Search results for "Virtual reality"

showing 10 items of 376 documents

Virtual Tours as Emerging Technologies to Engage Children and Youth with their Country’s Historical Conflicts

2022

Virtual Reality (VR) is increasingly used for visiting historic places. Research on VR experiences in dark tourism (that focuses on mortality) focuses almost exclusively on adults. No studies were found that used virtual tours to engage children with their own country’s conflicts. The present study addresses this gap by designing and developing virtual tours in four cities of Europe with a troubled past. Virtual tours engage children and youth in historical conflicts using multi-perspective storytelling. The aim of this pre-test post-test comparative case study is to examine the change on students’ perceptions of their country’s troubled past after their interaction with a virtual tour of t…

HistoryZgodovina.General Engineeringudc:004.946:94-053.6Troubled pastVDP::Samfunnsvitenskap: 200::Pedagogiske fag: 280Virtual realityConflict resolutionEducationNavidezna resničnost.SOCIAL SCIENCESMultiple perspectivesudc:004Otroci.Educational SciencesChildren
researchProduct

Roadmap on digital holography [Invited]

2021

This Roadmap article on digital holography provides an overview of a vast array of research activities in the field of digital holography. The paper consists of a series of 25 sections from the prominent experts in digital holography presenting various aspects of the field on sensing, 3D imaging and displays, virtual and augmented reality, microscopy, cell identification, tomography, label-free live cell imaging, and other applications. Each section represents the vision of its author to describe the significant progress, potential impact, important developments, and challenging issues in the field of digital holography.

HolografiaComputer scienceCèl·lulesCellsHolography02 engineering and technology01 natural sciencesField (computer science)Visualització tridimensional010309 opticsOpticsImaging Three-DimensionalComputer graphics (images)Lab-On-A-Chip Devices0103 physical sciencesMedical imagingAnimalsHumansTomographyPotential impactbusiness.industryVirtual RealityMicrofluidic Analytical Techniques021001 nanoscience & nanotechnologyAtomic and Molecular Physics and OpticsHigh-Throughput Screening AssaysAugmented realityThree-dimensional display systems0210 nano-technologybusinessDigital holographyAlgorithms
researchProduct

Realism Score for Immersive Virtual Reality Systems and Driving Simulators

2016

International audience; Traditional 2D or 3D quality assessment methods are not sufficient to assess the realism of the outputs of a simulator/immersive virtual reality system. We propose an assessment method based on a scoring system through a new approach. The objective of this paper is to propose a score scale for any simulator or immersive display system that would represent how close to the human visual system the signals that are sent through the display are. Weighted items considered are contrast, acuity, frames per seconds, brightness, field of view and the number of color available.

Human visual systemSynthèse d'image et réalité virtuelle [Informatique]Realism AssessmentVirtual RealityHuman Visual System[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR]Modélisation et simulation [Informatique][INFO.INFO-MO]Computer Science [cs]/Modeling and SimulationVirtual reality[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Interface homme-machine [Informatique]Objective ScoringRealism assessment[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC][INFO.INFO-MO] Computer Science [cs]/Modeling and Simulation[INFO.INFO-HC] Computer Science [cs]/Human-Computer Interaction [cs.HC]
researchProduct

Psychological Variables and Reality Judgment in Virtual Environments: The Roles of Absorption and Dissociation

2009

Literature on virtual reality (VR) and psychology has focused on the influence that some basic psychological processes have on VR. Although psychological processes may be defined as common to all humans, there are individual differences that might make it difficult to provide the same VR experience for everyone. Of the several personality and psychological variables that might be relevant to the VR field, this study focuses on two: absorption and dissociation. Both psychological dimensions are deeply interrelated and might play an important role in the immersion of subjects in virtual environments and in the reality attributions they make. Thus, the purpose of this study was to ascertain pe…

Human-Computer InteractionCommunicationmedia_common.quotation_subjectImmersion (virtual reality)PersonalityGeneral MedicineVirtual realityPsychologyAttributionSocial psychologyApplied Psychologymedia_commonCognitive psychologyCyberPsychology & Behavior
researchProduct

Body Image and Virtual Reality in Eating Disorders: Is Exposure to Virtual Reality More Effective than the Classical Body Image Treatment?

