181,993 research outputs found

    Outcomes of a virtual-reality simulator-training programme on basic surgical skills in robot-assisted laparoscopic surgery

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    Background The utility of the virtual-reality robotic simulator in training programmes has not been clearly evaluated. Our aim was to evaluate the impact of a virtual-reality robotic simulator-training programme on basic surgical skills. Methods A simulator-training programme in robotic surgery, using the da Vinci Skills Simulator, was evaluated in a population including junior and seasoned surgeons, and non-physicians. Their performances on robotic dots and suturing-skin pod platforms before and after virtual-simulation training were rated anonymously by surgeons experienced in robotics. Results 39 participants were enrolled: 14 medical students and residents in surgery, 14 seasoned surgeons, 11 non-physicians. Junior and seasoned surgeons’ performances on platforms were not significantly improved after virtual-reality robotic simulation in any of the skill domains, in contrast to non-physicians. Conclusions The benefits of virtual-reality simulator training on several tasks to basic skills in robotic surgery were not obvious among surgeons in our initial and early experience with the simulator

    Visualising mixed reality simulation for multiple users

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    Cowling, MA ORCiD: 0000-0003-1444-1563Blended reality seeks to encourage co-presence in the classroom, blending student experience across virtual and physical worlds. In a similar way, Mixed Reality, a continuum between virtual and real environments, is now allowing learners to work in both the physical and the digital world simultaneously, especially when combined with an immersive headset experience. This experience provides innovative new experiences for learning, but faces the challenge that most of these experiences are single user, leaving others outside the new environment. The question therefore becomes, how can a mixed reality simulation be experienced by multiple users, and how can we present that simulation effectively to users to create a true blended reality environment? This paper proposes a study that uses existing screen production research into the user and spectator to produce a mixed reality simulation suitable for multiple users. A research method using Design Based Research is also presented to assess the usability of the approach

    Virtual Reality as a Problem of the Electronic Economy.

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    Two concepts of virtual reality are competing in the cyber world, virtual reality as total adaptability and virtual reality as the simulation of possible worlds. Virtuality as adaptability in industrial production leads to a closer consideration of individual con-sumer demand and to de-massified production. It implies a stronger reference of pro-duction to the reality of consumer needs. The aesthetic concept of virtual reality as pos-sible words and fictional realities can imply a loss of reality. Both concepts of virtuality interact, however. Adaptive production needs the experimentation of imagined and simulated possible worlds. Virtual reality leads to a disembodiment of experience and to the danger of the loss of the validation of perception by experience. The concept of the virtual is originally a concept of theological origin, signifying invisible but real potenti-ality or a reality that is real only as potentiality. One of the most important innovations of the virtual reality of the internet has taken place in financial markets in online trading and online brokerage. The virtual reality of the internet financial markets enables large strata of the population to participate in stock market speculation, leading to a kind of people’s capitalism. Problems caused by the virtual character of the transactions in online trading are the churning of traders and the over-trading of shares by investors.

    An Integrated Simulation System for Human Factors Study

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    It has been reported that virtual reality can be a useful tool for ergonomics study. The proposed integrated simulation system aims at measuring operator's performance in an interactive way for 2D control panel design. By incorporating some sophisticated virtual reality hardware/software, the system allows natural human-system and/or human-human interaction in a simulated virtual environment; enables dynamic objective measurement of human performance; and evaluates the quality of the system design in human factors perspective based on the measurement. It can also be for operation training for some 2D control panels

    Virtual reality and computer simulation

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    Virtual and Augmented Reality Simulation of Chattanooga Creek

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    Virtual reality involves reproducing all the details of a physical object or environment that has to be simulated in virtual space. Augmented reality is the mixing of computer-generated information with the user’s view of the real world. Augmented reality is an alternative for virtual reality. This thesis presents the interactive virtual reality simulation and augmented reality simulation of Chattanooga Creek in Chattanooga, TN. The augmented reality part involves implementation of the basic concept of augmenting the virtual graphics to the real world

    The physical world as a virtual reality: a prima facie case

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    This paper explores the idea that the universe is a virtual reality created by information processing, and relates this strange idea to the findings of modern physics about the physical world. The virtual reality concept is familiar to us from online worlds, but the world as a virtual reality is usually a subject for science fiction rather than science. Yet logically the world could be an information simulation running on a three-dimensional space-time screen. Indeed, that the essence of the universe is information has advantages, e.g. if matter, charge, energy and movement are aspects of information, the many conservation laws could become a single law of conservation of information. If the universe were a virtual reality, its creation at the big bang would no longer be paradoxical, as every virtual system must be booted up. It is suggested that whether the world is an objective or a virtual reality is a matter for science to resolve, and computer science could help. If one could derive core properties like space, time, light, matter and movement from information processing, such a model could reconcile relativity and quantum theories, with the former being how information processing creates space-time, and the latter how it creates energy and matter

    A Study on Virtual Reality Storytelling by Story Authoring Tool Algorithm

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    The objective of this study was to examine the storytelling principles of virtual reality contents, which are recently grabbing much attention, and the patterns of their generation rules and, based on the results, to analyze the elements and structure of a storytelling method suitable for virtual reality contents. In virtual reality environment, a story is usually being generated between choices made by a user who behaves autonomously under simulated environmental factors and the environmental constraints. This corresponds to a mutually complementary role of representation and simulation, which has been hotly discussed in the field of interactive storytelling. This study was conducted based on the assumption that such a mutually complementary realization is ideal for virtual reality storytelling. A simulation-based story authoring tool is a good example that shows this mutual complementation, in that it develops a story through various algorithms which involves the interaction of agents which occur within the strata of a virtual environment. Therefore, it can be a methodology for virtual reality storytelling. The structures and elements of narratives used in virtual reality storytelling which achieve balance of representation and simulation are much similar to an algorithm strategy of a simulation-based story authoring tool. The virtual reality contents released up to now can be classified into four categories based on the two axes of representation and simulation. The study focused on contents which are layered in higher strata of both representation and simulation. In the perspective of representation strata, these contents are actively using such elements as goal, event, action, perception, internal element, outcome, and setting element, which are constituents of ‘Fabula model’, to generate time relations and cause-effect relations. And in the perspective of simulation strata, the use of the ‘Late commitment’ strategy allowed users to understand the meanings of their actions taken during the process of experimenting with various dynamic principles within the environment
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