13 research outputs found

    Homing by triangle completion in consumer-oriented virtual reality environments

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    Homing is a fundamental task which plays a vital role in spatial navigation. Its performance depends on the computation of a homing vector, where human beings can use simultaneously two different cognitive strategies: an online strategy based on the self-motion cues known as path integration (PI), and an offline strategy called piloting based on the spatial image of the path. Studies using virtual reality environments (VE) have shown that human being can perform homing tasks with acceptable performance. However, in these studies, subjects were able to walk naturally across large tracking areas, or researchers provided them with high-end large-immersive displays. Unfortunately, these configurations are far from current consumer-oriented devices, and very little is known about how their limitations can influence these cognitive processes. Using a triangle completion paradigm, we assessed homing tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni Treadmill and a Touchpad Control). Our results show that when locomotion is available (treadmill condition), there exist significant effects regarding display and path complexity. In contrast, when locomotion is restricted (touchpad condition), some effects on path complexity were found. Thus, some future research directions are therefore proposed

    Kangaroo mother care had a protective effect on the volume of brain structures in young adults born preterm

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    Q1Q1JĂłvenes adultosAim: The protective effects of Kangaroo mother care (KMC) on the neurodevelop-ment of preterm infants are well established, but we do not know whether the ben-efits persist beyond infancy. Our aim was to determine whether providing KMC in infancy affected brain volumes in young adulthood. Method: Standardised cognitive, memory and motor skills tests were used to determine the brain volumes of 20-year-old adults who had formed part of a randomised controlled trial of KMC versus incubator care. Multivariate analysis of brain volumes was conducted according to KMC exposure. Results: The study comprised 178 adults born preterm: 97 had received KMC and 81 were incubator care controls. Bivariate analysis showed larger volumes of total grey matter, basal nuclei and cerebellum in those who had received KMC, and the white matter was better organised. This means that the volumes of the main brain structures associated with intelligence, attention, memory and coordination were larger in the KMC group. Multivariate lineal regression analysis demonstrated the direct rela-tionship between brain volumes and duration of KMC, after controlling for potential confounders. Conclusion: Our findings suggest that the neuroprotective effects of KMC for pre-term infants persisted beyond childhood and improved their lifetime functionality and quality of life.https://orcid.org/0000-0001-6697-5837https://orcid.org/0000-0002-1923-3934https://orcid.org/0000-0001-5464-2701Revista Internacional - IndexadaA1N

    A perceptual calibration method to ameliorate the phenomenon of non-size-constancy in hetereogeneous VR displays

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    The interception of the action-perception loop in virtual reality [VR] causes that understanding the effects of different display factors in spatial perception becomes a challenge. For example, studies have reported that there is not size-constancy, the perceived size of an object does not remain constant as its distance increases. This phenomenon is closely related to the reports of underestimation of distances in VR, which causes remain unclear. Despite the efforts improving the spatial cues regarding display technology and computer graphics, some interest has started to focus on the human side. In this study, we propose a perceptual calibration method which can ameliorate the effects of non-size-constancy in heterogeneous VR displays. The method was validated in a perceptual matching experiment comparing the performance between an HTC Vive HMD and a four-walls CAVE system. Results show that perceptual calibration based on interpupillary distance increments can solve partially the phenomenon of non-size-constancy in VR

    A Virtual Reality and BIM Approach for Clash Resolution

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    In the Architecture, Construction and Engineering (AEC) industry, a crucial task is Building Information Modelling (BIM) models coordination. Clashes can be detected automatically by current BIM tools. Clash origins (parn et al., 2018), or avoidance (Singh et al., 2015) have been studied. But, clash resolution still needs the civil engineers’ expertise. Currently, in a computer with a 3D BIM tool, they use annotations. As previous research showed that Virtual Reality (VR) can help to perform better AEC tasks, in terms of time and accuracy (Chalhoup and Ayer, 2018), we propose an immersive VR tool to solve clashes

    Pequeños Científicos, una aproximación sistémica al aprendizaje de las ciencias en la escuela

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    Este artículo presenta de forma breve las características más importantes del programa Pequeños Científicos en sus diferentes dimensiones de acción. Hace una corta descripción de los objetivos que éste persigue, las estrategias que utiliza y los resultados preliminares que ha obtenido.This paper shortly describes the main characteristics of the Pequeños Científicos program in its different action dimensions. It describes the program objectives, the strategies used in it and the preliminary results that have been obtained

    Heterogeneous, distributed mixed reality Applications. A concept

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    This poster formulates the concept of heterogeneous distributed mixed reality (HDMR) applications in order to state some interesting research questions in this domain. HDMR applications give synchronous access to shared virtual worlds, from diverse mixed reality (MR) hardware, and at similar levels of functionality. We show the relationship between HDMR and previous concepts, state challenges in their development, and illustrate this concept and its challenges with an example

    A Virtual Reality and BIM Approach for Clash Resolution

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    In the Architecture, Construction and Engineering (AEC) industry, a crucial task is Building Information Modelling (BIM) models coordination. Clashes can be detected automatically by current BIM tools. Clash origins (parn et al., 2018), or avoidance (Singh et al., 2015) have been studied. But, clash resolution still needs the civil engineers’ expertise. Currently, in a computer with a 3D BIM tool, they use annotations. As previous research showed that Virtual Reality (VR) can help to perform better AEC tasks, in terms of time and accuracy (Chalhoup and Ayer, 2018), we propose an immersive VR tool to solve clashes

    Automatic Axis Extraction from “Tubular” Structures In CT Images- An Application in Virtual Colonoscopy

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    This paper presents a new method for axis extraction from “tubular” structures in CT images. The axis is important in virtual colonoscopy systems because it offers more efficient measurement features and better interactive visualization possibilities. The proposed method is based on the “pseudo-tubular” structure of the Colon. To find a good estimation of the Colon axis, the method is organized in two steps: In the first step, the voxels are organized in sequential clusters along the structure using a region-growing strategy and a cylindricity criterion. Each cluster has a distinct point (which is a good candidate to be part of the axis, identified by the cylindricity criterion), and an internal partial ordering of the cluster’s voxels. This information structure allows us, in the second step, to propose three instances (one per principal coordinate axis) of an estimation problem to be solved with the Takagi-Sugeno- Kang Method (TSK). Based in the resulting solutions it is possible to build a piece-wise linear estimation of the colon axis. This method has produced good results. It is robust in face of the “pseudo-tubular” shape of the colon. It has been tested on a set of Colon CT images from previously prepared patients. The results are illustrated with animations of virtual colonoscopy and a set of measurements and visualizations. Medical practitioners had a good perception of the method’s potential in the field of virtual colonoscopy applications

    Comparing VR Environments for Seat Selection in an Opera Theater

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    International audienceThis study presents a comparison of the influence of different VR environments in the task of selecting a preferred seat in an opera theater. We used gaze-based raycasting and headsets in a low-cost head-mounted display (HMD) (GearVR); and a virtual wand, head tracking, and headsets in a CAVE, two somewhat opposing technologies in the spectrum of current VR systems. Visual rendering and the selection technique depend on the capabilities of each environment, whereas the sound is approximated in both environments. Results show that subjects can select similar seats but their decisions differ between both environments. The results obtained can be useful in guiding the development of future VR applications
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