2009

Body image (BI) disturbances are considered to be central in eating disorders (ED) psychopathology. There are few studies focused on the treatment of BI disturbances in ED, and most of them have used "traditional methods." The purpose of the present study was to probe the effectiveness of one specific component in the assessment and treatment of BI in ED by means of virtual reality (VR). Two treatment conditions were applied: (a) The Standard Body Image Treatment Condition (SBIT) and (b) the VR Condition. Thirteen eating disordered patients were randomly assigned to one of those conditions. No differences between both conditions were found in general ED measures, but patients treated in the…

Human-Computer InteractionEating disordersPsychotherapistCommunicationComponent (UML)medicineGeneral MedicineVirtual realitymedicine.diseasePsychologyApplied PsychologyPsychopathologyCyberPsychology & Behavior
researchProduct

Virtual Reality and Psychopathology

2009

Progress in the development of Virtual Reality (VR) is faster than has been forecast, which makes deep reflection on its potential uses and abuses absolutely necessary. The current article focuses on the analysis of some of the applications and implications of VR on psychopathology. It is obvious that they could be many, but we are only focusing on: (a) VR as a model to answer some central questions that traditionally have intrigued psychopathologists; and (b) VR and possible psychopathological experiences. We believe that VR has the potential of becoming a tool that will allow psychopathology to challenge and modify theoretical positions already established, and to pose new ones. This new …

Human-Computer InteractionReflection (computer programming)CommunicationGeneral MedicineVirtual realityPsychologySocial psychologyApplied PsychologyCognitive psychologyPsychopathologyCyberPsychology & Behavior
researchProduct

A new user interface for human-computer interaction in virtual reality environments

2010

This paper concerns the result of a research activity about the problems related to the human-computer interaction (both hardware and software) in virtual reality systems. In particular, a virtual reality application package, called VIRDE and used for the design review in immersive environment, has been used as a case study. After a detailed analysis of the hardware and software systems, and the examination of the main functional requirements, a new user interface has been developed. This new interface being composed of two input devices (tracked by an optical system) permits the two-hands interaction, instead of the most commonly single-hand interaction. The measurement of the software usa…

Human-Computer InteractionVirtual PrototypingBimanual InteractionSettore ING-IND/15 - Disegno E Metodi Dell'Ingegneria IndustrialeTracking systemsVirtual reality
researchProduct

To Move or Not to Move?

2019

This chapter deals with the problem of including motion cues in VR applications. From the challenges of this technology to the latest trends in the field, the authors discuss the benefits and problems of including these particular perceptual cues. First, readers will know how motion cues are usually generated in simulators and VR applications in general. Then, the authors list the major problems of this process and the reasons why its development has not followed the pace of the rest of VR elements (mainly the display technology), reviewing the motion vs. no-motion question from several perspectives. The general answer to this discussion is that motion cues are necessary in VR applications—…

Human–computer interactionComputer scienceComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONSelf motionVirtual realityMotion (physics)
researchProduct

From medical data to simple virtual mock-up of scapulo-humeral joint

2008

The surgical operations of shoulder joint are guided by various principles: osteosynthesis in the case of fracture, osteotomy in order to correct a deformation or to modify the functioning of the joint, or implementation of articular prosthesis. At the end of the twentieth century, many innovations in the domains of biomechanics and orthopedic surgery have been performed. Nevertheless, theoretical and practical problems may appear during the operation (visual field of surgeon is very limited, quality and shape of the bone is variable depending on the patient). Biomechanical criteria of success are defined for each intervention. For example, the installation with success of prosthetic implan…

Humeral jointComputer engineering. Computer hardwaremedicine.medical_specialtyEngineeringHombroShoulderComputer sciencemedicine.medical_treatmentmedical imagingCirurgia virtualVirtual surgeryVirtual realityOsteotomyProsthesisEspatlla3D modelingTK7885-7895Physical medicine and rehabilitationImage processingMedical imagingmedicineProcesamiento de imágenesSimulationOsteosynthesisModelatge en 3Dbusiness.industryBiomechanicsCirugía virtualProcessament d'imatgesQA75.5-76.95image processingmedicine.anatomical_structureModelado en 3DImatges mèdiquesElectronic computers. Computer scienceImágenes médicasOrthopedic surgeryShoulder jointComputer Vision and Pattern RecognitionMedical imagingvirtual surgerybusinessSoftware
researchProduct

Navigating uncharted waters: Designing business models for virtual and augmented reality companies in the medical industry

2021

Abstract New technologies are at the heart of industry transformation. Virtual and augmented reality companies provide fundamentally new ways of communication, treatment, education, and specialist training within the medical industry. However, business models for new ventures that target the medical industry have received scant attention within academic research. Using a multiple case study approach, we analyze how virtual and augmented reality firms create value for their customers in the medical industry. In all, we have studied eight companies that offer different types of solutions for their target segments. The results of the analysis are four design elements consisting of twelve posit…

Information Systems and ManagementKnowledge managementEmerging technologiesbusiness.industryStrategy and Management05 social sciencesGeneral EngineeringDesign elements and principlesNew VenturesManagement Science and Operations ResearchBusiness modelVirtual reality050905 science studiesField (computer science)VDP::Samfunnsvitenskap: 200::Økonomi: 2100502 economics and businessIndustrial relationsMultiple caseAugmented reality0509 other social sciencesbusiness050203 business & management
researchProduct