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https://www.readbyqxmd.com/read/28813986/evaluation-of-the-myo-armband-for-the-classification-of-hand-motions
#1
I Mendez, B W Hansen, C M Grabow, E J L Smedegaard, N B Skogberg, X J Uth, A Bruhn, B Geng, E N Kamavuako
Pattern recognition-based control systems have been widely investigated in prostheses and virtual reality environments to improve amputees' quality of life. Most of these systems use surface electromyography (EMG) to detect user movement intentions. The Myo armband (MYB) is a wireless wearable device, developed by Thalmic Labs, which enables EMG recordings with a limited bandwidth (<100Hz). The aim of this study was to compare MYB's narrow bandwidth with a conventional EMG acquisition system (CONV) that captures the full EMG spectrum to assess its suitability for pattern recognition control...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813981/a-magnetic-compatible-supernumerary-robotic-finger-for-functional-magnetic-resonance-imaging-fmri-acquisitions-device-description-and-preliminary-results
#2
Irfan Hussain, Emiliano Santarnecchi, Andrea Leo, Emiliano Ricciardi, Simone Rossi, Domenico Prattichizzo
The Supernumerary robotic limbs are a recently introduced class of wearable robots that, differently from traditional prostheses and exoskeletons, aim at adding extra effectors (i.e., arms, legs, or fingers) to the human user, rather than substituting or enhancing the natural ones. However, it is still undefined whether the use of supernumerary robotic limbs could specifically lead to neural modifications in brain dynamics. The illusion of owning the part of body has been already proven in many experimental observations, such as those relying on multisensory integration (e...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813967/integration-of-serious-games-and-wearable-haptic-interfaces-for-neuro-rehabilitation-of-children-with-movement-disorders-a-feasibility-study
#3
Ilaria Bortone, Daniele Leonardis, Massimiliano Solazzi, Caterina Procopio, Alessandra Crecchi, Luca Bonfiglio, Antonio Frisoli
The past decade has seen the emergence of rehabilitation treatments using virtual reality environments. One of the advantages in using this technology is the potential to create positive motivation, by means of engaging environments and tasks shaped in the form of serious games. In this work, we propose a novel Neuro Rehabilitation System for children with movement disorders, that is based on serious games in immersive virtual reality with haptic feedback. The system design aims to enhance involvement and engagement of patients, to provide congruent multi-sensory afferent feedback during motor exercises, and to benefit from the flexibility of virtual reality in adapting exercises to the patient's needs...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813955/robotic-therapy-for-phantom-limb-pain-in-upper-limb-amputees
#4
Peter W Snow, Imad Sedki, Marco Sinisi, Richard Comley, Rui C V Loureiro
The system described in this paper combines virtual reality with haptic feedback to increase the level of immersion and invoke the sense of agency in patients with phantom limb pain with the aim of reducing perceived pain. This paper presents three case studies of an on-going clinical study. The initial results suggest an increased sense of embodiment of the virtual limb promotes a decrease in perceived levels of pain. The results strengthen the view that the cortical map does not fully "disappear" yet lays dormant...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813951/design-of-an-immersive-simulator-for-assisted-power-wheelchair-driving
#5
Louise Devigne, Marie Babel, Florian Nouviale, Vishnu K Narayanan, Francois Pasteau, Philippe Gallien
Driving a power wheelchair is a difficult and complex visual-cognitive task. As a result, some people with visual and/or cognitive disabilities cannot access the benefits of a power wheelchair because their impairments prevent them from driving safely. In order to improve their access to mobility, we have previously designed a semi-autonomous assistive wheelchair system which progressively corrects the trajectory as the user manually drives the wheelchair and smoothly avoids obstacles. Developing and testing such systems for wheelchair driving assistance requires a significant amount of material resources and clinician time...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813943/conjunctive-rehabilitation-of-multiple-cognitive-domains-for-chronic-stroke-patients-in-virtual-reality
#6
