ground Navigation in 3D Scenes using Simple Body Motions
ICAT-EGVE 2014 (the 24th International Conference on Artificial Reality and Telexistence and the 19th Eurographics Symposium on Virtual Environments
Enabling the Development and Implementation of Digital Twins : Proceedings of the 20th International Conference on Construction Applications of Virtual Reality
Welcome to the 20th International Conference on Construction Applications of Virtual Reality (CONVR 2020). This year we are meeting on-line due to the current Coronavirus pandemic. The overarching theme for CONVR2020 is "Enabling the development and implementation of Digital Twins". CONVR is one of the world-leading conferences in the areas of virtual reality, augmented reality and building information modelling. Each year, more than 100 participants from all around the globe meet to discuss and exchange the latest developments and applications of virtual technologies in the architectural, engineering, construction and operation industry (AECO). The conference is also known for having a unique blend of participants from both academia and industry. This year, with all the difficulties of replicating a real face to face meetings, we are carefully planning the conference to ensure that all participants have a perfect experience. We have a group of leading keynote speakers from industry and academia who are covering up to date hot topics and are enthusiastic and keen to share their knowledge with you. CONVR participants are very loyal to the conference and have attended most of the editions over the last eighteen editions. This year we are welcoming numerous first timers and we aim to help them make the most of the conference by introducing them to other participants
Inertial and Magnetic Posture Tracking for Inserting Humans Into Networked Virtual Environments
Proceedings of ACM Symposium on Virtual Reality Software & Technology (VRST 2001), Banff, Alberta, Canada, 15 - 17 November 2001, pp.9-16.Accepted/Published Conference Pape
Extended Reality and Internet of Things for Hyper-Connected Metaverse Environments
The Metaverse encompasses technologies related to the internet, virtual and
augmented reality, and other domains toward smart interfaces that are
hyper-connected, immersive, and engaging. However, Metaverse applications face
inherent disconnects between virtual and physical components and interfaces.
This work explores how an Extended Metaverse framework can be used to increase
the seamless integration of interoperable agents between virtual and physical
environments. It contributes an early theory and practice toward the synthesis
of virtual and physical smart environments anticipating future designs and
their potential for connected experiences.Comment: In Proceedings of 2022 IEEE Conference on Virtual Reality and 3D User
Interfaces Abstracts and Workshops (VRW), Christchurch, New Zealand, 202
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