6 research outputs found

    Feasibility of a walking virtual reality system for rehabilitation: objective and subjective parameters

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    [EN] Background: Even though virtual reality (VR) is increasingly used in rehabilitation, the implementation of walking navigation in VR still poses a technological challenge for current motion tracking systems. Different metaphors simulate locomotion without involving real gait kinematics, which can affect presence, orientation, spatial memory and cognition, and even performance. All these factors can dissuade their use in rehabilitation. We hypothesize that a marker-based head tracking solution would allow walking in VR with high sense of presence and without causing sickness. The objectives of this study were to determine the accuracy, the jitter, and the lag of the tracking system and its elicited sickness and presence in comparison of a CAVE system. Methods: The accuracy and the jitter around the working area at three different heights and the lag of the head tracking system were analyzed. In addition, 47 healthy subjects completed a search task that involved navigation in the walking VR system and in the CAVE system. Navigation was enabled by natural locomotion in the walking VR system and through a specific device in the CAVE system. An HMD was used as display in the walking VR system. After interacting with each system, subjects rated their sickness in a seven-point scale and their presence in the Slater-Usoh-Steed Questionnaire and a modified version of the Presence Questionnaire. Results: Better performance was registered at higher heights, where accuracy was less than 0.6 cm and the jitter was about 6 mm. The lag of the system was 120 ms. Participants reported that both systems caused similar low levels of sickness (about 2.4 over 7). However, ratings showed that the walking VR system elicited higher sense of presence than the CAVE system in both the Slater-Usoh-Steed Questionnaire (17.6 +/- 0.3 vs 14.6 +/- 0.6 over 21, respectively) and the modified Presence Questionnaire (107.4 +/- 2.0 vs 93.5 +/- 3.2 over 147, respectively). Conclusions: The marker-based solution provided accurate, robust, and fast head tracking to allow navigation in the VR system by walking without causing relevant sickness and promoting higher sense of presence than CAVE systems, thus enabling natural walking in full-scale environments, which can enhance the ecological validity of VR-based rehabilitation applications.The authors wish to thank the staff of LabHuman for their support in this project, especially José Miguel Martínez and José Roda for their assistance. This study was funded in part by Ministerio de Economia y Competitividad of Spain (Project NeuroVR, TIN2013-44741-R and Project REACT, TIN2014-61975-EXP), by Ministerio de Educacion y Ciencia of Spain (Project Consolider-C, SEJ2006-14301/PSIC), and by Universitat Politecnica de Valencia (Grant PAID-10-14).Borrego, A.; Latorre Grau, J.; Llorens Rodríguez, R.; Alcañiz Raya, ML.; Noé, E. (2016). Feasibility of a walking virtual reality system for rehabilitation: objective and subjective parameters. Journal of NeuroEngineering and Rehabilitation. 13:1-9. https://doi.org/10.1186/s12984-016-0174-1S1913Lee KM. Presence. Explicated Communication Theory. 2004;14(1):27–50.Riva G. Is presence a technology issue? Some insights from cognitive sciences. Virtual Reality. 2009;13(3):159–69.Banos RM, et al. Immersion and emotion: their impact on the sense of presence. Cyberpsychol Behav. 2004;7(6):734–41.Llorens R, et al. 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    Augmented 3D hands: a gesture-based mixed reality system for distributed collaboration

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    Distributed collaborations between two or more participants on a task involving tangible artifacts (e.g., a machine, a patient, a tool) have become increasingly common in recent years due to rapid development in information and communication technologies. In this paper we focus on a specific type of remote-collaboration system where a remote helper guides a local worker using audio communication and hand gestures to perform a repair or a maintenance task. An established ICT approach to supporting this type of collaboration is to provide a shared visual space and some forms of remote gesture. The shared space typically consists of a video capture of the remote workspace which is then displayed on a 2D screen. However, this type of approach has its limitations. Firstly, it does not provide the helper with sufficient understanding of the spatial relationships between objects in the remote workspace. Secondly, it does not allow the helper to gesture in 3D. In an attempt to address these issues, we propose a Mixed Reality multimodal system that improves on previous 2D systems by introducing 3D real-time capturing and rendering of both the remote workspace and the helping hands and by creating a 3D shared visual space as a result of co-locating the remote workspace with the helping hands. In this system, we explore the possibility of increasing the feeling of immersion and co-presence by using head tracking, stereoscopic rendering, inter-occlusion handling and virtual shadowing. In this paper, we introduce HandsIn3D, a system that has been developed for the purpose of the proof of concept. We also present the results of experiments to verify the feasibility of our approach

    Evaluating overall quality of dynamic network visualizations

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    © Springer International Publishing AG 2016. Visualizing dynamic networks is a challenging task. One of the challenges we face is how to maintain visual complexity and overall quality of visualizations at a reasonable and sustainable level so that the information about the network embedded in the visualization can be effectively comprehended by the viewer. Many techniques and algorithms have been proposed and developed to facilitate the discovery of changing patterns. Much research has also been done in investigating how visualization should be constructed to be effective. However, how to measure and compare the quality of visualizations of a changing network at different time points has not been well researched. In this paper, we report on a preliminary work towards this direction. In particular, we apply an existing multi-dimensional overall quality measure in a user study data of different networks and found that the measured quality is positively correlated with user task performance regardless of network size
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