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https://www.readbyqxmd.com/read/28222783/walking-in-fully-immersive-virtual-environments-an-evaluation-of-potential-adverse-effects-in-older-adults-and-individuals-with-parkinson-s-disease
#1
Aram Kim, Nora Darakjian, James M Finley
BACKGROUND: Virtual reality (VR) has recently been explored as a tool for neurorehabilitation to enable individuals with Parkinson's disease (PD) to practice challenging skills in a safe environment. Current technological advances have enabled the use of affordable, fully immersive head-mounted displays (HMDs) for potential therapeutic applications. However, while previous studies have used HMDs in individuals with PD, these were only used for short bouts of walking. Clinical applications of VR for gait training would likely involve an extended exposure to the virtual environment, which has the potential to cause individuals with PD to experience simulator-related adverse effects due to their age or pathology...
February 21, 2017: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/28222235/visual-appearance-of-a-virtual-upper-limb-modulates-the-temperature-of-the-real-hand-a-thermal-imaging-study-in-immersive-virtual-reality
#2
G Tieri, A Gioia, M Scandola, E F Pavone, S M Aglioti
To explore the link between Sense of Embodiment (SoE) over a virtual hand and physiological regulation of skin temperature, twenty-four healthy participants were immersed in virtual reality through a Head Mounted Display and had their real limb temperature recorded by means of a high-sensitivity infrared camera. Participants observed a virtual right upper limb (appearing either normally, or with the hand detached from the forearm) or limb-shaped non-corporeal control objects (continuous or discontinuous wooden blocks) from a first-person perspective...
February 21, 2017: European Journal of Neuroscience
https://www.readbyqxmd.com/read/28158092/alternate-optical-designs-for-head-mounted-displays-with-a-wide-field-of-view
#3
Bo Chen, Alois M Herkommer
The most widely applied design form for mixed reality head-mounted display (HMD) systems is generally a prism with one surface in total internal reflection (TIR). This, however, limits the angle of the incident rays, and thus decreases the design freedom and affects the performance. To obtain better performance of the HMD optics, in this paper two seldom used design forms of HMD systems are presented and compared to the standard TIR HMD optics. One of them is a catadioptric HMD system, consisting of one lens and two mirrors; the other is a prism HMD with a different folding geometry...
February 1, 2017: Applied Optics
https://www.readbyqxmd.com/read/28129181/augmented-reality-vs-virtual-reality-for-3d-object-manipulation
#4
Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato
Virtual Reality (VR) Head-Mounted Displays (HMDs) are on the verge of becoming commodity hardware available to the average user and feasible to use as a tool for 3D work. Some HMDs include front-facing cameras, enabling Augmented Reality (AR) functionality. Apart from avoiding collisions with the environment, interaction with virtual objects may also be affected by seeing the real environment. However, whether these effects are positive or negative has not yet been studied extensively. For most tasks it is unknown whether AR has any advantage over VR...
January 25, 2017: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28129175/designing-a-vibrotactile-head-mounted-display
#5
Victor de Jesus Oliveira, Luca Brayda, Luciana Nedel, Anderson Maciel
Due to the perceptual characteristics of the head, vibrotactile Head-mounted Displays are built with low actuator density. Therefore, vibrotactile guidance is mostly assessed by pointing towards objects in the azimuthal plane. When it comes to multisensory interaction in 3D environments, it is also important to convey information about objects in the elevation plane. In this paper, we design and assess a haptic guidance technique for 3D environments. First, we explore the modulation of vibration frequency to indicate the position of objects in the elevation plane...
January 23, 2017: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28129172/mr360-mixed-reality-rendering-for-360-%C3%A2-panoramic-videos
#6
Taehyun Rhee, Lohit Petikam, Benjamin Allen, Andrew Chalmers
This paper presents a novel immersive system called MR360 that provides interactive mixed reality (MR) experiences using a conventional low dynamic range (LDR) 360 (°) panoramic video (360-video) shown in head mounted displays (HMDs). MR360 seamlessly composites 3D virtual objects into a live 360-video using the input panoramic video as the lighting source to illuminate the virtual objects. Image based lighting (IBL) is perceptually optimized to provide fast and believable results using the LDR 360-video as the lighting source...
January 23, 2017: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28129170/scaled-jump-in-gravity-reduced-virtual-environments
#7
MyoungGon Kim, SungIk Cho, Tanh Tran, Seong-Pil Kim, Ohung Kwon, JungHyun Han
The reduced gravity experienced in lunar or Martian surfaces can be simulated on the earth using a cable-driven system, where the cable lifts a person to reduce his or her weight. This paper presents a novel cable-driven system designed for the purpose. It is integrated with a head-mounted display and a motion capture system. Focusing on jump motion within the system, this paper proposes to scale the jump and reports the experiments made for quantifying the extent to which a jump can be scaled without the discrepancy between physical and virtual jumps being noticed by the user...
