共查询到20条相似文献,搜索用时 62 毫秒
1.
Virtual reality (VR), a system of human-computer interaction that allows researchers and clinicians to immerse people in virtual worlds, is gaining considerable traction as a research, education, and treatment tool. Virtual reality has been used successfully to treat anxiety disorders such as fear of flying and post-traumatic stress disorder, as an aid in stroke rehabilitation, and as a behavior modification aid in the treatment of attention deficit disorder. Virtual reality has also been employed in research on addictive disorders. Given the strong evidence that drug-dependent people are highly prone to use and relapse in the presence of environmental stimuli associated with drug use, VR is an ideal platform from which to study this relationship. Research using VR has shown that drug-dependent people react with strong craving to specific cues (e.g., cigarette packs, liquor bottles) as well as environments or settings (e.g., bar, party) associated with drug use. Virtual reality has also been used to enhance learning and generalization of relapse prevention skills in smokers by reinforcing these skills in lifelike environments. Obesity researchers and treatment professionals, building on the lessons learned from VR research in substance abuse, have the opportunity to adapt these methods for investigating their own research and treatment questions. Virtual reality is ideally suited to investigate the link between food cues and environmental settings with eating behaviors and self-report of hunger. In addition, VR can be used as a treatment tool for enhancing behavior modification goals to support healthy eating habits by reinforcing these goals in life-like situations. 相似文献
2.
Deutsch JE 《Journal of diabetes science and technology》2011,5(2):309-314
Use of virtual reality (VR) technology to improve walking for people post-stroke has been studied for its clinical application since 2004. The hardware and software used to create these systems has varied but has predominantly been constituted by projected environments with users walking on treadmills. Transfer of training from the virtual environment to real-world walking has modest but positive research support. Translation of the research findings to clinical practice has been hampered by commercial availability and costs of the VR systems. Suggestions for how the work for individuals post-stroke might be applied and adapted for individuals with diabetes and other impaired ambulatory conditions include involvement of the target user groups (both practitioners and clients) early in the design and integration of activity and education into the systems. 相似文献
3.
Many older adults perform collision-avoidance behavior either insufficiently (i.e., frequent collision) or inefficiently (i.e., exaggerated behavior to ensure collision-avoidance). The present study examined whether a training system using virtual reality (VR) simulation enhanced older adults’ collision-avoidance behavior in response to a VR image of an aperture during real walking. Twenty-five (n = 13 intervention group and n = 12 control group) older individuals participated. During training, a VR image of walking through an aperture was projected onto a large screen. Participants in the intervention group tried to avoid virtual collision with the minimum body rotation required to walk on the spot through a variety of narrow apertures. Participants in the control group remained without body rotation while walking on the spot through a wide aperture. A comparison between pre-test and post-test performances in the real environment indicated that after the training, significantly smaller body rotation angles were observed in the intervention group. This suggests that the training led participants to modify their behavior to try to move efficiently during real walking. However, although not significant, collision rates also tended to be greater, suggesting that, at least for some participants, the modification required to avoid collision was too difficult. Transfer of the learned behavior using the VR environment to real walking is discussed. 相似文献
4.
Yudi Nugraha Bahar Jérémie Landrieu Christian Pére Christophe Nicolle 《International Journal on Interactive Design and Manufacturing》2014,8(4):283-292
This paper presents a CAD transfer method to visualize thermal simulation results in a virtual environment in order to optimize building design determined by energy efficiency. As the goal is to present a more immersive thermal simulation and to project the calculation results in projective displays particularly in cave automatic virtual environment, the main idea of the method is to provide a workflow so that the thermal result can be visualized and simulated in the virtual environment (VE). The paper shows the experiment results conducted in an immersion room by some respondents. An evaluation of the method has demonstrated that it is possible to conduct a specific data workflow in order to represent building performance data and particularly thermal simulation results in virtual reality (VR). With this method, the data flow that starts from the design process is completely and accurately channeled to the VR system. CAD data in 3D mock-up models composed of basic geometry are usually designed and transferred to other tools particularly if intended for VR. However, CAD data needed for the VE is not simple, it needs to be structured in a workflow method. Challenges in data exchange and interoperability among design, simulation and VR tools used have become an important issue to investigate how the workflow works. 相似文献
5.