Martina Maier, Nuria Leiva Banuelos, Belen Rubio Ballester, Esther Duarte, Paul F M J Verschure
Classically, cognitive deficits have been studied and treated in isolation from each other. A stroke patient is classified as being memory impaired, having executive dysfunction or showing attentional deficits after which a dedicated rehabilitation therapy is given. Studies seldom looked at the relationship between these different cognitive domains and syndromes, although, there is evidence that they might share common neuronal substrates and do not occur in isolation. Here, we propose a novel rehabilitation method in virtual reality to treat cognitive deficits in conjunction and report the preliminary results of an ongoing randomized controlled clinical trial...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813871/clinical-effectiveness-of-combined-virtual-reality-and-robot-assisted-fine-hand-motion-rehabilitation-in-subacute-stroke-patients
#7
Xianwei Huang, Fazel Naghdy, Golshah Naghdy, Haiping Du
Robot-assisted therapy is regarded as an effective and reliable method for the delivery of highly repetitive rehabilitation training in restoring motor skills after a stroke. This study focuses on the rehabilitation of fine hand motion skills due to their vital role in performing delicate activities of daily living (ADL) tasks. The proposed rehabilitation system combines an adaptive assist-as-needed (AAN) control algorithm and a Virtual Reality (VR) based rehabilitation gaming system (RGS). The developed system is described and its effectiveness is validated through clinical trials on a group of eight subacute stroke patients for a period of six weeks...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813817/the-effects-of-silent-visuomotor-cueing-on-word-retrieval-in-broca-s-aphasies-a-pilot-study
#8
Klaudia Grechuta, Belen Rubio Bellaster, Rosa Espin Munne, Teresa Usabiaga Bernal, Begona Molina Hervas, Rosa San Segundo, Paul F M J Verschure
About a quarter of stroke patients worldwide suffer serious language disorders such as aphasias. Most common symptoms of Broca's aphasia are word naming disorders which highly impact verbal communication and the quality of life of aphasic patients. In order to recover disturbances in word retrieval, several cueing methods (i.e. phonemic and semantic) have been established to improve lexical access establishing effective language rehabilitation techniques. Based on recent evidence from action-perception theories, which postulate that neural circuits for speech perception and articulation are tightly coupled, in the present work, we propose and investigate an alternative type of cueing using silent articulation-related visual stimuli...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813816/computational-rehabilitation-of-neglect-using-state-space-models-to-understand-the-recovery-mechanisms
#9
Giulia Sedda, Marcella Ottonello, Elena Fiabane, Caterina Pistarini, Anna Sedda, Vittorio Sanguineti
Unilateral spatial neglect is a neuropsychological syndrome often observed in right hemisphere stroke patients. The symptoms differ from subject to subject. A few rehabilitation approaches, e.g. prism adaptation, have demonstrated some effect in reducing the symptoms, but the underlying mechanisms are still largely unclear. Recently, neural models have been proposed to qualitatively describe cortical lesions, the resulting neglect symptoms and the effects of treatment. However, these predictions are qualitative and cannot be used to compare different hypotheses or to interpret symptoms at individual subjects level...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813567/comparison-of-view-based-and-reconstruction-based-models-of-human-navigational-strategy
#10
Luise Gootjes-Dreesbach, Lyndsey C Pickup, Andrew W Fitzgibbon, Andrew Glennerster
There is good evidence that simple animals, such as bees, use view-based strategies to return to a familiar location, whereas humans might use a 3-D reconstruction to achieve the same goal. Assuming some noise in the storage and retrieval process, these two types of strategy give rise to different patterns of predicted errors in homing. We describe an experiment that can help distinguish between these models. Participants wore a head-mounted display to carry out a homing task in immersive virtual reality. They viewed three long, thin, vertical poles and had to remember where they were in relation to the poles before being transported (virtually) to a new location in the scene from where they had to walk back to the original location...
