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https://www.readbyqxmd.com/read/29682758/dissociation-of-frontal-midline-delta-theta-and-posterior-alpha-oscillations-a-mobile-eeg-study
#1
Mingli Liang, Michael J Starrett, Arne D Ekstrom
Numerous reports have demonstrated low-frequency oscillations during navigation using invasive recordings in the hippocampus of both rats and human patients. Given evidence, in some cases, of low-frequency synchronization between midline cortex and hippocampus, it is also possible that low-frequency movement-related oscillations manifest in healthy human neocortex. However, this possibility remains largely unexplored, in part due to the difficulties of coupling free ambulation and effective scalp EEG recordings...
April 22, 2018: Psychophysiology
https://www.readbyqxmd.com/read/29672404/surgical-telementoring-without-encumbrance-a-comparative-study-of-see-through-augmented-reality-based-approaches
#2
Edgar Rojas-Muñoz, Maria Eugenia Cabrera, Daniel Andersen, Voicu Popescu, Sherri Marley, Brian Mullis, Ben Zarzaur, Juan Wachs
OBJECTIVE: This study investigates the benefits of a surgical telementoring system based on an augmented reality head-mounted display (ARHMD) that overlays surgical instructions directly onto the surgeon's view of the operating field, without workspace obstruction. SUMMARY BACKGROUND DATA: In conventional telestrator-based telementoring, the surgeon views annotations of the surgical field by shifting focus to a nearby monitor, which substantially increases cognitive load...
April 18, 2018: Annals of Surgery
https://www.readbyqxmd.com/read/29672255/15-years-of-research-on-redirected-walking-in-immersive-virtual-environments
#3
Niels Christian Nilsson, Tabitha Peck, Gerd Bruder, Eri Hodgson, Stefania Serafin, Mary Whitton, Frank Steinicke, Evan Suma Rosenberg
Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment-a technique called redirected walking. This paper gives an overview of the research that has been performed since redirected walking was first practically demonstrated 15 years ago.
March 2018: IEEE Computer Graphics and Applications
https://www.readbyqxmd.com/read/29616149/immersive-virtual-reality-therapy-with-myoelectric-control-for-treatment-resistant-phantom-limb-pain-case-report
#4
Brian Chau, Ivan Phelan, Phillip Ta, Sarah Humbert, Justin Hata, Duc Tran
Objective: Phantom limb pain is a condition frequently experienced after amputation. One treatment for phantom limb pain is traditional mirror therapy, yet some patients do not respond to this intervention, and immersive virtual reality mirror therapy offers some potential advantages. We report the case of a patient with severe phantom limb pain following an upper limb amputation and successful treatment with therapy in a custom virtual reality environment. Methods: An interactive 3-D kitchen environment was developed based on the principles of mirror therapy to allow for control of virtual hands while wearing a motion-tracked, head-mounted virtual reality display...
July 2017: Innovations in Clinical Neuroscience
https://www.readbyqxmd.com/read/29603966/correlation-between-perception-of-color-shadows-and-surface-textures-and-the-realism-of-a-scene-in-virtual-reality
#5
Pedro J Pardo, María Isabel Suero, Ángel Luis Pérez
Head-mounted displays allow us to go through immersive experiences in virtual reality and are expected to be present in more and more applications in both recreational and professional fields. In this context, recent years have witnessed significant advances in rendering techniques following physical models of lighting and shading. The aim of this paper is to check the fidelity of the visual appearance of real objects captured through a 3D scanner, rendered in a personal computer and displayed in a virtual reality device...
April 1, 2018: Journal of the Optical Society of America. A, Optics, Image Science, and Vision
https://www.readbyqxmd.com/read/29600117/objective-evaluation-of-visual-fatigue-using-binocular-fusion-maintenance
#6
Masakazu Hirota, Takeshi Morimoto, Hiroyuki Kanda, Takao Endo, Tomomitsu Miyoshi, Suguru Miyagawa, Yoko Hirohara, Tatsuo Yamaguchi, Makoto Saika, Takashi Fujikado
Purpose: In this study, we investigated whether an individual's visual fatigue can be evaluated objectively and quantitatively from their ability to maintain binocular fusion. Methods: Binocular fusion maintenance (BFM) was measured using a custom-made binocular open-view Shack-Hartmann wavefront aberrometer equipped with liquid crystal shutters, wherein eye movements and wavefront aberrations were measured simultaneously. Transmittance in the liquid crystal shutter in front of the subject's nondominant eye was reduced linearly, and BFM was determined from the transmittance at the point when binocular fusion was broken and vergence eye movement was induced...
