Journal articles on the topic '080111 Virtual Reality and Related Simulation'

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1

Dong, Xiao Yan. "Research on the Virtual Reality Training Simulation Technology Based on Key Technology of Physical Simulation." Advanced Materials Research 791-793 (September 2013): 1208–13. http://dx.doi.org/10.4028/www.scientific.net/amr.791-793.1208.

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Through computer-related technologies, virtual reality allows the user to appreciate the induction of vision, auditory, tactile sensor and immersive feel in an interactive virtual environment. Because of the above-mentioned features, it has become one of the hot topics of the direction quickly. This paper discusses virtual reality simulation system, takes sports training simulation as an example, analyzes its key technologies and makes more people to understand the virtual reality simulation system. It provides some scientific ideas for the combination of virtual reality simulation with many other areas of development. The discussions about the key technology of virtual reality simulation system in this paper provide some reference for the development of many other cross-cutting areas combined with the virtual reality to a certain extent.
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Kim, Byeol, Warren Schwartz, Danny Catacora, and Monifa Vaughn-Cooke. "Virtual Reality Behavioral Therapy." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 356–60. http://dx.doi.org/10.1177/1541931213601081.

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Mental health and substance abuse patients face many challenges in receiving effective long-term outpatient behavioral therapies, including issues related to accessibility and personalized care. Mobile health technologies, particularly those integrating virtual reality (VR), are increasingly becoming more accessible and affordable, thus providing a potential avenue to deploy outpatient behavioral therapy. This paper proposes a method to address the aforementioned challenges by personalizing and validating VR simulation content for behavioral therapy. An initial demonstration will be performed for tobacco cessation, which is a critical public health treatment area for mental illness and substance abuse. The method empirically builds smoker personas from theoretically grounded survey content. The personas are then used to design and pilot VR simulation modules tailored to behavioral interventions, which will be tested in the patient population. The VR simulation will record a subject’s emotions and brain activities in real-time through subjective (surveys) and objective (neurophysiology) measures of emotional response. The overall goal of the study is to validate the VR content by demonstrating that significant differences are seen in emotional response when presenting content personalized for the patient.
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Cho, Yongjoo, and Kyoung Shin Park. "Designing Immersive Virtual Reality Simulation for Environmental Science Education." Electronics 12, no. 2 (January 7, 2023): 315. http://dx.doi.org/10.3390/electronics12020315.

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Recently, severe environmental changes, such as global warming, climate change and environmental pollution, have become expected, and thus environmental education is becoming essential. The purpose of environmental education is to instill awareness in students to recognize and solve environmental problems. Virtual reality provides students with a spatial and temporal experience similar to reality, and it can increase their understanding of knowledge through immersion and interaction compared to traditional learning. In previous studies, virtual reality for education has mainly focused on experience, but it is difficult to find examples for environmental education. Hence, this research proposed an immersive virtual reality simulation for environmental education based on the virtual ecosystem model. It also presented two applications developed based on this simulation. This research aims at encouraging students’ active participation and motivation to solve the environmental problems while experiencing the results of interaction related to environmental factors in a virtual environment.
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Xu, Yi Yi, Wei Long Li, and Zi Guang Sun. "Study on the Application of Virtual Reality in Transportation Traffic Problem." Advanced Materials Research 179-180 (January 2011): 925–29. http://dx.doi.org/10.4028/www.scientific.net/amr.179-180.925.

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The application of virtual reality in traffic simulation is the combination of the virtual world and real world. By feeling the traffic based on virtual reality people can understand the traffic in reality. Application of virtual reality technology to simulate traffic in reality can be used in the field of exercises and training of transport-related personnel. It can save a lot of human and financial resources by avoiding the on-site exercises and training.
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Yap, Hwa Jen, Chee Hau Tan, Sin Ye Phoon, Kan Ern Liew, and Sivadas Chandra Sekaran. "Process planning and scheduling for loop layout robotic workcell using virtual reality technology." Advances in Mechanical Engineering 11, no. 9 (September 2019): 168781401987832. http://dx.doi.org/10.1177/1687814019878326.

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The adoption of virtual reality in manufacturing system simulation had proved its effectiveness in bridging up to the gap between different areas of expertise, especially in product design and manufacturing. Virtual reality had enclosed human–machine interface by enabling the user to be immersed into the virtual environment and experience real-time interaction with the virtual objects. In this article, an implementation of virtual reality in cellular manufacturing system simulation is presented. By utilizing the features of visualization and real-time interaction of virtual reality technology, the manufacturing process of a product had been visualized while the real-time control on the product traveling path based on the user’s input was performed and the corresponding activities that related to the change of traveling path had been predicted in the virtual environment. Through the study, simulation of the manufacturing system in virtual reality showed its potential as a powerful decision support system in process planning and scheduling. Various process planning and schedules can be planned through the virtual environment, while the product traveling distance can be obtained from the developed system.
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Kim, Boram, Jeeheon Ryu, Seonmi Kim, and Namki Choi. "Perception Survey of Virtual Reality Simulation with Malocclusion Models." JOURNAL OF THE KOREAN ACADEMY OF PEDTATRIC DENTISTRY 48, no. 3 (August 31, 2021): 302–12. http://dx.doi.org/10.5933/jkapd.2021.48.3.302.

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The purpose of this study was to develop prototype of virtual reality(VR) simulation with malocclusion models and evaluate its applicability. Task abilities, task completion time, and a satisfaction survey were compared between dentist trainees and dental students. Participants were instructed to observe virtual malocclusion models and then performed three tasks to diagnose the type of malocclusion, determine clinical findings and develop treatment plans. Their satisfaction with the simulation experience were evaluated using a questionnaire containing five questions. Task abilities of trainees related to clinical features and treatment plans were significantly higher than that of students(<i>p</i> < 0.01). In both groups, the task completion time for the second case was significantly reduced compared to that for the first case(<i>p</i> < 0.01). The satisfaction survey showed high scores and positive responses for this simulation in both groups. If the prototype of VR simulation is continuously advanced, it will be applicable for orthodontic education in pediatric dentistry.
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Rangelova, Stanislava, and Elisabeth Andre. "A Survey on Simulation Sickness in Driving Applications with Virtual Reality Head-Mounted Displays." PRESENCE: Virtual and Augmented Reality 27, no. 1 (March 2019): 15–31. http://dx.doi.org/10.1162/pres_a_00318.

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This article discusses factors related to simulation sickness in virtual reality driving simulations with head-mounted displays. Simulation sickness is a well-known phenomenon that has physiological effects on users, such as disorientation, headache, and nausea. There are three major theories why simulation sickness arises. Previous research on this phenomenon has mostly concentrated on driving or flying simulators with standard computer displays. It is, therefore, possible to conclude that any simulated environment could have such an effect, and virtual reality should not be considered an exception to such problems. While virtual reality has had and will continue to have a positive impact on the development and testing of new automotive interior concepts, simulation sickness is a significant drawback. Despite the advances in technology, discomfort from using head-mounted displays has yet to be resolved. A review of these displays in the context of virtual reality driving applications over the recent years will be presented. Moreover, characterization and comparison of approaches to mitigate simulation sickness will be given in the text. Concluding suggestions for future work on the correlation between simulation sickness and a virtual driving environment will be provided.
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Picard-Deland, C., M. Pastor, E. Solomonova, T. Paquette, and T. Nielsen. "0088 Gravity Dreams Following a Virtual Reality Flight Simulation." Sleep 43, Supplement_1 (April 2020): A35—A36. http://dx.doi.org/10.1093/sleep/zsaa056.086.