August 1, 2017: Journal of Vision
https://www.readbyqxmd.com/read/28812196/convergent-validation-and-transfer-of-learning-studies-of-a-virtual-reality-based-pattern-cutting-simulator
#11
Arun Nemani, Woojin Ahn, Clairice Cooper, Steven Schwaitzberg, Suvranu De
INTRODUCTION: Research has clearly shown the benefits of surgical simulators to train laparoscopic motor skills required for positive patient outcomes. We have developed the Virtual Basic Laparoscopic Skill Trainer (VBLaST) that simulates tasks from the Fundamentals of Laparoscopic Surgery (FLS) curriculum. This study aims to show convergent validity of the VBLaST pattern cutting module via the CUSUM method to quantify learning curves along with motor skill transfer from simulation environments to ex vivo tissue samples...
August 15, 2017: Surgical Endoscopy
https://www.readbyqxmd.com/read/28812161/a-proficiency-based-virtual-reality-endoscopy-curriculum-improves-performance-on-the-fundamentals-of-endoscopic-surgery-examination
#12
Daniel A Hashimoto, Emil Petrusa, Roy Phitayakorn, Christina Valle, Brenna Casey, Denise Gee
INTRODUCTION: The fundamentals of endoscopic surgery (FES) examination is a national test of knowledge and skill in flexible gastrointestinal endoscopy. The skill portion of the examination involves five tasks that assesses the following skills: scope navigation, loop reduction, mucosal inspection, retroflexion, and targeting. This project aimed to assess the efficacy of a proficiency-based virtual reality (VR) curriculum in preparing residents for the FES skills exam. METHODS: Experienced (>100 career colonoscopies) and inexperienced endoscopists (<50 career colonoscopies) were recruited to participate...
August 15, 2017: Surgical Endoscopy
https://www.readbyqxmd.com/read/28809702/improved-alpha-testing-using-hashed-sampling
#13
Chris Wyman, Morgan McGuire
We further describe and analyze the idea of hashed alpha testing from Wyman and McGuire [1], which builds on stochastic alpha testing and simplifies stochastic transparency. Typically, alpha testing provides a simple mechanism to mask out complex silhouettes using simple proxy geometry with applied alpha textures. While widely used, alpha testing has a long-standing problem: geometry can disappear entirely as alpha mapped polygons recede with distance. As foveated rendering for virtual reality spreads, this problem worsens as peripheral minification and prefiltering introduce this problem on nearby objects...
August 14, 2017: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28809699/ar-feels-softer-than-vr-haptic-perception-of-stiffness-in-augmented-versus-virtual-reality
#14
Yoren Gaffary, Benoit Le Gouis, Maud Marchal, Ferran Argelaguet, Bruno Arnaldi, Anatole Lecuyer
Does it feel the same when you touch an object in Augmented Reality (AR) or in Virtual Reality (VR)? In this paper we study and compare the haptic perception of stiffness of a virtual object in two situations: (1) a purely virtual environment versus (2) a real and augmented environment. We have designed an experimental setup based on a Microsoft HoloLens and a haptic force-feedback device, enabling to press a virtual piston, and compare its stiffness successively in either Augmented Reality (the virtual piston is surrounded by several real objects all located inside a cardboard box) or in Virtual Reality (the same virtual piston is displayed in a fully virtual scene composed of the same other objects)...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28809696/real-time-view-correction-for-mobile-devices
#15
Thomas Schops, Martin R Oswald, Pablo Speciale, Shuoran Yang, Marc Pollefeys
We present a real-time method for rendering novel virtual camera views from given RGB-D (color and depth) data of a different viewpoint. Missing color and depth information due to incomplete input or disocclusions is efficiently inpainted in a temporally consistent way. The inpainting takes the location of strong image gradients into account as likely depth discontinuities. We present our method in the context of a view correction system for mobile devices, and discuss how to obtain a screen-camera calibration and options for acquiring depth input...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28806119/how-augmented-reality-is-poised-to-outpace-virtual-reality
#16
Brenda K Wiederhold
No abstract text is available yet for this article.
