Journal articles on the topic 'Virtual reality – Computer programs'

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1

Lin, Liya. "Virtual Reality and Its Application for Producing TV Programs." Mobile Information Systems 2022 (June 28, 2022): 1–8. http://dx.doi.org/10.1155/2022/8018236.

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This paper aims to conduct an in-depth study on the effective application of virtual reality technology in TV program production. To begin, construct the three-dimensional animation system’s overall structure, determine the animation system’s user interface, and establish the three-dimensional animation system for TV program production. Second, software like YOLOv3 and ResNet-50 network is used for identification and facial recognition. Then, the pixel cross-support window is built using the adaptive stereo matching method. The adaptive filter window is built using the horizontal expansion of the cross-support window. For the successful application of virtual reality technology in TV program creation, the aggregation is completed by regional filtering, and the final parallax image is obtained by parallax selection and parallax optimization. This technology has the ability to improve the visual effect and quality of TV programs, increase the amount of information in programs’ content, and shorten the production cycle of the program in the context of the gradual development of science and technology and the new technology period. In comparison to other approaches, simulation experiments demonstrate that the proposed method has the potential to increase the quality and attractiveness of TV programs and meet the psychological demand of viewers.
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Lubczyński, Tomasz R., and Andrzej Baier. "Virtual Simulation of Mechatronics Laboratory." Solid State Phenomena 147-149 (January 2009): 930–35. http://dx.doi.org/10.4028/www.scientific.net/ssp.147-149.930.

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Technology of virtual reality made large progress in the last few years. With desktop VR systems it’s possible to present artificial worlds using ordinary PC computer. Creating virtual equivalent of really existing laboratory was major aim of work described in this paper. Also there were created virtual laboratory classes. Application EON Studio from EON Reality was mainly used to achieve this. In this paper a process of building the simulation is presented, used programs are mentioned and final effects are shown.
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Howard, Matt C., Melissa B. Gutworth, and Rick R. Jacobs. "A meta-analysis of virtual reality training programs." Computers in Human Behavior 121 (August 2021): 106808. http://dx.doi.org/10.1016/j.chb.2021.106808.

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4

Zhang, Bo. "On the Application of Computer Virtual Reality Technology in the College Physical Education." Advanced Materials Research 1030-1032 (September 2014): 2719–21. http://dx.doi.org/10.4028/www.scientific.net/amr.1030-1032.2719.

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College physical teaching gradually steps into the right track, which not only increased the education of physical science theory but also paid more attention to practical results. The specific method of promoting the achievement is the application of computer technology. Virtual computer interacts with reality technology to complete human mechanics and simulation and make out the best sports programs and teaching skills. From all aspects, the computer virtual reality technology is an important promotion and enhancement to college physical education, which provides a powerful help and support to our physical education model.
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5

Siivola, Marjaana, Eero Tiainen, Eeva Ekholm, Teemu Leinonen, and Lauri Malmi. "Virtual Reality Childbirth Education With 360° Videos." Journal of Perinatal Education 32, no. 1 (January 1, 2023): 35–47. http://dx.doi.org/10.1891/jpe-2021-0021.

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During the pandemic in Finland, most childbirth education (CBE) programs were canceled or transferred online. We aimed to improve the situation by developing a virtual reality (VR) CBE. This article describes the process of developing a VR CBE pilot program and the results from the preliminary user test. To create the VR experience, we used 360° videos as the main content. The program is usable with VR headsets, a computer, tablet, and smartphone. When using the program with a VR headset, the users felt they were in the birthing room; they did not feel motion sickness, nor did they have usability challenges. The users preferred using the program on their own, studying independently with a tablet or mobile device.
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Trenchev, Ivan, Radoslav Mavrevski, Metodi Traykov, and Ilire Zajmi–Rugova. "A mathematical model of movement in virtual reality through thoughts." International Journal of Electrical and Computer Engineering (IJECE) 10, no. 6 (December 1, 2020): 6592. http://dx.doi.org/10.11591/ijece.v10i6.pp6592-6597.