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Abstract Introduction Flying is a prevalent but infrequent experience in dreams. Despite a broad interest in such unique dream experiences, there is still no experimental procedure for reliably inducing them. Our study aimed 1) to induce flying dreams in the laboratory using virtual reality (VR), 2) to examine phenomenological correlates of flying dreams, such as lucidity and emotions and 3) to investigate the dynamics of dreamed gravity imagery in relation to participant state and trait factors. Methods A total of 137 healthy participants (24.01±4.03 y.o.; 85 F; 52 M) took part in a custom-built immersive VR task in which they learn how to ‘fly’ as precisely and quickly as possible, engaging vestibular, motor and visuo-spatial systems. Dreams were collected a) from home dream journals for 5 days before and 10 days after the laboratory VR task and b) after a 90-min morning nap in laboratory. Dream reports were scored by 2 independent judges for flying and other gravity-related imagery. Linear mixed models statistics were used to compare dreams from this cohort with a separate control cohort (N=52) that followed a similar protocol in the same lab but did not undertake a virtual flying task. Results The VR task successfully increased the likelihood of experiencing flying in dreams from both the laboratory nap (7.1%) and the following night (10.6%) compared to baseline (1.3%) and the control cohort on those days (Lab: 2.4%; following night: 0%). In contrast, the occurrence of other gravity imagery showed no differences. Flying dreams were altered qualitatively, exhibiting higher levels of lucid-control and emotional intensity after VR exposure. Moreover, various factors such as sex, prior dream experiences and sensory immersion in VR differentially modulated flying dream induction. Conclusion Our findings provide both quantitative and qualitative insights into flying dreams that may facilitate understanding of these typical dream experiences and future developments in dream flight-induction technologies. Support Natural Sciences and Engineering Research Council of Canada
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Maura Dos Santos, Viviana, and Changwon Son. "Virtual Reality Simulation for Emergency Management teams – A Literature Review." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (September 2022): 1937–41. http://dx.doi.org/10.1177/1071181322661324.

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The objective of this review was to provide a summary of virtual reality (VR) simulation for emergency management (EM) teams and suggest future research agenda items. A systematic literature review was conducted using three databases: PsycINFO, Compendex (Engineering Village), and Web of Science. A total of five articles met inclusion criteria and thus were reviewed here. Our review identified four common aspects of VR-based EM team simulation: coordination, communication, decision-making, and situation awareness. Future research is recommended to investigate other aspects of team cognition and collective characteristics as to how these are related to team performance. The level of fidelity of the VR simulation was identified as an important factor to consider when designing VR simulations for different populations with varying experience level. The adoption of more immersive VR systems would be beneficial to improving ecological validity. Moreover, a deep analysis of fidelity and simulation effectiveness is recommended.
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Crawford-Holland, Sasha. "Virtual Healing: Militarizing the Psyche in Virtual Reality Exposure Therapy." Television & New Media 20, no. 1 (November 21, 2017): 56–71. http://dx.doi.org/10.1177/1527476417741199.

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This article analyzes the use of virtual reality exposure therapy (VRET) to treat combat-related posttraumatic stress disorder. In this therapeutic practice, patients wear a head-mounted virtual reality display and enter a simulation designed to incarnate their triggering memories. VRET visualizes the formerly invisible site of psychotherapy, achieving a medical aspiration that has been pursued since the turn of the twentieth century. This visualization subjects therapy to a mode of surveillance and mediates the conditions in which trauma is processed. In this article, I consider how VRET’s user interfaces produce feelings of agency that reconfigure how power is distributed at the scene of therapy. I situate this novel practice at the intersection of two technological histories: the industrial history of the military-entertainment complex that spawned VRET, and the theoretical history that unites psychoanalysis and computation in their mutual ambition to formalize thought. Contending that neither of these histories can be disarticulated from the violent projects they have sustained, I interrogate the politics of a practice that visualizes and virtualizes psychotherapy, arguing that VRET processes trauma according to a militarized worldview.
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Rother, Kristian, Inga Karl, and Simon Nestler. "Towards Virtual Reality Crisis Simulation as a Tool for Usability Testing of Crisis Related Interactive Systems." International Journal of Information Systems for Crisis Response and Management 7, no. 3 (July 2015): 40–54. http://dx.doi.org/10.4018/ijiscram.2015070103.

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Usability testing is expensive in some domains due to the resource requirements that go hand in hand with taking a complex context of use into account. Crisis-related research is one such domain, typically requiring the reenactment of an extensive crisis scenario. To lessen the resource requirements and provide a more flexible setup geared towards testing, crisis scenarios can be reconstructed as virtual reality simulations. This paper outlines the development of an initial prototype of such a simulation following the design science method. The prototype is used to test if injecting an item that will be tested into the simulation affects the realism of the virtual reality crisis simulation. The realism was measured in a within-subject experiment and equivalence tests showed that injecting a representation of a simple app had no significant influence on the realism of the simulation.
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Ярцева, Svyetlana YArtsyeva, Зотов, and V. Zotov. "Phenomenon of Virtual Reality in Theory and Practice of Social Systems Manage." Management of the Personnel and Intellectual Resources in Russia 4, no. 4 (August 17, 2015): 16–20. http://dx.doi.org/10.12737/13235.

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The authors, who are the experts in anthropogenic systems management technology, revealed the phenomenon of virtual reality from the point of its practical signifi cance for developing society management strategies. The method of strategic planning regards virtual reality asa theoretical and philosophical basis for the design and virtualization of economic and mathematical images of the real socio-economic systems in the generated virtual world. Particular attention is paid to the fundamental properties of socio-economic systems, causing an objective link of their virtual images with the principles of nonlinear dynamics.Using virtual reality elements is exemplifi ed on “DYN-Prognoz” simulation, targeted at the development of social systems managing strategies. Authors proposed to use generative virtual reality related by feedback to time continuum with advanced virtual image as a new direction in social and economic forecasting.
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Liu, Jing. "Analysis on Three-Dimensional Virtual Simulation for Rationality of Large-Scale Commercial and Residential Space." Applied Mechanics and Materials 513-517 (February 2014): 2307–10. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.2307.

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As an emerging industry, large-scale commercial and residential interior rational planning is related to the comfort of living. This paper proposes a virtual simulation method to design and plan large-scale commercial and residential interior space. The paper uses least squares image matching method in virtual reality to construct spatial distance calculation model, calculate the straight-line distance of key parts in large-scale commercial and residential space, and make up the shortcomings in traditional design. The design can be adjusted to the specific circumstances to reduce the cost of the actual design. Finally, simulation is conducted on basis of design data to prove the advantages of virtual reality.
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Yokoyama, Itsuo, Tsuyosi Sarai, Toshinori Asai, Nobuyuki Kitou, Hirotaka Nozaki, Yuki Kondo, Yusaku Nomura, Atsushi Morizane, Michi Sekikawa, and Dage Liu. "Virtual reality and augmented reality applications and simulation in vascular access management with three-dimensional visualization." Journal of Vascular Access 20, no. 1_suppl (April 28, 2019): 65–70. http://dx.doi.org/10.1177/1129729818776904.

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Obtaining adequate and precise anatomical information is mandatory to prevent vascular access–related complications in dialysis patients. For this purpose, we underwent Doppler ultrasound, vascular access angiogram, and plain computer-assisted tomography scan of the arm with vascular access. With the use of computer graphics software, the anatomical structure of the vascular access can be visualized three dimensionally which is shared among the staffs for precise and better recognition. Furthermore, created object is applicable for virtual reality and/or augmented reality presentation that provides useful means for education and practical procedures in the management of vascular access.
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Mao, Tianlu, Hao Jiang, Shihong Xia, and Zhaoqi Wang. "Recent Advances on Human Crowd Simulation." International Journal of Virtual Reality 9, no. 3 (January 1, 2010): 27–32. http://dx.doi.org/10.20870/ijvr.2010.9.3.2775.