Persky S 《Journal of diabetes science and technology》2011,5(2):333-339
There is a great need for empirical evidence to inform clinical prevention and management of overweight and obesity. Application of virtual reality (VR) methods to this research agenda could present considerable advantages. Use of VR methods in basic and applied obesity prevention and treatment research is currently extremely limited. However, VR has been employed for social and behavioral research in many other domains where it has demonstrated validity and utility. Advantages of VR technologies as research tools include the ability to situate hypothetical research scenarios in realistic settings, tight experimental control inherent in virtual environments, the ability to manipulate and control any and all scenario elements, and enhanced behavioral measurement opportunities. The means by which each of these features could enhance obesity prevention and management research is discussed and illustrated in the context of an example research study. Challenges associated with the application of VR methods, such as technological limitations and cost, are also considered. By employing experimental VR methods to interrogate clinical encounters and other health-related situations, researchers may be able to elucidate causal relationships, strengthen theoretical models, and identify potential targets for intervention. In so doing, researchers stand to make important contributions to evidence-based practice innovation in weight management and obesity prevention. 相似文献
6.
Loïc Tching Georges Dumont Jérôme Perret 《International Journal on Interactive Design and Manufacturing》2010,4(2):95-102
In the context of virtual reality (VR) and of computed aided design (CAD), haptic simulations are used to perform assembly
tasks between 3D objects. To ensure the good assembly of those objects, we propose a new method of interactive assembly that
uses both kinematic constraints and guiding virtual fixtures. Modelling a haptic assembly task as a combination of mechanical
joints, we focus on the guidance of objects and on the activation cues of kinematic constraints in physical simulation. In
this article, we first outline the difficulties related to the haptic-assembly of CAD objects in VR simulation. Introducing
the virtual constraint guidance (VCG), we present a new method for haptic guidance that decomposes a task in two independent
steps: a guiding step which use geometries as virtual fixtures to position objects, and a functional step which use kinematic
constraints to perform the assembly task. We finally present a complete application of our method on a peg-in-hole insertion
task. 相似文献
7.
目的探讨三维虚拟现实导航技术(VR)对于胸腔镜下肺段切除术中及术后的影响。方法选取解放军总医院2016年10月至2017年2月中8例胸腔镜下肺段切除手术作为研究对象,随机分为VR辅助组和传统组,对比术中出血量、手术时间及术后恢复时间的差异。结果 VR组术中出血量较传统组明显减少(12.25±2.22 vs.60.25±9.74)ml,VR组手术时间较传统组显著缩短(84.50±5.57 vs.116.50±6.61)min;VR组术后恢复时间较传统组略有缩短(4.25±0.96 vs.8.00±0.82)d。(P0.05)。结论利用虚拟现实导航技术进行术前评估,详细制定手术计划,规划手术路线,术中实时导航,预显示重要解剖结构,切实减少了肺段切除手术的难度,对于肺段切除手术的普及具有重大意义。 相似文献
8.
Álvaro Segura Javier Barandiaran Aitor Moreno Iñigo Barandiaran Julián Flórez 《International Journal on Interactive Design and Manufacturing》2018,12(1):95-103
3D image rendering for virtual reality HMDs is typically generated based on a set of parameters taken from the manufacturer-supplied specifications and an idealised perspective model. But actual displays may vary in build features that alter spatial perception. Moreover, the eye focusing effort is often ignored. The resulting visual discomfort and incorrect geometry perception has discouraged use of immersive virtual reality in industrial applications. This work addresses these issues and describes a system with per-device calibration and control of stereo perspective projections and focus. The ideas presented may improve the usefulness of VR in industrial training and visualization. 相似文献
9.