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In this article, we'll introduce ways to build virtual worlds through different computer programs. We will show the method of rectangles for analyzing data obtained from the electroencephalogram. We will demonstrate basic mathematical models for movement prediction in a system of virtual reality. Using this data, the main transformations are possible-change of position and rotation (change of orientation).
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Bakhchina, A. V., and I. V. Strizhova. "Students’ Dynamics of Heart Rate Variability during Virtual Reality Class." Experimental Psychology (Russia) 15, no. 2 (2022): 59–69. http://dx.doi.org/10.17759/exppsy.2022150205.

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The article presents the results of a study of the dynamics of the characteristics of heart rate variability in the learning process in high-level virtual reality and behind a computer monitor. The continuous dynamics of the heart rate of senior and junior students (N=16, 8 — female, 8 — male, age from 18 to 22) was recorded at rest (sitting, in silence, with eyes closed) and during two short lessons in biology and mathematics in different conditions. After the training programs (classes), students were offered test questions on the materials they had listened to and a questionnaire for the subjective assessment of the lesson information in terms of the degree of novelty, complexity, clarity of the material, etc. It was shown that the dynamics of the functional state does not differ between lessons, the degree of activation and tension in terms of HRV increased equally when practicing in virtual reality and behind a computer monitor compared to the background. At the same time, after working in training programs in virtual reality, the students demonstrated a greater number of correct answers to test questions and evaluated the information in them as newer and more complex, compared to the lessons at the computer monitor. The conclusion is made about the effectiveness of the use of virtual reality technologies in education, as students demonstrate higher results with the same level of tension and activity.
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Burdea, Grigore C. "Teaching Virtual Reality: Why and How?" Presence: Teleoperators and Virtual Environments 13, no. 4 (August 2004): 463–83. http://dx.doi.org/10.1162/1054746041944812.

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This article looks at the teaching aspects of virtual reality, as opposed to the use of virtual reality as a teaching tool (in virtual teaching environments). It is motivated by a perceived need for clarity, focus, and dialogue that are lacking within the VR community of developers, instructors, and end users. The market for visualization/3D computer graphics/simulations has seen a steady growth over the last decade. Yet, despite success stories in oil exploration, military training, car manufacturing, and other sectors, the VR curriculum has been fragmented and heterogeneous. The most longevity and success has been shown by programs that are designed to satisfy a societal need, such as the MOVES Institute at the Naval Postgraduate School (USA). The difficulty in adequately teaching VR may be related to the expense of setting up dedicated laboratories, and the lack of supporting textbooks in the 1990s. Yet such laboratories and books are key to gaining true understanding of the VR domain. An informal worldwide survey shows that only 3% of universities offer such courses, with half being in the USA. A listing of courses in Core (VR, VE technology) and Related (human factors, interface design, arts, architecture) areas is included in the Appendix. It is hoped that this article will spark a much-needed dialog within the VR community on ways to better teach VR to address societal needs.
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9

Korneichuk, A. I., and V. I. Semenov. "The territorial development plan as a virtual reality." Geodesy and Cartography 928, no. 10 (November 20, 2017): 40–49. http://dx.doi.org/10.22389/0016-7126-2017-928-10-40-49.

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Territorial development planning is a process of converting strategies into programs and programs into plans and projects like 3D digital models of the terrain and construction complexes. Many problems of Territorial Management in the construction industry (planning, projecting, engineering, monitoring, decision making) require the intelligent management system to operate with information, which was produced using sometimes incomplete or uncertain data. Such system was built by using new information technology (IT) and cybernetic approaches to the territorial management. A number of powerful tools like Virtual World (computer 3D model of the real world) have been used for analysis and to solve these problems. Remote sensing data and expert systems were used to create Virtual World and Virtual Project by deriving information from space images and to generate new knowledge about the territory and construction sites. In other words, Remote Sensing and new information technologies can be used to create projects without physically touching the territory. The task of the new technology is to integrate all aspects of territorial planning and projecting without field survey to ensure that proper knowledge and resources are available. New technology makes the project more accurate, time and cost effective.
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Richardson, Daniel. "Is virtual reality a useful tool in the teaching of physiology?" Advances in Physiology Education 35, no. 2 (June 2011): 117–19. http://dx.doi.org/10.1152/advan.00002.2011.