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Human crowd simulation is a new technology in the virtual reality field. Since it could simulate evacuation, it has strong demands in risk assessment for public buildings. In this paper we discuss the development of the main related research topics, including semantic description for virtual environments and crowd models which generate continuum human flow. Additionally, we introduce a system named Guarder that is designed for human crowd simulation and is suit for simulating evacuation in public buildings. We also demonstrate some simulation results of Guarder to show that it could efficiently simulate evacuation in a large-scale and complex environment.
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Oliveira, Juliana M. de, Roberto Munoz, João B. F. Duarte, Aloísio V. Lira Neto, José Wally M. Menezes, and Victor Hugo C. Albuquerque. "Intelligent Virtual Reality Therapy Systems for Motor and Cognitive Rehabilitation: A Survey based on Clinical Trial Studies." Journal of Artificial Intelligence and Systems 3, no. 1 (2021): 130–56. http://dx.doi.org/10.33969/ais.2021.31009.

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Rehabilitation is the process related to the recovery, maintenance or improvement of physical mental and / or cognitive skills necessary to carry out daily activities. Virtual reality therapy, virtual reality (VR) immersion therapy, simulation therapy or virtual reality exposure therapy is an intervention method of using virtual reality technology for psychological or occupational therapy. The possibility of simulating situations necessary for the treatment, controlling variables and reducing the patient’s exposure to risks are popular factors for this tool. Many studies indicate that therapy with the aid of virtual reality brings great benefits to the patient. In this article, we present, through a review of 117 articles, the feasibility of applying VR in treatments with clinical trial methodology, identifying through the "Patient, Intervention, Comparison and Outcomes" the characteristics, population, treatment time, forms of comparison and if the results obtained are effective. The characteristics identified during the process show that virtual reality applied to therapies can be used without negative interference in the treatment. In addition, the results show that VR in rehabilitation treatments are motivating and show better results than traditional treatments.
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Cao, Yan Xia, and Zhi Gang Wang. "Study on Advantages of Space Design Based on BP Neural Network and Regression Support Vector Machine." Applied Mechanics and Materials 543-547 (March 2014): 4710–13. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.4710.

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The development of information technology makes the increasingly perfect of virtual reality technology, and it can make the efficient fusion of computer hardware, software and virtual reality technology as well as dynamic simulation of real world. Dynamic environmental technology is according to the human movements, language and so on to make timely response, which can be real-time analysis of the athletes' state, making up the randomness of traditional sports training plan. In order to predict and analyze of the sports leisure space superiority, the basic characteristics of intelligent algorithm is summarized, the basic principle of BP neural network and regression support vector is described. Through the selection of sports leisure space dominances related data, and through the MATLAB simulation, the results show that the virtual reality technology has good adaptability, and its decision coefficient is greater than BP neural network. In this example, the virtual reality technology has better performance, this method provides a new way for the study of the physical recreation space dominance forecast, there has certain reference significance.
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Thöndel, Evžen. "INTERACTIVE MOTION PLATFORMS AND VIRTUAL REALITY FOR VEHICLE SIMULATORS." Acta Polytechnica CTU Proceedings 12 (December 15, 2017): 108. http://dx.doi.org/10.14311/app.2017.12.0108.

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Interactive motion platforms are intended for vehicle simulators, where the direct interaction of the human body is used for controlling the simulated vehicle (e.g. bicycle, motorbike or other sports vehicles). The second use of interactive motion platforms is for entertainment purposes or fitness. The development of interactive motion platforms reacts to recent calls in the simulation industry to provide a device, which further enhances the virtual reality experience, especially with connection to the new and very fast growing business in virtual reality glasses. The paper looks at the design and control of an interactive motion platform with two degrees of freedom to be used in virtual reality applications. The paper provides the description of the control methods and new problems related to the virtual reality sickness are discussed here.
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Luo, Xiaoxia. "Practice of Artificial Intelligence and Virtual Reality Technology in College English Dialogue Scene Simulation." Wireless Communications and Mobile Computing 2022 (May 28, 2022): 1–9. http://dx.doi.org/10.1155/2022/4922675.

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English is regarded as one of the most important business languages in the world. Various technologies have been developed to aid language acquisition in this field. The academic and corporate worlds are both responding favorably to technology intrusion in business communication abilities. The new normal condition is presenting a plethora of options to study a language, particularly English for nonnative speakers, using one of the immersive platforms, virtual reality. Striving people must improve their fluency and proficiency in order to stay competitive in the commercial sector. Learners might benefit from considering business-specific English in this situation. The research examines how virtual reality (VR) allows learners to experience business-related situations in a hands-on manner. It also addresses scenarios in which learners might maximize their professional potential. A mixed methodology study demonstrates how virtual reality technologies may be used to enhance English communication abilities. It discusses how different VR applications may pique learners’ attention and passion, as well as several strategies for improving Business English.
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Lam, Alexander K. N., Elaine To, Robert N. Weinreb, Marco Yu, Heather Mak, Gilda Lai, Vivian Chiu, et al. "Use of Virtual Reality Simulation to Identify Vision-Related Disability in Patients With Glaucoma." JAMA Ophthalmology 138, no. 5 (May 1, 2020): 490. http://dx.doi.org/10.1001/jamaophthalmol.2020.0392.

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Rick Faust, Moritz Mourice, Christian Hanshans, Lukas M. Bröll, and Bettina Maisch. "Development of a virtual reality simulation for exposure based addiction therapy." Current Directions in Biomedical Engineering 7, no. 2 (October 1, 2021): 85–88. http://dx.doi.org/10.1515/cdbme-2021-2022.

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Abstract After the success of virtual reality (VR) applications in supporting exposure-based and psychoeducational cognitive behavioural therapy for various mental illnesses, the technology is also gaining traction in addiction medicine. This paper will describe the concept behind a custom-developed VR simulation for this application with a particular emphasis on alcohol-related addictive disorders. Using Unreal Engine 4, an exposure simulation and a scenario for learning and applying coping strategies were developed for the Oculus Quest. Because of the common association of supermarkets with the procurement of alcohol among addicts, a small shop was implemented as initial scenario. Since the feeling of presence is an important parameter in the quality assessment of a simulation, the degree of immersion was evaluated in initial practical tests after development. In surveys with ten healthy testers, the majority showed a feeling of immersion. Cybersickness and unrealistic collision physics were identified as disruptive factors to the extent of immersion. This work provides the basis for a novel concept for addiction therapy which focusses on a fusion of playful psychoeducation, adjustable exposure, and the internalization of coping strategies with the help of multisensory biofeedback as well as the documentation of the objective physiological measurements for assessment of therapy success. The aim is to best possible address the specific requirements for clinical and home use in terms of self-containment, immersion, and ease of use. To evaluate and exploit the scientific potential of this concept scientific studies and technical improvements to both simulation and hardware are required.
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Jung, Younhyun. "Virtual Reality Simulation for Disaster Preparedness Training in Hospitals: Integrated Review." Journal of Medical Internet Research 24, no. 1 (January 28, 2022): e30600. http://dx.doi.org/10.2196/30600.

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Background A critical component of disaster preparedness in hospitals is experiential education and training of health care professionals. A live drill is a well-established, effective training approach, but cost restraints and logistic constraints make clinical implementation challenging, and training opportunities with live drills may be severely limited. Virtual reality simulation (VRS) technology may offer a viable training alternative with its inherent features of reproducibility, just-in-time training, and repeatability. Objective This integrated review examines the scientific evidence pertaining to the effectiveness of VRS and its practical usefulness in training health care professionals for in-hospital disaster preparedness. Methods A well-known 4-stage methodology was used for the integrated review process. It consisted of problem identification, a literature search and inclusion criteria determination, 2-stage validation and analysis of searched studies, and presentation of findings. A search of diverse publication repositories was performed. They included Web of Science (WOS), PubMed (PMD), and Embase (EMB). Results The integrated review process resulted in 12 studies being included. Principle findings identified 3 major capabilities of VRS: (1) to realistically simulate the clinical environment and medical practices related to different disaster scenarios, (2) to develop learning effects on increased confidence and enhanced knowledge acquisition, and (3) to enable cost-effective implementation of training programs. Conclusions The findings from the integrated review suggested that VRS could be a competitive, cost-effective adjunct to existing training approaches. Although the findings demonstrated the applicability of VRS to different training scenarios, these do not entirely cover all disaster scenarios that could happen in hospitals. This integrated review expects that the recent advances of VR technologies can be 1 of the catalysts to enable the wider adoption of VRS training on challenging clinical scenarios that require sophisticated modeling and environment depiction.
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Kelsick, Jason, Judy M. Vance, Lori Buhr, and Cheryl Moller. "Discrete Event Simulation Implemented in a Virtual Environment." Journal of Mechanical Design 125, no. 3 (September 1, 2003): 428–33. http://dx.doi.org/10.1115/1.1587745.