Ershow AG Peterson CM Riley WT Rizzo AS Wansink B 《Journal of diabetes science and technology》2011,5(2):212-224
The rising rates, high prevalence, and adverse consequences of obesity and diabetes call for new approaches to the complex behaviors needed to prevent and manage these conditions. Virtual reality (VR) technologies, which provide controllable, multisensory, interactive three-dimensional (3D) stimulus environments, are a potentially valuable means of engaging patients in interventions that foster more healthful eating and physical activity patterns. Furthermore, the capacity of VR technologies to motivate, record, and measure human performance represents a novel and useful modality for conducting research. This article summarizes background information and discussions for a joint July 2010 National Institutes of Health - Department of Defense workshop entitled Virtual Reality Technologies for Research and Education in Obesity and Diabetes. The workshop explored the research potential of VR technologies as tools for behavioral and neuroscience studies in diabetes and obesity, and the practical potential of VR in fostering more effective utilization of diabetes- and obesity-related nutrition and lifestyle information. Virtual reality technologies were considered especially relevant for fostering desirable health-related behaviors through motivational reinforcement, personalized teaching approaches, and social networking. Virtual reality might also be a means of extending the availability and capacity of health care providers. Progress in the field will be enhanced by further developing available platforms and taking advantage of VR's capabilities as a research tool for well-designed hypothesis-testing behavioral science. Multidisciplinary collaborations are needed between the technology industry and academia, and among researchers in biomedical, behavioral, pedagogical, and computer science disciplines. Research priorities and funding opportunities for use of VR to improve prevention and management of obesity and diabetes can be found at agency websites (National Institutes of Health: http://grants.nih.gov/grants/guide/index.html; Department of Defense: www.tatrc.org). 相似文献
10.
Hideki Ujiie Aogu Yamaguchi Alexander Gregor Harley Chan Tatsuya Kato Yasuhiro Hida Kichizo Kaga Satoru Wakasa Chad Eitel Tod R. Clapp Kazuhiro Yasufuku 《Journal of thoracic disease》2021,13(2):778
BackgroundVideo-assisted thoracoscopic surgery (VATS) has become a standard approach for the treatment of lung cancer. However, its minimally invasive nature limits the field of view and reduces tactile feedback. These limitations make it vital that surgeons thoroughly familiarize themselves with the patient’s anatomy preoperatively. We have developed a virtual reality (VR) surgical navigation system using head-mounted displays (HMD). The aim of this study was to investigate the potential utility of this VR simulation system in both preoperative planning and intraoperative assistance, including support during thoracoscopic sublobar resection.MethodsThree-dimensional (3D) polygon data derived from preoperative computed tomography data was loaded into BananaVision software developed at Colorado State University and displayed on an HMD. An interactive 3D reconstruction image was created, in which all the pulmonary structures could be individually imaged. Preoperative resection simulations were performed with patient-individualized reconstructed 3D images.ResultsThe 3D anatomic structure of pulmonary vessels and a clear vision into the space between the lesion and adjacent tissues were successfully appreciated during preoperative simulation. Surgeons could easily evaluate the real patient’s anatomy in preoperative simulations to improve the accuracy and safety of actual surgery. The VR software and HMD allowed surgeons to visualize and interact with real patient data in true 3D providing a unique perspective.ConclusionsThis initial experience suggests that a VR simulation with HMD facilitated preoperative simulation. Routine imaging modalities combined with VR systems could substantially improve preoperative planning and contribute to the safety and accuracy of anatomic resection. 相似文献
11.