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This opinion statement points out some of the considerations and pitfalls in using virtual reality computer programs in the teaching of life sciences. Emphasis is placed on the possibility of such programs leading to reductionist thinking including how reductionist thinking could foster the formation of misconceptions. Negative feedback is used as the classic example of reductionist thinking in physiological regulation, including how classic negative feedback is inconsistent with evidence of complexity in living systems. This statement concludes that virtual reality can be a useful tool in the teaching of physiology so long as the complexity of living systems is taken into account.
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Шевченко, Г., G. Shevchenko, Д. Кочкин, and D. Kochkin. "Theoretical and Applied Aspects of the Use of Virtual Reality Technology in High School." Standards and Monitoring in Education 7, no. 4 (August 7, 2019): 32–38. http://dx.doi.org/10.12737/article_5d2db106256b05.85860497.

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Lack of knowledge about virtual reality often hinders the introduction of these technologies in education. Consideration of theoretical and applied aspects allows to eliminate this drawback through a comprehensive study of these technologies. As a theoretical aspect, an analysis of the development of educational programs of virtual reality is given, as well as approaches to work in educational environments of virtual reality. In the application aspect, specific hardware and software of virtual reality is described. Personal computers, virtual reality glasses and complex systems of user interaction with virtual reality, such as virtual simulators, are listed as immersive equipment. The software is reviewed in accordance with the described hardware, examples of free software are also given. Based on the available research and personal experience of using virtual reality technologies in the educational process of higher education, it is concluded that these technologies are eff ective in improving the quality of education.
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12

Kuila, Sumanta, Namrata Dhanda, and Subhankar Joardar. "Feature extraction of electrocardiogram signal using machine learning classification." International Journal of Electrical and Computer Engineering (IJECE) 10, no. 6 (December 1, 2020): 6598. http://dx.doi.org/10.11591/ijece.v10i6.pp6598-6605.

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In this article, we'll introduce ways to build virtual worlds through different computer programs. We will show the method of rectangles for analyzing data obtained from the electroencephalogram. We will demonstrate basic mathematical models for movement prediction in a system of virtual reality. Using this data, the main transformations are possible-change of position and rotation (change of orientation).
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13

Thakkar, U., and D. A. Chapman. "Virtual reality and education program for educators." ACM SIGGRAPH Computer Graphics 31, no. 3 (August 1997): 35–37. http://dx.doi.org/10.1145/262171.262186.

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14

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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15

Gonzalez-Argote, Denis. "Immersive environments, Metaverse and the key challenges in programming." Metaverse Basic and Applied Research 1 (December 25, 2022): 6. http://dx.doi.org/10.56294/mr20226.

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Metaverse is a virtual reality (VR) environment with avatars and software agents using the internet and augmented reality (AR). This one is described as a new iteration of the internet, Metaverse uses VR headsets, blockchain technology and avatars in a new fusion of real and virtual worlds. The role of the programmer in the metaverse is to create and maintain programs that control the behavior of virtual objects and entities within the virtual space. This can include characters controlled by the computer, animations, special effects, and other visual and interactive elements. Programmers in the metaverse may work on a variety of different projects, such as developing new virtual worlds, creating games or other interactive experiences, or building tools and applications for use within the metaverse. They may also be responsible for maintaining and updating existing programs, fixing bugs, and optimizing performance. The main challenge facing programmers in the metaverse is creating a seamless and immersive experience for users. This involves designing and implementing a wide range of features, such as realistic and interactive 3D environments, avatars, physics and interactions, network communication and synchronization, and AI-powered non-player characters. The development of the metaverse requires a wide range of skills and technologies, including expertise in computer graphics, networking, AI, and user experience design.
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16

Vergara, Diego, Jamil Extremera, Manuel Pablo Rubio, and Lilian P. Dávila. "The Technological Obsolescence of Virtual Reality Learning Environments." Applied Sciences 10, no. 3 (January 31, 2020): 915. http://dx.doi.org/10.3390/app10030915.

