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virtual reality

virtual reality的相关文献在2000年到2022年内共计92篇,主要集中在自动化技术、计算机技术、常用外国语、无线电电子学、电信技术 等领域,其中期刊论文92篇、相关期刊42种,包括企业导报、航海教育研究、测绘与空间地理信息等; virtual reality的相关文献由342位作者贡献,包括Feng TIAN、Zhigeng PAN、Abdennour EI RHALIBI等。

virtual reality—发文量

期刊论文>

论文:92 占比:100.00%

总计:92篇

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virtual reality

-研究学者

  • Feng TIAN
  • Zhigeng PAN
  • Abdennour EI RHALIBI
  • Dangxiao WANG
  • Jin HUANG
  • Min Hong
  • Xin Zhang
  • Yang LI
  • Yongtian WANG
  • Yue LIU
  • 期刊论文

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    • Haochen HU; Yue LIU; Kang YUE; Yongtian WANG
    • 摘要: A brain-computer interface (BCI) facilitates bypassing the peripheral nervous system and directly communicating with surrounding devices. Navigation technology using BCI has developed-from exploring the prototype paradigm in the virtual environment (VE) to accurately completing the locomotion intention of the operator in the form of a powered wheelchair or mobile robot in a real environment. This paper summarizes BCI navigation applications that have been used in both real and VEs in the past 20 years. Horizontal comparisons were conducted between various paradigms applied to BCI and their unique signal-processing methods. Owing to the shift in the control mode from synchronous to asynchronous, the development trend of navigation applications in the VE was also reviewed. The contrast between high level commands and low-level commands is introduced as the main line to review the two major applications of BCI navigation in real environments: mobile robots and unmanned aerial vehicles (UAVs). Finally, applications of BCI navigation to scenarios outside the laboratory;research challenges, including human factors in navigation application interaction design;and the feasibility of hybrid BCI for BCI navigation are discussed in detail.
    • Xuelin Gu; Banghua Yang; Shouwei Gao; Honghao Gao; Linfeng Yan; Ding Xu; Wen Wang
    • 摘要: After abusing drugs for long,drug users will experience deteriorated self-control cognitive ability,and poor emotional regulation.This paper designs a closed-loop virtual-reality(VR),motorimagery(MI)rehabilitation training system based on brain-computer interface(BCI)(MI-BCI+VR),aiming to enhance the self-control,cognition,and emotional regulation of drug addicts via personalized rehabilitation schemes.This paper is composed of two parts.In the first part,data of 45 drug addicts(mild:15;moderate:15;and severe:15)is tested with electroencephalogram(EEG)and near-infrared spectroscopy(NIRS)equipment(EEG-NIRS)under the dual-mode,synchronous signal collection paradigm.Using these data sets,a dual-modal signal convolutional neural network(CNN)algorithm is then designed based on decision fusion to detect and classify the addiction degree.In the second part,the MIBCI+VR rehabilitation system is designed,optimizing the Filter Bank Common Spatial Pattern(FBCSP)algorithm used in MI,and realizing MI-EEG intention recognition.Eight VR rehabilitation scenes are devised,achieving the communication between MI-BCI and VR scene models.Ten subjects are selected to test the rehabilitation system offline and online,and the test accuracy verifies the feasibility of the system.In future,it is suggested to develop personalized rehabilitation programs and treatment cycles based on the addiction degree.
    • Hayat ULLAH; Sitara AFZAL; Imran Ullah KHAN
    • 摘要: The recent advancements in the field of Virtual Reality(VR)and Augmented Reality(AR)have a substantial impact on modern day technology by digitizing each and everything related to human life and open the doors to the next generation Software Technology(Soft Tech).VR and AR technology provide astonishing immersive contents with the help of high quality stitched panoramic contents and 360°imagery that widely used in the education,gaming,entertainment,and production sector.The immersive quality of VR and AR contents are greatly dependent on the perceptual quality of panoramic or 360°images,in fact a minor visual distortion can significantly degrade the overall quality.Thus,to ensure the quality of constructed panoramic contents for VR and AR applications,numerous Stitched Image Quality Assessment(SIQA)methods have been proposed to assess the quality of panoramic contents before using in VR and AR.In this survey,we provide a detailed overview of the SIQA literature and exclusively focus on objective SIQA methods presented till date.For better understanding,the objective SIQA methods are classified into two classes namely Full-Reference SIQA and No-Reference SIQA approaches.Each class is further categorized into traditional and deep learning-based methods and examined their performance for SIQA task.Further,we shortlist the publicly available benchmark SIQA datasets and evaluation metrices used for quality assessment of panoramic contents.In last,we highlight the current challenges in this area based on the existing SIQA methods and suggest future research directions that need to be target for further improvement in SIQA domain.