January 23, 2017: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28129165/the-problem-of-persistence-with-rotating-displays
#8
Matthew Regan, Gavin S P Miller
Motion-to-photon latency causes images to sway from side to side in a VR/AR system, while display persistence causes smearing; both of these are undesirable artifacts. We show that once latency is reduced or eliminated, smearing due to display persistence becomes the dominant visual artifact, even with accurate tracker prediction. We investigate the human perceptual mechanisms responsible for this and we demonstrate a modified 3D rotation display controller architecture for driving a high speed digital display which minimizes latency and persistence...
January 23, 2017: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28114091/-virtual-reality-therapy-in-anxiety-disorders
#9
V Mitrousia, O Giotakos
During the last decade a number of studies have been conducted in order to examine if virtual reality exposure therapy can be an alternative form of therapy for the treatment of mental disorders and particularly for the treatment of anxiety disorders. Imaginal exposure therapy, which is one of the components of Cognitive Behavioral Therapy, cannot be easily applied to all patients and in cases like those virtual reality can be used as an alternative or a supportive psychotherapeutic technique. Most studies using virtual reality have focused on anxiety disorders, mainly in specific phobias, but some extend to other disorders such as eating disorders, drug dependence, pain control and palliative care and rehabilitation...
October 2016: Psychiatrikē, Psychiatriki
https://www.readbyqxmd.com/read/28113774/use-of-virtual-reality-feedback-for-patients-with-chronic-neck-pain-and-kinesiophobia
#10
Karen B Chen, Mary E Sesto, Kevin Ponto, James Leonard, Andrea Mason, Gregg Vanderheiden, Justin Williams, Robert G Radwin
This study examined how individuals with and without neck pain performed exercises under the influence of altered visual feedback in virtual reality. Chronic neck pain (n=9) and asymptomatic (n=10) individuals were recruited for this cross-sectional study. Participants performed head rotations while receiving programmatically manipulated visual feedback from a head-mounted virtual reality display. The main outcome measure was the control-display gain (ratio between actual head rotation angle and visual rotation angle displayed) recorded at the just-noticeable difference...
October 26, 2016: IEEE Transactions on Neural Systems and Rehabilitation Engineering
https://www.readbyqxmd.com/read/28113631/the-role-of-audio-visual-feedback-in-a-thought-based-control-of-a-humanoid-robot-a-bci-study-in-healthy-and-spinal-cord-injured-people
#11
Emmanuele Tidoni, Pierre Gergondet, Gabriele Fusco, Abderrahmane Kheddar, Salvatore Aglioti
The efficient control of our body and successful interaction with the environment are possible through the integration of multisensory information. Brain-computer interface (BCI) may allow people with sensorimotor disorders to actively interact in the world. In this study, visual information was paired with auditory feedback to improve the BCI control of a humanoid surrogate. Healthy and spinal cord injured (SCI) people were asked to embody a humanoid robot and complete a pick-and-place task by means of a visual evoked potentials BCI system...
August 3, 2016: IEEE Transactions on Neural Systems and Rehabilitation Engineering
https://www.readbyqxmd.com/read/28113630/amplified-head-rotation-in-virtual-reality-and-the-effects-on-3d-search-training-transfer-and-spatial-orientation
#12
Eric D Ragan, Siroberto Scerbo, Felipe Bacim, Doug A Bowman
Many types of virtual reality (VR) systems allow users to use natural, physical head movements to view a 3D environment. In some situations, such as when using systems that lack a fully surrounding display or when opting for convenient low-effort interaction, view control can be enabled through a combination of physical and virtual turns to view the environment, but the reduced realism could potentially interfere with the ability to maintain spatial orientation. One solution to this problem is to amplify head rotations such that smaller physical turns are mapped to larger virtual turns, allowing trainees to view the entire surrounding environment with small head movements...
August 19, 2016: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28113555/extrafoveal-video-extension-for-an-immersive-viewing-experience
#13
Laura Turban, Fabrice Urban, Philippe Guillotel
Between the recent popularity of virtual reality (VR) and the development of 3D, immersion has become an integral part of entertainment concepts. Head-mounted Display (HMD) devices are often used to afford users a feeling of immersion in the environment. Another technique is to project additional material surrounding the viewer, as is achieved using cave systems. As a continuation of this technique, it could be interesting to extend surrounding projection to current television or cinema screens. The idea would be to entirely fill the viewer's field of vision, thus providing them with a more complete feeling of being in the scene and part of the story...
February 11, 2016: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28098739/three-dimensional-head-mounted-display-system-for-ophthalmic-surgical-procedures
#14
Marco Dutra-Medeiros, João Nascimento, José Henriques, Sandra Barrão, Ana Fernandes-Fonseca, Nuno Aguiar-Silva, Nuno Moura-Coelho, Victor Ágoas
No abstract text is available yet for this article.