August 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28805447/performance-on-naturalistic-virtual-reality-tasks-depends-on-global-cognitive-functioning-as-assessed-via-traditional-neurocognitive-tests
#17
Jorge Oliveira, Pedro Gamito, Daniyal M Alghazzawi, Habib M Fardoun, Pedro J Rosa, Tatiana Sousa, Luís Felipe Picareli, Diogo Morais, Paulo Lopes
This investigation sought to understand whether performance in naturalistic virtual reality tasks for cognitive assessment relates to the cognitive domains that are supposed to be measured. The Shoe Closet Test (SCT) was developed based on a simple visual search task involving attention skills, in which participants have to match each pair of shoes with the colors of the compartments in a virtual shoe closet. The interaction within the virtual environment was made using the Microsoft Kinect. The measures consisted of concurrent paper-and-pencil neurocognitive tests for global cognitive functioning, executive functions, attention, psychomotor ability, and the outcomes of the SCT...
August 14, 2017: Applied Neuropsychology. Adult
https://www.readbyqxmd.com/read/28804985/a-randomised-controlled-comparison-of-second-level-treatment-approaches-for-treatment-resistant-adults-with-bulimia-nervosa-and-binge-eating-disorder-assessing-the-benefits-of-virtual-reality-cue-exposure-therapy
#18
Marta Ferrer-García, José Gutiérrez-Maldonado, Joana Pla-Sanjuanelo, Ferran Vilalta-Abella, Giuseppe Riva, Massimo Clerici, Joan Ribas-Sabaté, Alexis Andreu-Gracia, Fernando Fernandez-Aranda, Laura Forcano, Nadine Riesco, Isabel Sánchez, Neli Escandón-Nagel, Osane Gomez-Tricio, Virginia Tena, Antonios Dakanalis
A question that arises from the literature on therapy is whether second-level treatment is effective for patients with recurrent binge eating who fail first-level treatment. It has been shown that subjects who do not stop binge eating after an initial structured cognitive-behavioural treatment (CBT) programme benefit from additional CBT (A-CBT) sessions; however, it has been suggested that these resistant patients would benefit even more from cue exposure therapy (CET) targeting features associated with poor response (e...
August 14, 2017: European Eating Disorders Review: the Journal of the Eating Disorders Association
https://www.readbyqxmd.com/read/28803457/development-of-a-proficiency-based-virtual-reality-simulation-training-curriculum-for-laparoscopic-appendicectomy
#19
Pramudith Sirimanna, Marc A Gladman
BACKGROUND: Proficiency-based virtual reality (VR) training curricula improve intraoperative performance, but have not been developed for laparoscopic appendicectomy (LA). This study aimed to develop an evidence-based training curriculum for LA. METHODS: A total of 10 experienced (>50 LAs), eight intermediate (10-30 LAs) and 20 inexperienced (<10 LAs) operators performed guided and unguided LA tasks on a high-fidelity VR simulator using internationally relevant techniques...
August 13, 2017: ANZ Journal of Surgery
https://www.readbyqxmd.com/read/28802770/efficacy-of-navigation-may-be-influenced-by-retrosplenial-cortex-mediated-learning-of-landmark-stability
#20
Stephen D Auger, Peter Zeidman, Eleanor A Maguire
Human beings differ considerably in their ability to orient and navigate within the environment, but it has been difficult to determine specific causes of these individual differences. Permanent, stable landmarks are thought to be crucial for building a mental representation of an environment. Poor, compared to good, navigators have been shown to have difficulty identifying permanent landmarks, with a concomitant reduction in functional MRI (fMRI) activity in the retrosplenial cortex. However, a clear association between navigation ability and the learning of permanent landmarks has not been established...
August 9, 2017: Neuropsychologia
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