《Diabetes & Metabolic Syndrome: Clinical Research & Reviews》2020,14(4):661-664
Background and aimsDuring COVID-19 pandemic, researchers are using innovative technologies for fast-tracking the development to end this menace. Virtual Reality (VR) also offers an imperative role for fighting this pandemic, through audiovisual-based virtual communication.MethodsA brief study on Virtual Reality and its applications for the COVID-19 pandemic is carried out by employing keywords as Virtual reality or VR and COVID-19 from the databases of SCOPUS, Google Scholar, PubMed, Web of science Academia and ResearchGate.ResultsVR is beneficial for remote sites for exploring telemedicine, planning, treatment, and controlling of the infections by providing proper awareness to the people regarding this disease.ConclusionsVR technology develops a platform to reduce the face to face interaction of doctors with the infected COVID-19 patients. Through live video streaming, it helps to improve surveillance systems on the ongoing situation. 相似文献
12.
Cardi V Krug I Perpi?á C Mataix-Cols D Roncero M Treasure J 《European eating disorders review》2012,20(3):240-245
Objective : People with anorexia nervosa (AN) experience high levels of fear and anxiety related to eating. The aim of this case report was to describe the use of a virtual reality (VR) programme developed to facilitate exposure to food as a supplement to treatment for a person with AN. Method : A 21‐year‐old patient with AN was given the VR module in addition to the Maudsley Model of Treatment for Adults with Anorexia Nervosa. Weight, eating disorder symptomatology (EDE‐Q) and general psychopathology (DASS) were assessed before and after the module was delivered. Results : At the end of the module, the patient reported lower levels of anxiety, safety behaviours and fears related to food. Both eating disorder symptoms and distress were reduced. Body mass index increased from 15 to 16.8 kg/m2 during the module. Conclusion : The VR exposure module was associated with a beneficial change in the relationship to food and was perceived to be helpful by the individual. Copyright © 2011 John Wiley & Sons, Ltd and Eating Disorders Association. 相似文献
13.
14.
Ta-Ko Huang Chi-Hsun Yang Yu-Hsin Hsieh Jen-Chyan Wang Chun-Cheng Hung 《The Kaohsiung journal of medical sciences》2018,34(4):243-248
The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR) and augmented reality (AR) starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of the surgery. The development of tracking unit changed the surgical and educational way. Clinical surgery is based on mature education. VR and AR simultaneously affected the skill of the training lesson and navigation system. Widely, the VR and AR not only applied in the dental training lesson and surgery, but also improved all field in our life. 相似文献
15.
S. Scherer M. Wabner 《International Journal on Interactive Design and Manufacturing》2008,2(3):169-173
A new visualization method for an illustrative visualization of physical parameters in immersive workspaces is presented.
Through the newly developed visualization pipeline, FEM results such as stress, temperature and resulting deformation, as
well as the underlying constraints can be visualized in virtual and augmented reality applications. Special features are the
use of 3D glyphs for mapping stress direction and gradient as well as data preparation and the resulting data format, which
was especially developed for use with VR systems. This article demonstrates the current state of VR developments, which were
done at the Virtual Reality Center Production Engineering of the Institute for Machine Tools and Production Processes, for
improving the analysis of complex FE datasets, and gives an outlook to future research activities. 相似文献
16.
Tommaso Ingrassia Francesco Cappello 《International Journal on Interactive Design and Manufacturing》2009,3(1):1-11
Virtual reality (VR), even if it does not represent any more a novel technology, is one of the most powerful tool to help
designers during the development of new projects. This is proved by very numerous research activities related to this field.
In this research, we have studied a new way to approach the development of a product. We present the ongoing development of
a system, called VirDe, acronym of virtual design, which can allow the designers to perform the whole design process, from the modelling phase to
the finite element method (FEM) simulation analysis, in a virtual reality environment. This new method allows remarkable time
and money saving in the overall product design process, but the most important contribution of VirDe is that, as far as we concerned, there is no known similar approach which has been studying the simultaneous combination
of CAD, FEM and virtual environment (VE). 相似文献
17.