January 16, 2017: Retina
https://www.readbyqxmd.com/read/28092563/effects-of-different-types-of-virtual-reality-display-on-presence-and-learning-in-a-safety-training-scenario
#15
Fabio Buttussi, Luca Chittaro
The increasing availability of head-mounted displays (HMDs) for home use motivates the study of the possible effects that adopting this new hardware might have on users. Moreover, while the impact of display type has bee respectively representative of: (i) desktop VR (a standard desktop monitor), (ii) many setups for immersive VR used in the literature (an HMD with narrow field of view and a 3-DOF tracker), and (iii) new setups for immersive home VR (an HMD with wide field of view and 6-DOF tracker). We assessed effects on knowledge gain, and different self-reported measures (self-efficacy, engagement, presence)...
January 16, 2017: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28068887/the-use-of-smart-glasses-for-surgical-video-streaming
#16
Takafumi Hiranaka, Yuta Nakanishi, Takaaki Fujishiro, Yuichi Hida, Masanori Tsubosaka, Yosaku Shibata, Kenjiro Okimura, Harunobu Uemoto
Observation of surgical procedures performed by experts is extremely important for acquisition and improvement of surgical skills. Smart glasses are small computers, which comprise a head-mounted monitor and video camera, and can be connected to the internet. They can be used for remote observation of surgeries by video streaming. Although Google Glass is the most commonly used smart glasses for medical purposes, it is still unavailable commercially and has some limitations. This article reports the use of a different type of smart glasses, InfoLinker, for surgical video streaming...
January 1, 2017: Surgical Innovation
https://www.readbyqxmd.com/read/28048975/head-mounted-display-technology-for-low-vision-rehabilitation-and-vision-enhancement
#17
Joshua R Ehrlich, Lauro V Ojeda, Donna Wicker, Sherry Day, Ashley Howson, Vasudevan Lakshminarayanan, Sayoko E Moroi
PURPOSE: To describe the various types of head-mounted display technology, their optical and human factors considerations, and their potential for use in low vision rehabilitation and vision enhancement. DESIGN: Expert perspective. METHODS: An overview of head-mounted display technology by an interdisciplinary team of experts drawing on key literature in the field. RESULTS: Head-mounted display technologies can be classified based on their display type and optical design...
December 31, 2016: American Journal of Ophthalmology
https://www.readbyqxmd.com/read/28039649/or-fire-virtual-training-simulator-design-and-face-validity
#18
Denis Dorozhkin, Jaisa Olasky, Daniel B Jones, Steven D Schwaitzberg, Stephanie B Jones, Caroline G L Cao, Marcos Molina, Steven Henriques, Jinling Wang, Jeff Flinn, Suvranu De
BACKGROUND: The Virtual Electrosurgical Skill Trainer is a tool for training surgeons the safe operation of electrosurgery tools in both open and minimally invasive surgery. This training includes a dedicated team-training module that focuses on operating room (OR) fire prevention and response. The module was developed to allow trainees, practicing surgeons, anesthesiologist, and nurses to interact with a virtual OR environment, which includes anesthesia apparatus, electrosurgical equipment, a virtual patient, and a fire extinguisher...
December 30, 2016: Surgical Endoscopy
https://www.readbyqxmd.com/read/28010995/profiling-subjective-symptoms-and-autonomic-changes-associated-with-cybersickness
#19
Alireza Mazloumi Gavgani, Keith V Nesbitt, Karen L Blackmore, Eugene Nalivaiko
Our aim was to expand knowledge of cybersickness - a subtype of motion sickness provoked by immersion into a moving computer-generated virtual reality. Fourteen healthy subjects experienced a 15-min rollercoaster ride presented via a head-mounted display (Oculus Rift), for 3 consecutive days. Heart rate, respiration, finger and forehead skin conductance were measured during the experiment; this was complemented by a subjective nausea rating during the ride and by Motion Sickness Assessment Questionnaire before, immediately after and then 1, 2 and 3h post-ride...
December 18, 2016: Autonomic Neuroscience: Basic & Clinical
https://www.readbyqxmd.com/read/27997539/the-impact-of-virtual-reality-on-chronic-pain
#20
Ted Jones, Todd Moore, James Choo
The treatment of chronic pain could benefit from additional non-opioid interventions. Virtual reality (VR) has been shown to be effective in decreasing pain for procedural or acute pain but to date there have been few studies on its use in chronic pain. The present study was an investigation of the impact of a virtual reality application for chronic pain. Thirty (30) participants with various chronic pain conditions were offered a five-minute session using a virtual reality application called Cool! Participants were asked about their pain using a 0-10 visual analog scale rating before the VR session, during the session and immediately after the session...
2016: PloS One
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