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Virtual reality (VR) technology provides a human-computer interface that allows participants to interact naturally with digital objects which are represented as three-dimensional images that occupy positions in a three-dimensional world. Related to problems of engineering design and manufacturing, this new technology offers engineers the ability to work with computer models in a three-dimensional, immersive environment. This paper describes a virtual reality application where the results of a discrete event simulation of a manufacturing cell are integrated with a virtual model of the cell to produce a virtual environment. The program described in this paper, the VRFactory, combines results from a commercial discrete event simulation program, SLAM II, with a virtual environment. This allows the user to investigate, using three-dimensional computer models, how various changes to the manufacturing cell affect part production. This investigation is performed while immersed in a computer-generated three-dimensional representation of the cell. Existing discrete event programming software allows only two-dimensional views of the factory as the parts progress through the simulation. Parts are shown only as primitive geometric shapes on the computer monitor and instantaneously move from one station to the next. The virtual environment implementation of the SLAM II results allows users to experience the simulation in a fully immersive three-dimensional digital environment. The virtual environment used here is a CAVE™-like projection screen-based facility called the C2, which is located at Iowa State University. This paper describes the creation of the VR model of the manufacturing cell, the animation of the environment and the implementation of the results of the discrete event simulation.
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Xie, Guo Ru, and Wei An Xie. "Advanced Manufacturing Technology – Virtual Manufacturing." Applied Mechanics and Materials 543-547 (March 2014): 4638–41. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.4638.

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The main indicators of manufacturing companies competitiveness are time, quality, cost and related services, which make the manufacturing transform into new mode quickly. Manufacturing companies need flexibility and agility, so virtual manufacturing technology appeared. Virtual manufacturing is based on information technology, simulation technology and virtual reality technology. It can obtain many kinds of information by the aid of virtual environment. Before the design and manufacture of the product or system, virtual manufacturing can help people experience the performance and assembly relations of future product. Thus it can help people make decision and optimization scheme predictably.
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Luo, Lu Feng, Shuang Sun, Qing Guo Meng, and Quo Qing Li. "The Process Planning Simulation of Multi-Axis Numerical Control Based on Virtual Reality." Advanced Materials Research 97-101 (March 2010): 3146–50. http://dx.doi.org/10.4028/www.scientific.net/amr.97-101.3146.

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In view of the limitation of trial cutting or manual inspection of the process planning validation of conventional numerical control, a new method of planning process simulation based on virtual reality was proposed. Firstly, the structure and implementation scheme of simulation system were given, and the simulation platform was established. Then, the movement behavior of machine tool was analyzed in details, an event handle model based on message response mechanism was proposed. Take tool change for example, the behavior module and the motion mode of related components were described. Researched and inferred the solving process of the curved surface of tool sweeping. The NC code compiler and cutting process simulation were expounded. Finally, the system was realized by means of using Visual C++6.0, OpenGL, Virtools and so on, It could verify the rationality of process planning and achieve the accurate assess.
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Liu, Wei. "Simulation Training Auxiliary Model Based on Neural Network and Virtual Reality Technology." Computational Intelligence and Neuroscience 2022 (July 1, 2022): 1–9. http://dx.doi.org/10.1155/2022/2636877.

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Training simulators have been gradually evolving in the direction of software, virtualization, networking, and multiplatform in recent years, with the continuous development of hardware and software technologies, particularly the maturity of VR (Virtual Reality) related technologies. The network intrusion program allows remote hackers to take control of the system, posing a serious threat to the network and computer security. As a result, this paper proposes a VR-based ID (intrusion detection) simulation training system. This paper proposes an ID model based on CNN (Convolutional Neural Networks) and LSTM to address these issues (Long Short-term Memory Networks). This model oversamples data from unbalanced data sets, reducing the difference in category data and thus improving the ID model’s performance and existing detection methods to compensate for the flaw. 3DSMAX technology is used to simulate the process visualization scene, as well as some key equipment models and signal transmission simulations, during the system design and implementation process. The experimental results show that CNN LSTM outperforms BP, and the overall evaluation index F1 has significantly improved, particularly the F1 index of D4. CNN LSTM outperforms GA (genetic algorithm) by 12.75 percent and BP by 14.07 percent. The system essentially accomplishes the anticipated simulation training goal, and the simulation training effect is impressive.
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Hwang, Sungwoo, and Hyun Kyoung Kim. "The effects of maternal-child nursing clinical practicum using virtual reality on nursing students’ competencies: a systematic review." Korean Journal of Women Health Nursing 28, no. 3 (September 30, 2022): 174–86. http://dx.doi.org/10.4069/kjwhn.2022.09.13.

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Purpose: This study aimed to investigate the effects of virtual reality used in maternal-child nursing clinical practicums on nursing students’ competencies through a systematic review.Methods: The inclusion criteria were peer-reviewed papers in English or Korean presenting analytic studies of maternal-child nursing practicums using virtual reality. An electronic literature search of the Cochrane Library, CINAHL, EMBASE, ERIC, PubMed, and Research Information Sharing System databases was performed using combinations of the keywords “nursing student,” “virtual reality,” “augmented reality,” “mixed reality,” and “virtual simulation” from February 4 to 15, 2022. Quality appraisal was performed using the RoB 2 and ROBINS-I tools for randomized controlled trials (RCTs) and non-RCTs, respectively.Results: Of the seven articles identified, the RCT study (n=1) was deemed to have a high risk of bias, with some items indeterminable due to a lack of reported details. Most of the non-RCT studies (n=6) had a moderate or serious risk of bias related to selection and measurement issues. Clinical education using virtual reality had positive effects on knowledge, skills, satisfaction, self-efficacy, and needs improvement; however, it did not affect critical thinking or self-directed learning.Conclusion: This study demonstrated that using virtual reality for maternal-child nursing clinical practicums had educational effects on a variety of students’ competencies. Considering the challenges of providing direct care in clinical practicums, virtual reality can be a viable tool that supplements maternal-child nursing experience. Greater rigor and fuller reporting of study details are required for future research.
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Salvetti, Fernando, Barbara Bertagni, Pierluigi Ingrassia, and Gabriele Pratticò. "HoloLens, Augmented Reality and Teamwork: Merging Virtual and Real Workplaces." International Journal of Advanced Corporate Learning (iJAC) 11, no. 1 (August 29, 2018): 44. http://dx.doi.org/10.3991/ijac.v11i1.9228.

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<p>Two projects are introduced: a cooperative game aimed at fostering behavioral, cognitive and meta-cognitive skills within organizations (Holo-Transportation), and a technical procedure aimed at saving lives (Holo-Defibrillation). e-REAL was the educational setting: an environment where physical and digital objects co-exist and interact in real time.Both the two projects were self-instruction learning simulation programs developed to maximize learning results, reducing instructor intervention and cost. Cascading and growing technical know-how about defibrillation was the main target of Holo-Defibrillation, while Holo-Transportation was aimed at empowering teamwork by fostering cognitive flexibility, emotional intelligence and self-awareness, as well as at honing the epistemic acumen related to reviewing ongoing processes and procedures, errors and alternative options.</p>
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Yilmaz, Bulent, and Muge Goken. "Virtual reality (VR) technologies in education of industrial design." New Trends and Issues Proceedings on Humanities and Social Sciences 2, no. 1 (February 19, 2016): 498–503. http://dx.doi.org/10.18844/prosoc.v2i1.336.