Rationale:We report the possible therapeutic efficacy of immersive virtual reality (VR) rehabilitation for the treatment of ideomotor apraxia in a patient with stroke.Patient concerns:A 56-year-old man with sudden weakness of his left side caused by right frontal, parietal, and corpus callosal infarction was transferred to rehabilitation medicine center for intensive rehabilitation. Although his left-sided weakness had almost subsided 10 days after the onset of symptoms, he presented difficulty using his left hand and required assistance in most activities of daily living.Diagnoses:Ideomotor apraxia in a patient with right hemispheric infarction.Interventions:VR content was displayed to the study participants using a head-mounted display that involved catching of moving fish in the sea by grasping. Before and after of rehabilitative intervention including VR, functional measurements incorporating the Test of Upper Limb Apraxia (TULIA) were conducted. To directly compare therapeutic potencies under different conditions, success rates of consecutive grasping gesture performance were observed in VR, conventional occupational therapy setting, and augmented reality intervention.Outcomes:The patient demonstrated remarkable amelioration of apraxic symptoms while performing the task in the VR environment. At 1 and 3 months after the training, he showed significant improvement in most functions, and the TULIA score increased to 176 from 121 at the initiation of therapy. The number of successful grasps during 30 trials of each grasp trial was 28 in VR, 8 in the occupational therapy setting, and 20 in augmented reality.Lessons:This case report suggests the possible therapeutic efficacy of immersive VR training as a rehabilitative measure for ideomotor apraxia. 相似文献
18.
基于现代战争胸部外伤伤情特点和战伤分级救治理论,本文提出利用虚拟现实技术(virtual reality,VR)辅助建立胸部战伤分级救治模式.VR具有提供沉浸式和交互式体验、规避安全风险等优势,利用VR设计个性化胸部战伤案例,在分级救治不同的阶段对伤情评估、诊断和处置进行培训和考核,更有利于提高野战条件下战士及卫生人员... 相似文献
19.
《JACC: Cardiovascular Imaging》2022,15(3):519-532
Applications of virtual reality (VR) and augmented reality (AR) assist both health care providers and patients in cardiovascular education, complementing traditional learning methods. Interventionalists have successfully used VR to plan difficult procedures and AR to facilitate complex interventions. VR/AR has already been used to treat patients, during interventions in rehabilitation programs and in immobilized intensive care patients. There are numerous additional potential applications in the catheterization laboratory. By using AR, interventionalists could combine visual fluoroscopy information projected and registered on the patient body with data derived from preprocedural imaging and live fusion of different imaging modalities such as fluoroscopy with echocardiography. Persistent technical challenges to overcome include the integration of different imaging modalities into VR/AR and the harmonization of data flow and interfaces. Cybersickness might exclude some patients and users from the potential benefits of VR/AR. Critical ethical considerations arise in the application of VR/AR in vulnerable patients. In addition, digital applications must not distract physicians from the patient. It is our duty as physicians to participate in the development of these innovations to ensure a virtual health reality benefit for our patients in a real-world setting. The purpose of this review is to summarize the current and future role of VR and AR in different fields within cardiology, its challenges, and perspectives. 相似文献
20.
Loris Barbieri Fabio Bruno Maurizio Muzzupappa 《International Journal on Interactive Design and Manufacturing》2018,12(2):561-571
Nowadays, the adoption of virtual reality (VR) exhibits is increasingly common both in large and small museums because of their capability to enhance the communication of the cultural contents and to provide an engaging and fun experience to its visitors. The paper describes a user-centered design (UCD) approach for the development of a VR exhibit for the interactive exploitation of archaeological artefacts. In particular, this approach has been carried out for the development of a virtual exhibit hosted at the “Museum of the Bruttians and the Sea” of Cetraro (Italy). The main goal was to enrich the museum with a playful and educational VR exhibit able to make the visitors enjoy an immersive and attractive experience, allowing them to observe 3D archaeological artefacts in their original context of finding. The paper deals with several technical issues commonly related to the design of virtual museum exhibits that rely on off-the-shelf technologies. The proposed solutions, based on an UCD approach, can be efficiently adopted as guidelines for the development of similar VR exhibits, especially when very low budget and little free space are unavoidable design requirements. 相似文献