March 2018: Translational Vision Science & Technology
https://www.readbyqxmd.com/read/29590147/influence-of-bone-conducted-vibration-on-simulator-sickness-in-virtual-reality
#7
Séamas Weech, Jae Moon, Nikolaus F Troje
Use of virtual reality (VR) technology is often accompanied by a series of unwanted symptoms, including nausea and headache, which are characterised as 'simulator sickness'. Sensory mismatch has been thought to lie at the heart of the problem and recent studies have shown that reducing cue mismatch in VR can have a therapeutic effect. Specifically, electrical stimulation of vestibular afferent nerves (galvanic vestibular stimulation; GVS) can reduce simulator sickness in VR. However, GVS poses a risk to certain populations and can also result in negative symptoms in normal, healthy individuals...
2018: PloS One
https://www.readbyqxmd.com/read/29568688/a-low-cost-multimodal-head-mounted-display-system-for-neuroendoscopic-surgery
#8
Xinghua Xu, Yi Zheng, Shujing Yao, Guochen Sun, Bainan Xu, Xiaolei Chen
Background: With rapid advances in technology, wearable devices as head-mounted display (HMD) have been adopted for various uses in medical science, ranging from simply aiding in fitness to assisting surgery. We aimed to investigate the feasibility and practicability of a low-cost multimodal HMD system in neuroendoscopic surgery. Methods: A multimodal HMD system, mainly consisted of a HMD with two built-in displays, an action camera, and a laptop computer displaying reconstructed medical images, was developed to assist neuroendoscopic surgery...
January 2018: Brain and Behavior
https://www.readbyqxmd.com/read/29543180/the-impact-of-avatar-personalization-and-immersion-on-virtual-body-ownership-presence-and-emotional-response
#9
Thomas Waltemate, Dominik Gall, Daniel Roth, Mario Botsch, Marc Erich Latoschik
This article reports the impact of the degree of personalization and individualization of users' avatars as well as the impact of the degree of immersion on typical psychophysical factors in embodied Virtual Environments. We investigated if and how virtual body ownership (including agency), presence, and emotional response are influenced depending on the specific look of users' avatars, which varied between (1) a generic hand-modeled version, (2) a generic scanned version, and (3) an individualized scanned version...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543176/ascending-and-descending-in-virtual-reality-simple-and-safe-system-using-passive-haptics
#10
Ryohei Nagao, Keigo Matsumoto, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose
This paper presents a novel interactive system that provides users with virtual reality (VR) experiences, wherein users feel as if they are ascending/descending stairs through passive haptic feedback. The passive haptic stimuli are provided by small bumps under the feet of users; these stimuli are provided to represent the edges of the stairs in the virtual environment. The visual stimuli of the stairs and shoes, provided by head-mounted displays, evoke a visuo-haptic interaction that modifies a user's perception of the floor shape...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543174/the-effect-of-transition-type-in-multi-view-360%C3%A2-media
#11
Andrew MacQuarrie, Anthony Steed
360° images and video have become extremely popular formats for immersive displays, due in large part to the technical ease of content production. While many experiences use a single camera viewpoint, an increasing number of experiences use multiple camera locations. In such multi-view 360° media (MV360M) systems, a visual effect is required when the user transitions from one camera location to another. This effect can take several forms, such as a cut or an image-based warp, and the choice of effect may impact many aspects of the experience, including issues related to enjoyment and scene understanding...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543173/widening-viewing-angles-of-automultiscopic-displays-using-refractive-inserts
#12
Geng Lyu, Xukun Shen, Taku Komura, Kartic Subr, Lijun Teng
Displays that can portray environments that are perceivable from multiple views are known as multiscopic displays. Some multiscopic displays enable realistic perception of 3D environments without the need for cumbersome mounts or fragile head-tracking algorithms. These automultiscopic displays carefully control the distribution of emitted light over space, direction (angle) and time so that even a static image displayed can encode parallax across viewing directions (Iightfield). This allows simultaneous observation by multiple viewers, each perceiving 3D from their own (correct) perspective...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543172/parallax360-stereoscopic-360%C3%A2-scene-representation-for-head-motion-parallax
#13
Bicheng Luo, Feng Xu, Christian Richardt, Jun-Hai Yong
We propose a novel 360° scene representation for converting real scenes into stereoscopic 3D virtual reality content with head-motion parallax. Our image-based scene representation enables efficient synthesis of novel views with six degrees-of-freedom (6-DoF) by fusing motion fields at two scales: (1) disparity motion fields carry implicit depth information and are robustly estimated from multiple laterally displaced auxiliary viewpoints, and (2) pairwise motion fields enable real-time flow-based blending, which improves the visual fidelity of results by minimizing ghosting and view transition artifacts...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543171/gaze-aware-streaming-solutions-for-the-next-generation-of-mobile-vr-experiences
#14