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Design is an art and art is a design. Today, all industrial products are the result of a design process. Industrial design is a multi-disciplinary field of study, which has a goal to create and produce new objects and it focuses on designing of products by using knowledge related with applied science as well as applied arts and various engineering disciplines. Academic programs related to industrial design focus on achieving the proper balance between practicality and aesthetic pleasure. Courses may include graphic and industrial design basics, manufacturing, modelling and visualization, environmental and human interaction in design. Computer aided design software are strongly emphasized. Students constantly observe, model and test their creations. They investigate the optimal ways to design virtually any type of products, including computer interfaces, appliances, furniture, transportation and recreational items. The developments of new interactive technologies have inevitably affected to education of design and art in recent years. VR is an interdisciplinary emerging high technology. VR interfaces, interaction techniques, and devices have been improved greatly in order to provide more natural and obvious modes of interaction and motivational elements and it is an integrated technology combining; 3D graphics, human-computer interaction, sensor, simulation, display, artificial intelligence and network parallel processing. This study presents notable VR systems have been developed for education and the methods of design, such as modelling and visualization.Keywords: industrial design, interactive technologies, modelling and visualization, environmental and human interaction, virtual reality
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Hounsell, Marcelo da Silva, Juliana Patrícia Detroz, Marcio Geovani Jasinski, Rafaela Bosse, and Thiago Luiz Berlim. "A Brief History of Virtual Reality in Brazil: A survey over the publications in the “Symposium on Virtual and Augmented Reality”." Journal on Interactive Systems 5, no. 3 (December 30, 2014): 1. http://dx.doi.org/10.5753/jis.2014.728.

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Virtual Reality (VR) is becoming a mature technology field. To understand its origins and foresee strategies, a study on the last decade of papers published in the Brazilians´ most prominent symposium (the SVR – Symposium on Virtual and Augmented Reality) has been carried out. Papers were classified according to subject of study (including application domains, sub-areas and technologies, among others) as well asresearch structure (including authorship counts and geographical distribution, research approaches, among others). The study shows that health related applications have received most of the attention although techniques and tools proposal have raised the most recently which could be related to the lowlevel programming languages and frameworks preferences found to this community. The number of Augmented Reality (AR) papers has grown steadily and a great variety of underlying knowledge fields (such as 3D interaction and real-time simulation) is a persistent aspect of SVR. Data also show that expected shift from VRML to other 3D Web technologies have already happened. Although oversees participation has been not constant, papers published in English has proven stable in SVR editions. Few institutions from Southeast have dominated the research area but another few from Northeast have just surpassed them. Regarding the research, a lack of higher-level maturity research approaches has been noticed. In addition, it was found difficult to assess the relevance of papers to other researches due to poor abstracts and no centralized database of papers. The analysis of 262 papers suggest that (i) by improving the research budget to the area could impact productivity; (ii) a centralized database would facilitate recovering past contributions and; (iii) that enforcing more scientifically rigorous papers with better abstracts and written in English could raise the visibility of Brazilians´ research in VR/AR.
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Chen, Lianzhen, and Hua Zhu. "Importance of National Fitness Sports Relying on Virtual Reality Technology in the Development of Sports Economy." Computational Intelligence and Neuroscience 2022 (August 25, 2022): 1–13. http://dx.doi.org/10.1155/2022/4128981.

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With the rapid development of the national economy and the improvement of people’s living standards, physical fitness and health have attracted people’s attention and become an important topic in people’s daily life. Virtual reality technology is a new technology that uses computer to build virtual environment, belonging to simulation technology, which is an extremely important direction in this field. This paper aims to study the importance of the national fitness sports relying on virtual reality technology in the development of sports economy. The related concepts of virtual reality technology and the related meanings of national fitness are introduced. The characteristics of the office population are analyzed to understand the daily behavior habits, health status, and common diseases of the target population. Meanwhile, the traditional home fitness equipment and virtual home fitness equipment are collected and compared. The problems of the existing home fitness equipment are understood so as to discover the direction of subsequent design. Then, through interviews, questionnaires, and on-the-spot research, the target users and the product usage environment are investigated in depth. The pain points and needs of users are found and the needs of office workers for fitness products are summarized. The experimental results showed that in the national fitness sports relying on virtual reality technology, 80% of the respondents believed that the integration of somatosensory technology into fitness equipment has a positive effect on improving fitness.
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Tang, Ruohan, and Lai Wei. "Aural Authenticity and Reality in Soundscape of VR Documentary." Interactive Film & Media Journal 2, no. 4 (December 30, 2022): 33–41. http://dx.doi.org/10.32920/ifmj.v2i4.1644.

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The documentary concept is a 'notoriously slippery eel,' or even the slipperiest one in the history of cinema (Kahana, 2016). With the involvement of virtual reality in the production of documentaries, the dialectic between virtuality and authenticity makes this concept even more elusive. Does documentary exist in VR films? When the spaces and mise-en-scène of the documentary are all artificially created through computing software, can it still be considered an authentic form of a documentary? How can this sub-genre of documentary continue to exist as a kind of proclaimed ‘non-fiction’ when the film is based entirely on fictional visual input? This paper aims to put the discussion on visual realities aside and provides a perspective for understanding how real auditory characteristics are built up in virtual environments (VE) of virtual reality documentaries. We develop this argument in three parts. In the first part, we define a virtual reality documentary and distinguish it from other virtual reality films based on Bill Nichols’s analysis of the boundary between traditional documentary and other types of films. Then, we describe the design and implementation of the aural simulation systems with HRTF (Head-Related Transfer Function) in virtual reality documentary sound design to illustrate how it could reproduce realistic physical hearing for viewers. In the final part, we explore the concept of ‘soundscape’ as it applies to VR documentaries, attempting to show that the sense of authenticity in the audition is related to generating the genius loci (spirit of place) of the viewers based on the case analysis of Anne Frank House VR. Such a spirit of place is embedded in the hearing experience of those who experienced it.
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Wang, Yu, Fuxiang Chang, Yuanjie Wu, Ziran Hu, Lihui Li, Pengyu Li, Pu Lang, and Shouwen Yao. "Multi-Kinects fusion for full-body tracking in virtual reality-aided assembly simulation." International Journal of Distributed Sensor Networks 18, no. 5 (May 2022): 155013292210975. http://dx.doi.org/10.1177/15501329221097591.

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Skeleton tracking based on multiple Kinects data fusion has been proved to have better accuracy and robustness than single Kinect. However, previous works did not consider the inconsistency of tracking accuracy in the tracking field of Kinect and the self-occlusion of human body in assembly operation, which are of vital importance to the fusion performance of the multiple Kinects data in assembly task simulation. In this work, we developed a multi-Kinect fusion algorithm to achieve robust full-body tracking in virtual reality (VR)-aided assembly simulation. Two reliability functions are first applied to evaluate the tracking confidences reflecting the impacts of the position-related error and the self-occlusion error on the tracked skeletons. Then, the tracking skeletons from multiple Kinects are fused based on weighted arithmetic average and generalized covariance intersection. To evaluate the tracking confidence, the ellipsoidal surface fitting was used to model the tracking accuracy distribution of Kinect, and the relations between the user-Kinect crossing angles and the influences of the self-occlusion on the tracking of different parts of body were studied. On the basis, the two reliability functions were developed. We implemented a prototype system leveraging six Kinects and applied the distributed computing in the system to improve the computing efficiency. Experiment results showed that the proposed algorithm has superior fusion performance compared to the peer works.
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Monteiro, Martin, and Arturo C. Marti. "Making sciences with smartphones: The universe in your pocket." Proceedings of the International Astronomical Union 15, S367 (December 2019): 425–27. http://dx.doi.org/10.1017/s1743921321000557.