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The concept of technological obsolescence that affects computer programs is a readily observable phenomenon that has been widely studied over the past half century. The so-called virtual reality learning environments (VRLEs) which are used to support university classes are significantly affected by this technological obsolescence, decreasing their formative effectiveness as the obsolescence process advances. In this study, the technological obsolescence of two VRLEs is analyzed by means of an empirical research based on survey results (N = 135) after using the VRLEs in engineering classes. Several key performance indicators (KPIs) were analyzed during seven academic courses, including motivation, interactivity, ease of use and usefulness. Since both VRLEs were updated during this research work, the influence of these improvements is discussed in detail from a technological obsolescence point of view. Results suggest that the technological obsolescence negatively affects the students’ opinion regarding motivation and interactivity, but the other KPIs (ease of use and usefulness) are hardly affected. In contrast, results indicate that the technological obsolescence can be reversed if periodic updates of educational tools are carried out using modern development software.
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Ptak, Paweł. "SIMULATION PROGRAMS IN DISTANCE LEARNING." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 5 (May 28, 2021): 436–47. http://dx.doi.org/10.17770/sie2021vol5.6305.

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In the era of the development of computer technology, methods were created that enable teaching, not only through direct contact with the student, but also through the computer network and the Internet. In order for this to be possible, programs allowing this type of activity had to be created. They are to model the operating conditions of electronic and measurement systems in virtual space as much as possible. Such programs must reflect the operation of such systems under operating conditions, taking into account disturbing signals. They should also be adapted to remote work via the Internet. In the era of epidemics, when the possibilities of teaching in the classical form are very limited or impossible, simulation programs working in a network environment may make sense. The results of modeling the operation of systems in virtual reality and the created measurement systems can be sent electronically. This allows their verification with the laboratory teacher and joint work on the project by a group of students during the laboratory classes.
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Fuchs, Henry, and Federico Gil. "VGTC Virtual Reality Awards Program Chair Message." IEEE Transactions on Visualization and Computer Graphics 28, no. 5 (May 2022): xii. http://dx.doi.org/10.1109/tvcg.2022.3157524.

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Howard, Matt C., and Melissa B. Gutworth. "A meta-analysis of virtual reality training programs for social skill development." Computers & Education 144 (January 2020): 103707. http://dx.doi.org/10.1016/j.compedu.2019.103707.

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Aghapour, Masoud, and Barbara Bockstahler. "State of the Art and Future Prospects of Virtual and Augmented Reality in Veterinary Medicine: A Systematic Review." Animals 12, no. 24 (December 13, 2022): 3517. http://dx.doi.org/10.3390/ani12243517.

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Virtual reality and augmented reality are new but rapidly expanding topics in medicine. In virtual reality, users are immersed in a three-dimensional environment, whereas in augmented reality, computer-generated images are superimposed on the real world. Despite advances in human medicine, the number of published articles in veterinary medicine is low. These cutting-edge technologies can be used in combination with existing methods in veterinary medicine to achieve diagnostic/therapeutic and educational goals. The purpose of our review was to evaluate studies for their use of virtual reality and augmented reality in veterinary medicine, as well as human medicine with animal trials, to report results and the state of the art. We collected all of the articles we included in our review by screening the Scopus, PubMed, and Web of Science databases. Of the 24 included studies, 11 and 13 articles belonged to virtual reality and augmented reality, respectively. Based on these articles, we determined that using these technologies has a positive impact on the scientific output of students and residents, can reduce training costs, and can be used in training/educational programs. Furthermore, using these tools can promote ethical standards. We reported the absence of standard operation protocols and equipment costs as study limitations.
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Yarmolenko, Maksym, Oksana Shynkaruk, and Vasyl Maksymenko. "Peculiarities of virtual reality technology of the sports training." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 2(146) (February 17, 2022): 143–47. http://dx.doi.org/10.31392/npu-nc.series15.2022.2(146).31.