    • Muhammad IRFAN; Muhammad MUNSIF
    • 摘要: A 360°video stream provide users a choice of viewing one's own point of interest inside the immersive contents.Performing head or hand manipulations to view the interesting scene in a 360°video is very tedious and the user may view the interested frame during his head/hand movement or even lose it.While automatically extracting user's point of interest(UPI)in a 360°video is very challenging because of subjectivity and difference of comforts.To handle these challenges and provide user's the best and visually pleasant view,we propose an automatic approach by utilizing two CNN models:object detector and aesthetic score of the scene.The proposed framework is three folded:pre-processing,Deepdive architecture,and view selection pipeline.In first fold,an input 360°video-frame is divided into three sub frames,each one with 120°view.In second fold,each sub-frame is passed through CNN models to extract visual features in the sub-frames and calculate aesthetic score.Finally,decision pipeline selects the sub frame with salient object based on the detected object and calculated aesthetic score.As compared to other state-of-the-art techniques which are domain specific approaches i.e.,support sports 360°video,our syste m support most of the 360°videos genre.Performance evaluation of proposed framework on our own collected data from various websites indicate performance for different categories of 360°videos.
    • Caio Victor Sousa; Jungyun Hwang; Romina Cabrera-Perez; Austin Fernandez; Aika Misawa; Kelsey Newhook; Amy Shirong Lu
    • 摘要: Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.
    • Paschalis Gavriilidis; Bjørn Edwin; Egidijus Pelanis; Ernest Hidalgo; Nicola de’Angelis; Riccardo Memeo; Luca Aldrighetti; Robert P Sutcliffe
    • 摘要: Background:In recent years,the development of digital imaging technology has had a significant influence in liver surgery.The ability to obtain a 3-dimensional(3D)visualization of the liver anatomy has provided surgery with virtual reality of simulation 3D computer models,3D printing models and more recently holograms and augmented reality(when virtual reality knowledge is superimposed onto reality).In addition,the utilization of real-time fluorescent imaging techniques based on indocyanine green(ICG)uptake allows clinicians to precisely delineate the liver anatomy and/or tumors within the parenchyma,applying the knowledge obtained preoperatively through digital imaging.The combination of both has transformed the abstract thinking until now based on 2D imaging into a 3D preoperative conception(virtual reality),enhanced with real-time visualization of the fluorescent liver structures,effectively facilitating intraoperative navigated liver surgery(augmented reality).Data sources:A literature search was performed from inception until January 2021 in MEDLINE(Pub Med),Embase,Cochrane library and database for systematic reviews(CDSR),Google Scholar,and National Institute for Health and Clinical Excellence(NICE)databases.Results:Fifty-one pertinent articles were retrieved and included.The different types of digital imaging technologies and the real-time navigated liver surgery were estimated and compared.Conclusions:ICG fluorescent imaging techniques can contribute essentially to the real-time definition of liver segments;as a result,precise hepatic resection can be guided by the presence of fluorescence.Furthermore,3D models can help essentially to further advancing of precision in hepatic surgery by permitting estimation of liver volume and functional liver remnant,delineation of resection lines along the liver segments and evaluation of tumor margins.In liver transplantation and especially in living donor liver transplantation(LDLT),3D printed models of the donor’s liver and models of the recipient’s hilar anatomy can contribute further to improving the results.In particular,pediatric LDLT abdominal cavity models can help to manage the largest challenge of this procedure,namely large-for-size syndrome.
    • Marc BAADEN