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AbstractWe propose a set of modern and stimulating activities related to the teaching of Astronomy orientated to high school or university students using smartphones. The activities are: a) the experimental simulation of asteroid light curves including the determination of the period of rotation of asteroids, b) the experimental simulation of exoplanet detection by transit method, c) the experimental simulation of stellar distances using parallax and d) the use of virtual and augmented reality.
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Bosse, Stefan, and Uwe Engel. "Augmented Virtual Reality: Combining Crowd Sensing and Social Data Mining with Large-Scale Simulation Using Mobile Agents for Future Smart Cities." Proceedings 4, no. 1 (November 14, 2018): 49. http://dx.doi.org/10.3390/ecsa-5-05762.

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Augmented reality is well known for extending the real world by adding computer-generated perceptual information and overlaid sensory information. In contrast, simulation worlds are commonly closed and rely on artificial sensory information generated by the simulator program or using data collected off-line. In this work, a new simulation paradigm is introduced, providing augmented virtuality by integrating crowd sensing and social data mining in simulation worlds by using mobile agents. The simulation world interacts with real world environments, humans, machines, and other virtual worlds in real-time. Mobile agents are closely related to bots that can interact with humans via chat blogs. Among the mining of physical sensors (temperature, motion, position, light, …), mobile agents can perform Crowd Sensing by participating in question–answer dialogs via a chat blog provided by a WEB App that can be used by the masses. Additionally, mobile agents can act as virtual sensors (offering data exchanged with other agents). Virtual sensors are sensor aggregators performing sensor fusion in a spatially region.
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Giordano, Nicholas A., Clare E. Whitney, Sydney A. Axson, Kyle Cassidy, Elvis Rosado, and Ann Marie Hoyt-Brennan. "A pilot study to compare virtual reality to hybrid simulation for opioid-related overdose and naloxone training." Nurse Education Today 88 (May 2020): 104365. http://dx.doi.org/10.1016/j.nedt.2020.104365.

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Ji, Hua Juan, Jian Bo Zhao, and Huan Zhao. "The Design and Implementation of Prototype System for Choreography and Rehearsed Based on Virtual Simulation Technology." Applied Mechanics and Materials 713-715 (January 2015): 2495–98. http://dx.doi.org/10.4028/www.scientific.net/amm.713-715.2495.

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This paper use crowd simulation and virtual reality technology design choreography prototype system. Based on the analysis and research of group calisthenics performance’s choreography work draws the related theory of crowd movement model, proposes a crowd movement model which can describe actor behavior in group calisthenics. This paper is divided into three parts; the first part introduces the development of group gymnastics in China. The second part introduces the structure and function of group calisthenics prototype system. The third part focuses on the design and implementation of a prototype, at the same time provides a useful reference for depth study of virtual crowd simulation.
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Xie, Hao. "Digitized Visual Transformation of Grotto Art Using Deep Learning and Virtual Reality Technology." Scientific Programming 2022 (August 29, 2022): 1–10. http://dx.doi.org/10.1155/2022/5106036.

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The purpose is to convert the contents of the grotto murals into a digital vision based on deep learning (DL) and virtual reality (VR) technology to protect the precious grotto murals. The grotto murals are analyzed and modeled by introducing the related concepts of the digital library, using VR technology, and taking the cultural relics data acquisition technology as the basic framework. Then, the cultural relics information collection technology under DL is combined with VR technology, the color and materialization concepts of grotto murals are integrated, and a digital recognition model of grotto mural restoration and simulation is constructed. The color analysis scheme of grotto murals is established. Through the analysis of color and material, the comprehensive recognition rate of this color model can reach 70%, and the material recognition of color painting can also ensure one-to-one restoration. Besides, the model can be applied to the simulation and restoration of grotto murals and provide some help for the protection of grotto murals. This paper has practical application value for the protection and restoration of mural art.
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Bernhardt, Jase, Jackson Snellings, Alexander Smiros, Ivan Bermejo, Angela Rienzo, and Carys Swan. "Communicating Hurricane Risk with Virtual Reality: A Pilot Project." Bulletin of the American Meteorological Society 100, no. 10 (October 2019): 1897–902. http://dx.doi.org/10.1175/bams-d-17-0326.1.

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AbstractLandfalling hurricanes in the United States can inflict extreme damage and loss of life. The latter, particularly, can be caused by a host of socioeconomic factors, including insufficient understanding of risk by individuals expected to be impacted by the storm. Thus, we test the use of an emerging technology, virtual reality (VR), to enhance the communication of real-time risk from a hurricane forecast to make landfall. In this pilot study, individuals are presented with a hypothetical scenario where a major hurricane is forecast to impact their community within 48–72 h. The survey includes two different types of warning products related to the hypothetical hurricane: static text and maps emulating those traditionally used by media outlets and local officials to communicate risk, and a VR video simulating a hurricane landfall in a residential neighborhood. We survey two groups of equal size (each n = 62), one viewing both the VR simulation and traditional products, and the other only the latter. Each group was then asked a series of Likert-scale and open-ended questions to assess the effectiveness of both products. We determine that participants viewing both the VR and traditional products are significantly more likely to take action in preparation for the hypothetical landfall than those being exposed to just the traditional products. These results demonstrate that VR can be a useful component of hurricane warning products, and further work can be done to improve the effectiveness of such products and assess how broader segments of the population can access this information.
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Mitchell, Daxton, HeeSun Choi, and Justin M. Haney. "Safety Perception and Behaviors during Human-Robot Interaction in Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 2087–91. http://dx.doi.org/10.1177/1071181320641506.

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Virtual Reality (VR) technology is increasingly used to simulate and study human-robot interaction (HRI) because of its low cost and minimal risk to participants. The current study investigated whether perceived safety and safety-related behaviors during human-robot interaction can be adequately examined in virtual environments. Two prior studies that examined perceived safety and proxemics behavior during human-robot interaction in real environments were replicated in virtual environments using Head-Mounted Display (HMD) VR. Our results indicated that although perceived safety during virtual human-robot interaction is higher than during physical interaction in some situations, the virtual simulation of robots induced safety perception and behaviors comparable to those found in real environments and some of the findings of the previous human-robot interaction studies were replicable in a virtual environment. These findings suggest that VR simulation is a valid and useful method for research and worker training; however, it may be less sensitive than real environments.
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García Fierros, Francisco Javier, Jesús Jaime Moreno Escobar, Gabriel Sepúlveda Cervantes, Oswaldo Morales Matamoros, and Ricardo Tejeida Padilla. "VirtualCPR: Virtual Reality Mobile Application for Training in Cardiopulmonary Resuscitation Techniques." Sensors 21, no. 7 (April 3, 2021): 2504. http://dx.doi.org/10.3390/s21072504.

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Deaths due to heart diseases are a leading cause of death in Mexico. Cardiovascular diseases are considered a public health problem because they produce cardiorespiratory arrests. During an arrest, cardiac and/or respiratory activity stops. A cardiorespiratory arrest is rapidly fatal without a quick and efficient intervention. As a response to this problem, the VirtualCPR system was designed in the present work. VirtualCPR is a mobile virtual reality application to support learning and practicing of basic techniques of cardiopulmonary resuscitation (CPR) for experts or non-experts in CPR. VirtualCPR implements an interactive virtual scenario with the user, which is visible by means of employment of virtual reality lenses. User’s interactions, with our proposal, are by a portable force sensor for integration with training mannequins, whose development is based on an application for the Android platform. Furthermore, this proposal integrates medical knowledge in first aid, related to the basic CPR for adults using only the hands, as well as technological knowledge, related to development of simulations on a mobile virtual reality platform by three main processes: (i) force measurement and conversion, (ii) data transmission and (iii) simulation of a virtual scenario. An experiment by means of a multifactorial analysis of variance was designed considering four factors for a CPR session: (i) previous training in CPR, (ii) frequency of compressions, (iii) presence of auditory suggestions and (iv) presence of color indicator. Our findings point out that the more previous training in CPR a user of the VirtualCPR system has, the greater the percentage of correct compressions obtained from a virtual CPR session. Setting the rate to 100 or 150 compressions per minute, turning on or off the auditory suggestions and turning the color indicator on or off during the session have no significant effect on the results obtained by the user.
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Suma, Tia Nadia. "EFEKTIVITAS VIRTUAL REALITY TERHADAP REHABILITASI CHRONIC ANKLE INSTABILITY: LITERATURE REVIEW." Indonesian Journal of Physiotherapy 2, no. 1 (June 25, 2022): 110. http://dx.doi.org/10.52019/ijpt.v2i1.3324.