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The article considers the possibility of developing innovative approaches to managing the training of athletes on the basis of virtual reality technology. The achievements and shortcomings of virtual reality in sports are analyzed. It is believed that winning in sports technology is gaining more and more significance these days and can achieve a wide range of advantages. It was found peculiarity of the choice of advanced technologies and computer graphics for the creation of a realistic virtual world with the method of eliminating the movement of the mind, which will be based on the sensors of the movement of people through the creation of singing algorithms in computer programs. It has been established that the systems of "virtual reality", creating the "presence effect", directed at the promotion of congestion, regularly engage in various types of physical activity and sports, and can also accurately determine the aspects of the athlete's performance. Through the exchange of the current day, caused by a pandemic, technology is in great demand in economically and technologically developed countries. Using of new forms, tools and approaches in the training process of athletes provides a number of advantages over conventional classes in the sports industry. The introduction of virtual reality in the sports training of athletes allows: to optimize the training process and make it more effective; increase the motivation and interest of athletes in sports; create safe conditions for the improvement of certain technical and tactical elements in the sport; help to predict the results.
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An, Ying. "Application of Mobile Virtual Reality Technology Combined with Neural Network in Facial Expression Recognition." Computational Intelligence and Neuroscience 2022 (August 5, 2022): 1–9. http://dx.doi.org/10.1155/2022/4288187.

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In recent years, in the field of virtual reality, in more and more scenes, users interact with hardware or programs through facial expressions. In order to give full play to the advantages of program interaction between virtual reality devices and users, this paper proposes a mobile virtual reality expression recognition system combined with convolution neural network. Based on the optimized AlexNet network, an expression recognition algorithm is constructed and combined with LBP feature mapping technology to improve the performance of the algorithm. At the same time, according to the nature and characteristics of mobile virtual reality devices, the user face information acquisition algorithm is optimized. The performance test results of the expression recognition system show that the recognition accuracy of the system is higher than that of the traditional convolution neural network expression recognition algorithm, and the maximum difference is greater than 10%. At the same time, the average running speed of the whole system is about 37 ms, which can meet the accuracy and real-time requirements of expression recognition in virtual reality interaction. The experimental results show that the expression recognition system proposed in this paper can be applied to mobile virtual reality devices. At the same time, it also provides new ideas for industry researchers to optimize the identification function.
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Chuang, Tien-Yow, Chih-Hung Chen, Hwa-Ann Chang, Hui-Chen Lee, Cheng-Lian Chou, and Ji-Liang Doong. "Virtual Reality Serves as a Support Technology in Cardiopulmonary Exercise Testing." Presence: Teleoperators and Virtual Environments 12, no. 3 (June 2003): 326–31. http://dx.doi.org/10.1162/105474603765879567.

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The purpose of this study was to develop a virtual cycling system and examine the influence of virtual reality (VR) on test performance during clinical exercise testing. We aimed to compare the physiological responses of the cardiovascular and ventilatory systems during incremental exercise testing with or without VR, and to measure VR effects on the ratings of perceived exertion (RPE) and cycling duration throughout the test. Twelve healthy senior citizens (ten men and two women) with a mean age of 74.5-4.7 years participated in the study. The codes of behavior for this study included a maximum graded exercise tolerance test, a submaximal endurance VR exercise, and a submaximal endurance non-VR exercise. A friction-braked cycle ergometer was used to conduct the exercise tests. For the subject's movement speed to create an appropriate environment flow on the display screen, the bike was connected to a personal computer. The cardiorespiratory and hemodynamic parameters were evaluated at both peak and submaximal exertion. The results show that the VR versus non-VR programs did not differ on submaximal and peak exercise responses during the cycling test. However, significant differences were observed between the mean values for cycling duration, distance, and energy consumption. The difference between RPE curves for VR and non-VR protocols revealed promising results within 45 min. of cycling (Breslow test, p = .06); however, no statistical significance was achieved at the test termination (log rank test, p =.17). In conclusion, this study found that the maintenance of endurance, the increase in target intensity, and total energy consumption in exercise programs may be assisted by introducing VR technology. In addition, the activities taking place in virtual environments can be performed in complete safety.
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Howard, Matt C. "A meta-analysis and systematic literature review of virtual reality rehabilitation programs." Computers in Human Behavior 70 (May 2017): 317–27. http://dx.doi.org/10.1016/j.chb.2017.01.013.

