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Peter Düking, Hans-Christer Holmberg, Billy Sperlich
No abstract text is available yet for this article.
2018: Frontiers in Physiology
Micha Pfeiffer, Hannes Kenngott, Anas Preukschas, Matthias Huber, Lisa Bettscheider, Beat Müller-Stich, Stefanie Speidel
PURPOSE: The data which is available to surgeons before, during and after surgery is steadily increasing in quantity as well as diversity. When planning a patient's treatment, this large amount of information can be difficult to interpret. To aid in processing the information, new methods need to be found to present multimodal patient data, ideally combining textual, imagery, temporal and 3D data in a holistic and context-aware system. METHODS: We present an open-source framework which allows handling of patient data in a virtual reality (VR) environment...
March 17, 2018: International Journal of Computer Assisted Radiology and Surgery
Anne Deblock-Bellamy, Charles Sebiyo Batcho, Catherine Mercier, Andreanne K Blanchette
BACKGROUND: Proprioceptive sense plays a significant role in the generation and correction of skilled movements and, consequently, in most activities of daily living. We developed a new proprioception assessment protocol that enables the quantification of elbow position sense without using the opposite arm, involving active movement of the evaluated limb or relying on working memory. The aims of this descriptive study were to validate this assessment protocol by quantifying the elbow position sense of healthy adults, before using it in individuals who sustained a stroke, and to investigate its test-retest reliability...
March 16, 2018: Journal of Neuroengineering and Rehabilitation
Shilpa B Gaikwad, Eric G Johnson, Todd C Nelson, Oluwaseun I Ambode, Abdulaziz A Albalwi, Ahmad A Alharbi, Noha S Daher
BACKGROUND AND PURPOSE: Motion sensitivity is a common condition among the general population and may be accompanied by postural instability and anxiety. Preliminary studies suggest that minimal dosage of gaze stability exercises improves postural stability in young adults with chronic motion sensitivity. The aim of this study was to investigate the effect of progressive gaze stability exercises on postural stability, motion sensitivity, and anxiety in healthy young adults with chronic motion sensitivity...
April 2018: Journal of Neurologic Physical Therapy: JNPT
Dong Dong, Lawrence K F Wong, Zhiwei Luo
By using slide-based task in a laboratory setting, previous studies have found that activation of the rostral prefrontal cortex (BA10) is related to prospective memory performance. In this present study, we used immersive virtual reality (VR) technology to measure PM performance in a real-life task in a simulated virtual environment. Functional near-infrared spectroscopy was used simultaneously to record the rostral prefrontal cortex activities of the subjects. By comparing the data against the ones from the slide-based task, the result suggested that the activation of BA10 in the VR tasks were greater than the one in the slide-based tasks, and the VR tasks have the potential to identify the particular location of BA10 that is connected to the PM performance in our daily lives...
March 16, 2018: Applied Neuropsychology. Adult
Inbal Maidan, Freek Nieuwhof, Hagar Bernad-Elazari, Bastiaan R Bloem, Nir Giladi, Jeffrey M Hausdorff, Jurgen A H R Claassen, Anat Mirelman
BACKGROUND: In a randomized control trial conducted in patients with Parkinson's disease, a treadmill training program combined with virtual reality that targeted motor and cognitive aspects of safe ambulation led to fewer falls, compared with treadmill training alone. OBJECTIVE: To investigate if the 2 types of training differentially affected prefrontal activation and if this might explain differences in fall rates after the intervention. METHODS: Sixty-four patients with Parkinson's disease were randomized into the treadmill training arm (n = 34, mean age 73...
March 1, 2018: Neurorehabilitation and Neural Repair
Florian Ferreri, Alexis Bourla, Stephane Mouchabac, Laurent Karila
Background: New technologies can profoundly change the way we understand psychiatric pathologies and addictive disorders. New concepts are emerging with the development of more accurate means of collecting live data, computerized questionnaires, and the use of passive data. Digital phenotyping , a paradigmatic example, refers to the use of computerized measurement tools to capture the characteristics of different psychiatric disorders. Similarly, machine learning-a form of artificial intelligence-can improve the classification of patients based on patterns that clinicians have not always considered in the past...
2018: Frontiers in Psychiatry
Katja Zibrek, Elena Kokkinara, Rachel Mcdonnell
Virtual characters that appear almost photo-realistic have been shown to induce negative responses from viewers in traditional media, such as film and video games. This effect, described as the uncanny valley, is the reason why realism is often avoided when the aim is to create an appealing virtual character. In Virtual Reality, there have been few attempts to investigate this phenomenon and the implications of rendering virtual characters with high levels of realism on user enjoyment. In this paper, we conducted a large-scale experiment on over one thousand members of the public in order to gather information on how virtual characters are perceived in interactive virtual reality games...
April 2018: IEEE Transactions on Visualization and Computer Graphics
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
Tabitha C Peck, My Doan, Kimberly A Bourne, Jessica J Good
The underrepresentation of women in technical and STEM fields is a well-known problem, and stereotype threatening situations have been linked to the inability to recruit and retain women into these fields. Virtual reality enables the unique ability to perform body-swap illusions, and research has shown that these illusions can change participant behavior. Characteristically people take on the traits of the avatar they are embodying. We hypothesized that female participants embodying male avatars when a stereotype threat was made salient would demonstrate stereotype lift...