    • 摘要: Background Digital twins offer rich potential for exploration in virtual reality(VR).Using interactive molecular simulation approaches,they enable a human operator to access the physical properties of molecular objects and to build,manipulate,and study their assemblies.Integrative modeling and drug design are important applications of this technology.Methods In this study,head-mounted virtual reality displays connected to mole-cular simulation engines were used to create interactive and immersive digital twins.They were used to perform tasks relevant to specific use cases.Results Three areas were investigated,including model building,rational design,and tangible models.Here,we report several membrane-embedded systems of ion channels,viral com-ponents,and artificial water channels.We were able to improve and create molecular designs based on digital twins.Conclusions The molecular application domain offers great opportunities,and most of the technical and tech-nological aspects have been solved.Wider adoption is expected once the onboarding of VR is simplified and the technology gains wider acceptance.
    • Céline Stassart; Karin Giebels
    • 摘要: This study investigated the effectiveness of virtual reality (VR) distraction, compared to comic book distraction and no distraction, in reducing pain and anxiety during a medical procedure in a pediatric population: the skin prick test. Although this test has many advantages and is considered to be minimally invasive, it causes anxiety and painful discomfort in children. Ninety-two children aged 7 to 17 years consulting for an allergic test received VR distraction, comic book distraction, or no distraction. Outcome measures included pain score, level of anxiety, and VR measures. The results showed that there were no significant differences between the three groups regarding sex, age, and preprocedural anxiety level. In the distraction groups (VR and comic book), children reported significantly lower pain and procedural anxiety scores than children with no distraction;VR distraction had a more significant effect than comic book distraction. A decrease in anxiety before and during the skin prick test is significantly more significant in VR distraction. This study suggested the effectiveness and feasibility of VR to reduce pain and anxiety during the pediatric skin prick test.
    • Faiza Ahmed; Vinay Jahagirdar; Sravya Gudapati; Mohamad Mouchli
    • 摘要: Artificial intelligence(AI)is the study of algorithms that enable machines to analyze and execute cognitive activities including problem solving,object and word recognition,reduce the inevitable errors to improve the diagnostic accuracy,and decision-making.Hepatobiliary procedures are technically complex and the use of AI in perioperative management can improve patient outcomes as discussed below.Three-dimensional(3D)reconstruction of images obtained via ultrasound,computed tomography scan or magnetic resonance imaging,can help surgeons better visualize the surgical sites with added depth perception.Preoperative 3D planning is associated with lesser operative time and intraoperative complications.Also,a more accurate assessment is noted,which leads to fewer operative complications.Images can be converted into physical models with 3D printing technology,which can be of educational value to students and trainees.3D images can be combined to provide 3D visualization,which is used for preoperative navigation,allowing for more precise localization of tumors and vessels.Nevertheless,AI enables surgeons to provide better,personalized care for each patient.
    • Philipp BRAUN; Michaela GRAFELMANN; Felix GILL; Hauke STOLZ; Johannes HINCKELDEYN; Ann-Kathrin LANGE
    • 摘要: Background Virtual reality(VR)applications can be used to provide comprehensive training scenarios that are difficult or impossible to represent in physical configurations.This includes team training for emergency services such as firefighting.Creating a high level of immersion is essential for achieving effective virtual training.In this respect,motion-capture systems offer the possibility of creating highly immersive multi-user training experiences,including full-body avatars.Methods This study presents a preliminary prototype that helps extin-guish a virtual fire on a container ship as a VR training scenario.The prototype provides a full-body and multi-user VR experience based on the synthesis of position data provided by the motion-capture system and orientation data from the VR headsets.Moreover,the prototype facilitates an initial evaluation of the results.Results The results confirm the value of using VR for training procedures that are difficult to implement in the real world.Furthermore,the results show that motion-capture-based VR technologies are particularly useful for firefighting training,in which participants can collaborate in difficult-to-access environments.However,this study also indicates that increasing the immersion in such training remains a challenge.Conclusions This study presents a prototypical VR application that enables the multi-user training of maritime firefighters.Future research should evaluate the initial results,provide more extensive training scenarios,and measure the training progress.
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