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ABSTRAKLatar Belakang: Ankle sprain merupakan cedera yang paling sering terjadi pada populasi aktif. Ankle sprain dapat berkembang menjadi chronic ankle instability yang menimbulkan berbagai permasalahan sehingga menyebabkan keterbatasan fungsional dan mempengaruhi kualitas hidup. Virtual reality menghadirkan simulasi lingkungan interaktif, realistis, menarik dan aman digunakan sehingga bermanfaat untuk meningkatkan kemampuan fungsional penderita chronic ankle instability. Tujuan: Untuk menyajikan bukti terkini terkait efektifitas virtual reality terhadap rehabilitasi chronic ankle instability, seperti kekuatan otot, keseimbangan, stabilitas ankle, dan performa melalui studi literatur. Metode: Literature review dengan framework PICOT(T) (Population, Intervention, Comparison, Outcome, Time, (Type of study)). Pencarian artikel menggunakan 4 database (PubMed Central, PubMed, Proquest, dan Google Scholar) dengan kata kunci yang telah dibuat, seleksi artikel menggunakan flowchart, dan penilaian kritis artikel. Hasil: Hasil keseluruhan pencarian dari 4 database diperoleh 852 artikel. Setelah dilakukan screening berdasarkan kriteria inklusi dan kriteria eksklusi, diperoleh 7 artikel yang menunjukkan efektivitas penggunaan virtual reality terhadap rehabilitasi chronic ankle instability. Kesimpulan: Berdasarkan literature review, mengungkapkan bahwa latihan berbasis virtual reality efektif terhadap rehabilitasi pasien chronic ankle instability. Kata kunci: Chronic ankle instability; Exergame; Functional ankle instability; Virtual reality training ABSTRACTBackground: Ankle sprain is injury that often occur in the active population. Ankle sprain may develop chronic ankle instability which causes various impairments. Therefore, it leads to functional limitations and affects quality of life. Virtual reality provides an interactive, realistic, attractive, and safe environment simulation that is useful for improving physical function of chronic ankle instability patients. Objective: To provide up-to-date evidence related to the effectiveness of virtual reality on chronic ankle instability rehabilitation, such as muscle strengths, balance, ankle stability, and performance through literature review. Methods: A literature review with the PICOT(T) framework (Population, Intervention, Comparison, Outcome, Time, (Type of study)). The method's stages were articles search using 4 databases (PubMed Central, PubMed, Proquest, and Google Scholar with keywords that have been created, articles selection using flowchart, and critical appraisal of articles. Result: There were 852 articles obtained by the overall search of 4 databases. After screening articles based on inclusion criteria and exclusion criteria, 7 journals proved the effectiveness of the use of virtual reality on chronic ankle instability rehabilitation. Conclusion: According to the literature review, virtual reality-based exercise is effective on chronic ankle instability rehabilitation. Keywords: Chronic ankle instability; Exergame; Functional ankle instability; Virtual reality training
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Nedel, Luciana. "Editorial." Journal on Interactive Systems 3, no. 1 (June 15, 2012): 1. http://dx.doi.org/10.5753/jis.2012.606.

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It is my pleasure to introduce you the first issue of the SBC Journal on 3D Interactive Systems (JIS) in 2012. This issue contains three original papers, which surprisingly cover the same research topic, the development of virtual reality systems. The conception of fully interactive virtual reality systems is still a challenge. To choose the best interaction techniques and devices to each application task, to combine different technologies in a single system, to quickly prototype these systems, and to fulfill the expectations of the final user are just some few examples of problems that need to be faced by developers. The use of virtual reality and 3D interaction is yet new and there is not sufficient standards to follow in order to succeed. The first paper of this issue, “Visual Programming for Virtual Reality Applications Based on InTml”, was written by Pablo Figueroa, Santiago Gil, Raul Oses, Juan Toro, Catalina Rodriguez, Christian Benavides and Esteban Correa, from Colombia. The paper presents VPE, a visual programming environment developed to help in the development of portable virtual reality applications. More than this, the authors report advantages and drawbacks of their approach and share with us the lessons learned with this work. The paper “Assessment Systems for Training Based on Virtual Reality: A Comparison Study” authored by Ronei M. Moraes and Liliane S. Machado, from Brazil, discusses some of the challenges to construct a medical simulator based on virtual reality. An important question concerning the use of virtual reality based training is how to know when the user will be ready to practice in real situations. In this paper, the authors compared four methodologies for online assessment. The goal is to identify methods that could be used to reconfigure the simulation according to users’ performance in real time. I invite you to read the paper and make your own choices. The third and last paper, “Experiences with Virtual Learning Using 3D Interactive Systems for Education and Training”, was written by Damian Schofield, from USA, and is also related to virtual reality simulators. The author presents a virtual learning environment (ViRILE) developed by his group and uses it to highlight the complex operational problems that have been encountered during the process. In this paper, the lessons learned with the experience are extrapolated into general guidelines that are here shared with the readers. We hope this issue will fulfill your expectations. Enjoy it!
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Ricci, Serena, Andrea Calandrino, Giacomo Borgonovo, Marco Chirico, and Maura Casadio. "Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training." JMIR Serious Games 10, no. 1 (March 23, 2022): e28595. http://dx.doi.org/10.2196/28595.

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The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care providers, medical students, and nonprofessionals. In particular, we analyzed (1) serious games, nonimmersive games, both single-player and multiplayer; (2) VR tools ranging from semi-immersive to immersive virtual and mixed reality; and (3) AR applications. All the toolkits have been investigated in terms of application goals (training, assessment, or both), simulated procedures, and skills. The main goal of this work is to summarize and organize the findings of studies coming from multiple research areas in order to make them accessible to all the professionals involved in medical simulation. The analysis of the state-of-the-art technologies reveals that tools and studies related to the multiplayer experience, haptic feedback, and evaluation of user’s manual skills in the foregoing health care-related environments are still limited and require further investigation. Also, there is an additional need to conduct studies aimed at assessing whether AR/VR-based systems are superior or, at the minimum, comparable to traditional training methods.
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Di Somma, Alberto, Matteo de Notaris, Vita Stagno, Luis Serra, Joaquim Enseñat, Isam Alobid, Joan San Molina, Joan Berenguer, Paolo Cappabianca, and Alberto Prats-Galino. "Extended Endoscopic Endonasal Approaches for Cerebral Aneurysms: Anatomical, Virtual Reality and Morphometric Study." BioMed Research International 2014 (2014): 1–9. http://dx.doi.org/10.1155/2014/703792.