April 2018: IEEE Transactions on Visualization and Computer Graphics
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
Maria Murcia-Lopez, Anthony Steed
As we explore the use of consumer virtual reality technology for training applications, there is a need to evaluate its validity compared to more traditional training formats. In this paper, we present a study that compares the effectiveness of virtual training and physical training for teaching a bimanual assembly task. In a between-subjects experiment, 60 participants were trained to solve three 3D burr puzzles in one of six conditions comprised of virtual and physical training elements. In the four physical conditions, training was delivered via paper- and video-based instructions, with or without the physical puzzles to practice with...
April 2018: IEEE Transactions on Visualization and Computer Graphics
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
Ginga Kato, Yoshihiro Kuroda, Kiyoshi Kiyokawa, Haruo Takemura
Most existing locomotion devices that represent the sensation of walking target a user who is actually performing a walking motion. Here, we attempted to represent the walking sensation, especially a kinesthetic sensation and advancing feeling (the sense of moving forward) while the user remains seated. To represent the walking sensation using a relatively simple device, we focused on the force rendering and its evaluation of the longitudinal friction force applied on the sole during walking. Based on the measurement of the friction force applied on the sole during actual walking, we developed a novel friction force display that can present the friction force without the influence of body weight...
April 2018: IEEE Transactions on Visualization and Computer Graphics
Kasun Karunanayaka, Nurafiqah Johari, Surina Hariri, Hanis Camelia, Kevin Stanley Bielawski, Adrian David Cheok
Today's virtual reality (VR) applications such as gaming, multisensory entertainment, remote dining, and online shopping are mainly based on audio, visual, and touch interactions between humans and virtual worlds. Integrating the sense of taste into VR is difficult since humans are dependent on chemical-based taste delivery systems. This paper presents the 'Thermal Taste Machine', a new digital taste actuation technology that can effectively produce and modify thermal taste sensations on the tongue. It modifies the temperature of the surface of the tongue within a short period of time (from 25°C to 40 °C while heating, and from 25°C to 10 °C while cooling)...
April 2018: IEEE Transactions on Visualization and Computer Graphics
Dustin T Han, Mohamed Suhail, Eric D Ragan
Virtual reality often uses motion tracking to incorporate physical hand movements into interaction techniques for selection and manipulation of virtual objects. To increase realism and allow direct hand interaction, real-world physical objects can be aligned with virtual objects to provide tactile feedback and physical grasping. However, unless a physical space is custom configured to match a specific virtual reality experience, the ability to perfectly match the physical and virtual objects is limited. Our research addresses this challenge by studying methods that allow one physical object to be mapped to multiple virtual objects that can exist at different virtual locations in an egocentric reference frame...
April 2018: IEEE Transactions on Visualization and Computer Graphics
Sarthak Ghosh, Lauren Winston, Nishant Panchal, Philippe Kimura-Thollander, Jeff Hotnog, Douglas Cheong, Gabriel Reyes, Gregory D Abowd
The proliferation of high resolution and affordable virtual reality (VR) headsets is quickly making room-scale VR experiences available in our homes. Most VR experiences strive to achieve complete immersion by creating a disconnect from the real world. However, due to the lack of a standardized notification management system and minimal context awareness in VR, an immersed user may face certain situations such as missing an important phone call (digital scenario), tripping over wandering pets (physical scenario), or losing track of time (temporal scenario)...
April 2018: IEEE Transactions on Visualization and Computer Graphics
Sidney Bovet, Henrique Galvan Debarba, Bruno Herbelin, Eray Molla, Ronan Boulic
With the broad range of motion capture devices available on the market, it is now commonplace to directly control the limb movement of an avatar during immersion in a virtual environment. Here, we study how the subjective experience of embodying a full-body controlled avatar is influenced by motor alteration and self-contact mismatches. Self-contact is in particular a strong source of passive haptic feedback and we assume it to bring a clear benefit in terms of embodiment. For evaluating this hypothesis, we experimentally manipulate self-contacts and the virtual hand displacement relatively to the body...
April 2018: IEEE Transactions on Visualization and Computer Graphics
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
Haley Adams, Gayathri Narasimham, John Rieser, Sarah Creem-Regehr, Jeanine Stefanucci, Bobby Bodenheimer
As virtual reality expands in popularity, an increasingly diverse audience is gaining exposure to immersive virtual environments (IVEs). A significant body of research has demonstrated how perception and action work in such environments, but most of this work has been done studying adults. Less is known about how physical and cognitive development affect perception and action in IVEs, particularly as applied to preteen and teenage children. Accordingly, in the current study we assess how preteens (children aged 8-12 years) and teenagers (children aged 15-18 years) respond to mismatches between their motor behavior and the visual information presented by an IVE...
April 2018: IEEE Transactions on Visualization and Computer Graphics
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