Search results for "virtual reality."

showing 10 items of 364 documents

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]
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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
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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
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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
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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)
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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
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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
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Pseudo-haptic Controls for Mid-air Finger-based Menu Interaction

2019

Virtual Reality (VR) is more accessible than ever these days. While topics like performance, motion sickness and presence are well investigated, basic topics as VR User Interfaces (UIs) for menu control are lagging far behind. A major issue is the absence of haptic feedback and naturalness, especially when considering mid-air finger-based interaction in VR, when "grabbable" controllers are not available. In this work, we present and compare the following two visual approaches to mid-air finger-based menu control in VR environments: a planar UI similar to common 2D desktop UIs, and a pseudo-haptic UI based on physical metaphors. The results show that the pseudo-haptic UI performs better in t…

InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Computer science02 engineering and technologyVirtual realityInformationSystems_MODELSANDPRINCIPLESUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)medicine0501 psychology and cognitive sciences050107 human factorsHaptic technologySettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniSettore INF/01 - Informaticabusiness.industry05 social sciencesVirtual RealityMenu Interface020207 software engineeringmedicine.diseaseUser ExperienceMotion sicknessFinger-based InteractionSystem Control.User interfacebusiness
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Uso de la Realidad Virtual en Educación: un análisis bibliométrico

2022

Virtual Reality includes different technologies through which a user can experience a virtual world created in 3 dimensions by computer. Although its adoption has been slow, since the devices required to access virtual reality were expensive, there have been experiences in education since the 1990s. The present study carries out a bibliometric study in which 1074 articles related to the use of virtual reality in education from 1990 to the beginning of 2021 have been analyzed. It has been studied, from a quantitative point of view, the evolution of the annual scientific production, collaboration and production of authors, nationalities and sources of the articles. An analysis of citations, c…

Innovación educativaAprendizajeTICinvestigación sobre literatura científicaAnálisis bibliométricoEducational innovationtecnología de la educaciónVirtual realityComputer Science ApplicationsEducationRealidad virtualenseñanza a distanciaBibliometric analysisDidáctica y Organización EscolarICTnuevas tecnologíasLearningEducació
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A VR/AR Environment for Multi-User Liver Anatomy Education

2021

We present a Virtual and Augmented Reality multi-user prototype of a learning environment for liver anatomy education. Our system supports various training scenarios ranging from small learning groups to classroom-size education, where students and teachers can participate in virtual reality, augmented reality, or via desktop PCs. In an iterative development process with surgeons and teachers, a virtual organ library was created. Nineteen liver data sets were used comprising 3D surface models, 2D image data, pathology information, diagnosis and treatment decisions. These data sets can interactively be sorted and investigated individually regarding their volumetric and meta information. The …

Iterative and incremental development020205 medical informaticsProcess (engineering)business.industryComputer scienceLearning environmenteducation020207 software engineeringUsabilityQualitative property02 engineering and technologyVirtual realityHuman–computer interaction0202 electrical engineering electronic engineering information engineeringAugmented realityUser interfacebusiness2021 IEEE Virtual Reality and 3D User Interfaces (VR)
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