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Introduction. The purpose of the present contribution is to perform a detailed anatomic and virtual reality three-dimensional stereoscopic study in order to test the effectiveness of the extended endoscopic endonasal approaches for selected anterior and posterior circulation aneurysms.Methods. The study was divided in two main steps: (1) simulation step, using a dedicated Virtual Reality System (Dextroscope, Volume Interactions); (2) dissection step, in which the feasibility to reach specific vascular territory via the nose was verified in the anatomical laboratory.Results. Good visualization and proximal and distal vascular control of the main midline anterior and posterior circulation territory were achieved during the simulation step as well as in the dissection step (anterior communicating complex, internal carotid, ophthalmic, superior hypophyseal, posterior cerebral and posterior communicating, basilar, superior cerebellar, anterior inferior cerebellar, vertebral, and posterior inferior cerebellar arteries).Conclusion. The present contribution is intended as strictly anatomic study in which we highlighted some specific anterior and posterior circulation aneurysms that can be reached via the nose. For clinical applications of these approaches, some relevant complications, mainly related to the endonasal route, such as proximal and distal vascular control, major arterial bleeding, postoperative cerebrospinal fluid leak, and olfactory disturbances must be considered.
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Bing, Eric G., Megan L. Brown, Anthony Cuevas, Richard Sullivan, and Groesbeck P. Parham. "User Experience With Low-Cost Virtual Reality Cancer Surgery Simulation in an African Setting." JCO Global Oncology, no. 7 (March 2021): 435–42. http://dx.doi.org/10.1200/go.20.00510.

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PURPOSE Limited access to adequate cancer surgery training is one of the driving forces behind global inequities in surgical cancer care. Affordable virtual reality (VR) surgical training could enhance surgical skills in low- and middle-income settings, but most VR and augmented reality systems are too expensive and do not teach open surgical techniques commonly practiced in these contexts. New low-cost VR can offer skill development simulations relevant to these settings, but little is known about how knowledge is gained and applied by surgeons training and working in specific resource-constrained settings. This study addresses this gap, exploring gynecologic oncology trainee learning and user experience using a low-cost VR simulator to learn to perform an open radical abdominal hysterectomy in Lusaka, Zambia. METHODS Eleven surgical trainees rotating through the gynecologic oncology service were sequentially recruited from the University Teaching Hospital in Lusaka to participate in a study evaluating a VR radical abdominal hysterectomy training designed to replicate the experience in a Zambian hospital. Six participated in semi-structured interviews following the training. Interviews were analyzed using open and axial coding, informed by grounded theory. RESULTS Simulator participation increased participants' perception of their surgical knowledge, confidence, and skills. Participants believed their skills transferred to other related surgical procedures. Having clear goals and motivation to improve were described as factors that influenced success. CONCLUSION For cancer surgery trainees in lower-resourced settings learning medical and surgical skills, even for those with limited VR experience, low-cost VR simulators may enhance anatomical knowledge and confidence. The VR simulator reinforced anatomical and clinical knowledge acquired through other modalities. VR-enhanced learning may be particularly valuable when mentored learning opportunities are limited.
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Lei, Di, and Sae-Hoon Kim. "Application of Wireless Virtual Reality Perception and Simulation Technology in Film and Television Animation." Journal of Sensors 2021 (November 18, 2021): 1–12. http://dx.doi.org/10.1155/2021/5041832.

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Wireless virtual reality integrated multidisciplinary technology, combined with related industries and fields, has changed the way of human-computer interaction and opened up a new field of user experience. In recent years, with the rapid improvement of computer technology and hardware conditions, interactive technology has developed rapidly. The existing wireless virtual reality interactive system is too single and cannot be used in multiple environments. The original system requires a large number of sensor equipment, the cost is high, and the traditional perception technology is too restrictive and cannot realize human-computer interaction more naturally. This paper proposes a dual intention perception algorithm based on the fusion of touch (obtained by experimental simulation equipment), hearing, and vision. The algorithm can perceive the user’s operation intention through the user’s natural behavior and can identify the user’s two intentions at the same time. This paper proposes a navigational interactive mode, which provides users with multimodal intelligent navigation through intelligent perception of user intent and experimental progress. We determine the impact model of the interactive system effect evaluation and analyze its effect evaluation strategy in depth and then further quantify the indicators under the four effect dimensions of information perception, artistic reflection, social entertainment, and aesthetic experience. A combination of qualitative and quantitative methods was used to carry out relevant research on effect evaluation, usability test, and questionnaire interview. The experimental results show that this interactive system has better entertainment effects than other forms of film and television animation, but still needs to pay attention to and strengthen the construction and embodiment of film and television animation content, as well as the optimization and perfection of the fault-tolerant mechanism in the design process.
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48

Raposo, Alberto. "Editor’s Note." Journal on Interactive Systems 6, no. 2 (December 1, 2015): 1. http://dx.doi.org/10.5753/jis.2015.657.

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The SBC Journal on Interactive Systems (JIS) has been integrated to the Brazilian academic community in the areas of Virtual and Augmented Reality since the beginning. Since 2010 JIS has published special issues with extended versions of selected papers from SVR - Symposium on Virtual and Augmented Reality, the premier conference in Brazil covering these areas. The year of 2015 could not be different. For the 6th year, I am glad to announce JIS special issue on SVR.This issue contains extended versions of four papers selected among the best full papers of SVR 2015 – XVII Symposium on Virtual and Augmented Reality. I would like to thank Judith Kelner and Eduardo Albuquerque for their dedication as guest editors in this special issue, and invite you to read their editorial in the following.We also have in this issue an original paper by Amyr Borges Fortes Neto, Soraia Raupp Musse, and Catherine Pelachaud, entitled “Emotion Contagion Model for Crowds”. In this paper, the authors use a computational model for emotion contagion process in the context of crowd simulation to create realistic perception of agent behaviors on crowds.I also would like to thank the authors and reviewers that contributed to this issue of JIS, and I hope it fulfills your expectations. JIS Editorial Board is looking forward to receiving your contributions in areas related to Virtual and Augmented Reality, Games, and/or Human-Computer Interaction.
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49

Zaplatynskyi, Vasyl, Inga Uriadnikova, Vladimir Lebedev, and Juliusz Piwowarski. "Application of Simulation Technologies for Formation of Safety Related Competences." Kultura Bezpieczeństwa. Nauka – Praktyka - Refleksje 40, no. 40 (December 31, 2021): 263–79. http://dx.doi.org/10.5604/01.3001.0015.6983.

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The formation of safety-related competencies is a difficult task. These specific safety competencies, unlike other competencies, are difficult to fully develop by providing safety learners and students. Simulation Technologies could be the solution to make it easier for students to develop competencies related to human safety. In this thesis, the following methods were used: analysis of scientific literature, projective methods, mathematical methods – in particular registration and ranking, theoretical methods including: analysis, synthesis, generalization, comparison, conclusions, modeling, induction, deduction. The study showed that the use of simulation technologies allows creating conditions for the formation of the necessary competencies without increased risk for applicants and others. One of the most promising technologies for the formation of safety-related competencies is the use of virtual reality. The use of simulation technologies in the educational process will intensify it and improve the quality of education. Simulation technologies should take a special place in the training of specialists whose professional activities are associated with increased risk, as well as with significant negative consequences of erroneous decisions, in particular in the training of rescuers, military specialists, police, operators of complex systems (including transport, nuclear, etc.), medical workers, in the aerospace industry, etc.
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50

Anstadt, Scott P., Ashley Burnette, and Shannon Bradley. "Towards a Research Agenda for Social Work Practice in Virtual Worlds." Advances in Social Work 12, no. 2 (October 11, 2011): 289–300. http://dx.doi.org/10.18060/1894.

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Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers inimitable opportunities for research and exploration. A review of current research regarding SL has examined the influence of real world social influences in online interactions and what the effects on users may be. This suggests the importance of developing an understanding of the relationship between users’ real life and their Second Life, and how the two are related. Some research has begun to reveal the effectiveness of telecommunication and computer simulation with certain clients in the fields of mental health and social work, yet there is a lack of sufficient research done within the context of virtual worlds. The implications for social work intervention in virtual reality could solve persistent concerns with transportation, distance, access to services and education, however questions about the relevance of social work practice in SL and the potential for implementation must be answered.
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