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Virtual-reality based visualization of cardiac arrhythmias on mobile devices

机译:基于虚拟现实的移动设备上心律不齐的可视化

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Computer simulations and imaging of human physiology and anatomy are effectively used for diagnostics and medical treatments and are thus a focus of scientific research. Suitable representation of data is a critical aspect to achieve best results. Therefore, we developed an interactive visualization scheme especially for the representation of cardiac arrhythmias based on a conventional mobile device and virtual reality (VR) goggles (Google Cardboard and Samsung Gear VR) in combination with a game engine. The aim of this paper is to raise awareness for this new technique, evaluate its potential and propose a general workflow for such a visualization environment. The use of a conventional mobile device in combination with VR goggles creates a portable and low-cost system, equipped with enough processing power and pixel density for many types of applications. The user can interact with the data through head movement or a secondary controller As current game engines support a wide range of additional input methods and controllers, the interaction method can be customized to fit the target audience. To evaluate this method, we conducted a survey with eight typical phenomena from the field of cardiac arrhythmias. The participants were asked to rate different performance aspects on a scale from one (very bad) to five (very good). All participants (N=27) rated the performance as fluent (median=5). Furthermore, most participants (70%) ranked the overall impression as very good (median=5). On the long run, the system can be used for education and presentations as well as improved planning and guidance of medical procedures.
机译:人体生理学和解剖学的计算机模拟和成像有效地用于诊断和医学治疗,因此成为科学研究的重点。适当地表示数据是获得最佳结果的关键方面。因此,我们基于传统的移动设备和虚拟现实(VR)护目镜(Google Cardboard和Samsung Gear VR)并结合了游戏引擎,开发了一种用于可视化心律不齐的交互式可视化方案。本文的目的是提高人们对这项新技术的认识,评估其潜力,并为这种可视化环境提出通用的工作流程。常规移动设备与VR护目镜的结合使用可创建一种便携式且低成本的系统,该系统配备了足够的处理能力和像素密度,可用于多种类型的应用。用户可以通过头部移动或辅助控制器与数据进行交互。由于当前的游戏引擎支持广泛的其他输入法和控制器,因此可以自定义交互方法以适合目标受众。为了评估这种方法,我们对来自心律不齐领域的八种典型现象进行了调查。要求参与者按照从1(非常差)到5(非常好)的等级对不同的表现方面进行评分。所有参与者(N = 27)将表现评为流利(中位数= 5)。此外,大多数参与者(70%)将总体印象评为非常好(中位数= 5)。从长远来看,该系统可用于教育和演示,以及改进的医疗程序计划和指导。

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