Pietro Lungaro, Rickard Sjoberg, Alfredo Jose Fanghella Valero, Ashutosh Mittal, Konrad Tollmar
This paper presents a novel approach to content delivery for video streaming services. It exploits information from connected eye-trackers embedded in the next generation of VR Head Mounted Displays (HMDs). The proposed solution aims to deliver high visual quality, in real time, around the users' fixations points while lowering the quality everywhere else. The goal of the proposed approach is to substantially reduce the overall bandwidth requirements for supporting VR video experiences while delivering high levels of user perceived quality...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543170/effects-of-unaugmented-periphery-and-vibrotactile-feedback-on-proxemics-with-virtual-humans-in-ar
#15
Myungho Lee, Gerd Bruder, Tobias Hollerer, Greg Welch
In this paper, we investigate factors and issues related to human locomotion behavior and proxemics in the presence of a real or virtual human in augmented reality (AR). First, we discuss a unique issue with current-state optical see-through head-mounted displays, namely the mismatch between a small augmented visual field and a large unaugmented periphery, and its potential impact on locomotion behavior in close proximity of virtual content. We discuss a potential simple solution based on restricting the field of view to the central region, and we present the results of a controlled human-subject study...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543164/hysar-hybrid-material-rendering-by-an-optical-see-through-head-mounted-display-with-spatial-augmented-reality-projection
#16
Takumi Hamasaki, Yuta Itoh, Yuichi Hiroi, Daisuke Iwai, Maki Sugimoto
Spatial augmented reality (SAR) pursues realism in rendering materials and objects. To advance this goal, we propose a hybrid SAR (HySAR) that combines a projector with optical see-through head-mounted displays (OST-HMD). In an ordinary SAR scenario with co-located viewers, the viewers perceive the same virtual material on physical surfaces. In general, the material consists of two components: a view-independent (VI) component such as diffuse reflection, and a view-dependent (VD) component such as specular reflection...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29543160/evaluating-multiple-levels-of-an-interaction-fidelity-continuum-on-performance-and-learning-in-near-field-training-simulations
#17
Ayush Bhargava, Jeffrey W Bertrand, Anand K Gramopadhye, Kapil C Madathil, Sabarish V Babu
With costs of head-mounted displays (HMDs) and tracking technology decreasing rapidly, various virtual reality applications are being widely adopted for education and training. Hardware advancements have enabled replication of real-world interactions in virtual environments to a large extent, paving the way for commercial grade applications that provide a safe and risk-free training environment at a fraction of the cost. But this also mandates the need to develop more intrinsic interaction techniques and to empirically evaluate them in a more comprehensive manner...
April 2018: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/29522021/automatic-cell-identification-and-visualization-using-digital-holographic-microscopy-with-head-mounted-augmented-reality-devices
#18
Timothy O'Connor, Siddharth Rawat, Adam Markman, Bahram Javidi
We propose a compact imaging system that integrates an augmented reality head mounted device with digital holographic microscopy for automated cell identification and visualization. A shearing interferometer is used to produce holograms of biological cells, which are recorded using customized smart glasses containing an external camera. After image acquisition, segmentation is performed to isolate regions of interest containing biological cells in the field-of-view, followed by digital reconstruction of the cells, which is used to generate a three-dimensional (3D) pseudocolor optical path length profile...
March 1, 2018: Applied Optics
https://www.readbyqxmd.com/read/29515513/immersive-low-cost-virtual-reality-treatment-for-phantom-limb-pain-evidence-from-two-cases
#19
Elisabetta Ambron, Alexander Miller, Katherine J Kuchenbecker, Laurel J Buxbaum, H Branch Coslett
Up to 90% of amputees experience sensations in their phantom limb, often including strong, persistent phantom limb pain (PLP). Standard treatments do not provide relief for the majority of people who experience PLP, but virtual reality (VR) has shown promise. This study provides additional evidence that game-like training with low-cost immersive VR activities can reduce PLP in lower-limb amputees. The user of our system views a real-time rendering of two intact legs in a head-mounted display while playing a set of custom games...
2018: Frontiers in Neurology
https://www.readbyqxmd.com/read/29510969/using-google-glass-in-surgical-settings-systematic-review
#20
REVIEW
Nancy J Wei, Bryn Dougherty, Aundria Myers, Sherif M Badawy
BACKGROUND: In recent years, wearable devices have become increasingly attractive and the health care industry has been especially drawn to Google Glass because of its ability to serve as a head-mounted wearable device. The use of Google Glass in surgical settings is of particular interest due to the hands-free device potential to streamline workflow and maintain sterile conditions in an operating room environment. OBJECTIVE: The aim is to conduct a systematic evaluation of the literature on the feasibility and acceptability of using Google Glass in surgical settings and to assess the potential benefits and limitations of its application...
March 6, 2018: JMIR MHealth and UHealth
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