2,654 research outputs found

    An Endoscope Interface for Immersive Virtual Reality

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    This is the accepted version of the following article: John, N.W., Day, T.W., & Wardle, T. (2020). An Endoscope Interface for Immersive Virtual Reality. Eurographics Workshop on Visualization for Biology and Medicine, Eurographics Association, which has been published in final form at http://onlinelibrary.wiley.com. This article may be used for non-commercial purposes in accordance with the Wiley Self-Archiving PolicyThis is a work in progress paper that describes a novel endoscope interface designed for use in an immersive virtual reality surgical simulator. We use an affordable off the shelf head mounted display to recreate the operating theatre environment. A hand held controller has been adapted so that it feels like the trainee is holding an endoscope controller with the same functionality. The simulator allows the endoscope shaft to be inserted into a virtual patient and pushed forward to a target position. The paper describes how we have built this surgical simulator with the intention of carrying out a full clinical study in the near future

    A homoleptic phosphine adduct of Tl(I)

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    A homoleptic phosphine adduct of thallium(I) supported by a tris(phosphino)borate ligand has been isolated and structurally characterized

    Virtual and Mixed Reality Support for Activities of Daily Living

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    Rehabilitation and training are extremely important process that help people who have suffered some form of trauma to regain their ability to live independently and successfully complete activities of daily living. VR and MR have been used in rehabilitation and training, with examples in a range of areas such as physical and cognitive rehabilitation, and medical training. However, previous research has mainly used non-immersive VR such as using video games on a computer monitor or television. Immersive VR Head-Mounted Displays were first developed in 1965 but the devices were usually large, bulky and expensive. In 2016, the release of low-cost VR HMDs allowed for wider adoption of VR technology. This thesis investigates the impact of these devices in supporting activities of daily living through three novel applications: training driving skills for a powered wheelchair in both VR and MR; and using VR to help with the cognitive rehabilitation of stroke patients. Results from the acceptability study for VR in cognitive rehabilitation showed that patients would be likely to accept VR as a method of rehabilitation. However, factors such as visual issues need to be taken into consideration. The validation study for the Wheelchair-VR project showed promising results in terms of user improvement after the VR training session but the majority of the users experienced symptoms of cybersickness. Wheelchair-MR didn’t show statistically significant results in terms of improvements but did show a mean average improvement compared to the control group. The effects of cybersickness were also greatly reduced compared to VR. We conclude that VR and MR can be used in conjunction with modern games engines to develop virtual environments that can be adapted to accelerate the rehabilitation and training of patients coping with different aspects of daily life

    A Diphenylcyclopropene Complex of Tungsten, [WCl_2O(PMePh_2)_2(η^2-3,3-diphenylcyclopropene)], Precursor to a Tungsten–Oxo–Olefin Metathesis Catalyst

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    The title compound, dichlorobis(methyldiphenylphosphine-P) [(1,2-[η])-3,3-diphenylcyclopropene]oxotungsten, [WCl_2O(C_(15)H_(12))(C_(13)H_(13)P)_2], is a mononuclear complex of tungsten with an approximately octahedral environment around the metal atom. The ligand, 3,3-diphenylcyclopropene, is bonded to the W atom in a [η]^2-geometry with effectively identical metal-to-carbon bond distances [W-C1 = 2.133 (7) Å and W-C2 2.131 (7) Å]

    Training Powered Wheelchair Manoeuvres in Mixed Reality

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other worksWe describe a mixed reality environment that has been designed as an aid for training driving skills for a powered wheelchair. Our motivation is to provide an improvement on a previous virtual reality wheelchair driving simulator, with a particular aim to remove any cybersickness effects. The results of a validation test are presented that involved 35 able bodied volunteers divided into three groups: mixed reality trained, virtual reality trained, and a control group. No significant differences in improvement was found between the groups but there is a notable trend that both the mixed reality and virtual reality groups improved more than the control group. Whereas the virtual reality group experienced discomfort (as measured using a simulator sickness questionnaire), the mixed reality group experienced no side effects

    Training Powered Wheelchair Manoeuvres in Mixed Reality

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other worksWe describe a mixed reality environment that has been designed as an aid for training driving skills for a powered wheelchair. Our motivation is to provide an improvement on a previous virtual reality wheelchair driving simulator, with a particular aim to remove any cybersickness effects. The results of a validation test are presented that involved 35 able bodied volunteers divided into three groups: mixed reality trained, virtual reality trained, and a control group. No significant differences in improvement was found between the groups but there is a notable trend that both the mixed reality and virtual reality groups improved more than the control group. Whereas the virtual reality group experienced discomfort (as measured using a simulator sickness questionnaire), the mixed reality group experienced no side effects

    Royal Women, the Franciscan Order, and Ecclesiastical Authority in Late Medieval Bohemia and the Polish Duchies

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    In this chapter, I complicate the image of women religious as either authoritative and agentive or submissive and oppressed, with reference to the relationships between royal women, the papacy, and the Franciscan order in Bohemia and the Polish duchies. Using the thirteenth- and early fourteenth-century evidence for these relationships, I argue that situating discussion of women’s spiritual authority within the confessor-penitent dynamic and increased role of the papacy in the lives of women religious post Lateran IV allows us to see women exercise spiritual authority even as they perform submission to male superiors. In doing so, I also begin to draw out where the women under examination may have unconsciously reinforced mechanisms for their own oppression through participating in performances of submission that were central to their own spiritual vocation. Finally, in the context of histories of the Franciscan order(s), I use this discussion to query the entrenched myth of defiance of papal authority as a quality inherent to an ‘authentic’ Franciscan identity

    The Implementation and Validation of a Virtual Environment for Training Powered Wheelchair Manoeuvres

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    This work has been submitted to the IEEE for possible publication. Copyright may be transferred without notice, after which this version may no longer be accessible.Navigating a powered wheelchair and avoiding collisions is often a daunting task for new wheelchair users. It takes time and practice to gain the coordination needed to become a competent driver and this can be even more of a challenge for someone with a disability. We present a cost-effective virtual reality (VR) application that takes advantage of consumer level VR hardware. The system can be easily deployed in an assessment centre or for home use, and does not depend on a specialized high-end virtual environment such as a Powerwall or CAVE. This paper reviews previous work that has used virtual environments technology for training tasks, particularly wheelchair simulation. We then describe the implementation of our own system and the first validation study carried out using thirty three able bodied volunteers. The study results indicate that at a significance level of 5% then there is an improvement in driving skills from the use of our VR system. We thus have the potential to develop the competency of a wheelchair user whilst avoiding the risks inherent to training in the real world. However, the occurrence of cybersickness is a particular problem in this application that will need to be addressed

    Palladium-catalyzed Transformations of Salvinorin A, a Neoclerodane Diterpene from Salvia divinorum

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    Transformations that selectively modify the furan ring present in a variety of naturals products would be useful in the synthesis of biological probes but remain largely underexplored. The neoclerodane diterpene salvinorin A, isolated from Salvia divinorum, is an example of a furan-containing natural product. Following selective bromination of salvinorin A, Suzuki-Miyaura and Sonogashira couplings were accomplished in moderate to good yields without hydrolyzing the labile C-2 acetate or altering the stereochemistry of the epimerizable centers
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