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Toro, Carlos, Jorge Posada, Stefan Wundrak, and André Stork. "Improving Virtual Reality Applications in CAD through Semantics." International Journal of Virtual Reality 5, no. 4 (April 5, 2020): 39–46. http://dx.doi.org/10.20870/ijvr.2006.5.4.3243.

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In this article we propose an architecture for the inclusion and exploitation of semantic aspects in a CAD environment. Our schema focuses on the enhancement and improvement of a commercial (general purpose) CAD system on its Virtual Reality (VR) capabilities. There is a need in combining CAD and semantics in the new generation of computer assisted engineering systems. Usually semantic aspects in traditional CAD applications relay on the user’s tacit knowledge, a fact that slows the learning curve while the user is getting trained with a new tool, no matter if he is an expert in others. Moreover, current CAD programs offer a myriad of options to the designer, but their limited integration of the non geometric information (e.g. PDM systems), and in general the semantics of the design process, can still be improved for the current needs of the industry. We argue that the use of semantics could improve the workflow and capabilities of the software and would benefit a new user (non experienced one) in order to produce better results in shorter times. In this paper our main focus is the enhancement of the visualization and VR capabilities in generic CAD applications. Our semantic CAD framework uses ontology modeling as well as engineering standards in order to conceptualize and exploit the information contained in a CAD model. To show some benefits of our proposed schema, we present two cases in different engineering domains (plant design and Steel detailing design), where the inclusion of semantics empowers a VR experience.
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Spencer, Sally, Talya Drescher, Jennifer Sears, Angelica F. Scruggs, and Jillian Schreffler. "Comparing the Efficacy of Virtual Simulation to Traditional Classroom Role-Play." Journal of Educational Computing Research 57, no. 7 (June 25, 2019): 1772–85. http://dx.doi.org/10.1177/0735633119855613.

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Emulating realistic school environments and practicing difficult conversations between collaborating teachers are necessary for teacher candidates to prepare for potentially challenging workplace realities. In an effort to determine best practices for doing so in university classroom settings, a study was conducted comparing role-play with mixed-reality simulation in preservice courses. Half of the participants interacted in role-play; the other half interacted with an avatar in a mixed-reality simulation in a case study with a reluctant coteacher. Participants completed pre- and postsurveys aimed at measuring their opinion of the value of having a coteacher and indicate their perception of usefulness and realism of role-play and mixed-reality. Findings indicate that participants found mixed-reality sessions significantly more realistic and a more useful practice tool when compared with role-play participants. These findings demonstrate promise for continued use of mixed-reality simulation and invites conversation about simulation targeting practice of concepts difficult to replicate in university classrooms. Additional significant findings indicate that participants realized greater value of coteaching partners in the simulated environment. Findings are encouraging because coteaching is commonly used to assist with including students with special needs in general education classrooms; preservice programs must effectively teach communication methods to students in preparation for their future careers.
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Laver, Kate, Fabian Lim, Karen Reynolds, Stacey George, Julie Ratcliffe, Sharon Sim, and Maria Crotty. "Virtual Reality Grocery Shopping Simulator: Development and Usability in Neurological Rehabilitation." Presence: Teleoperators and Virtual Environments 21, no. 2 (April 2012): 183–91. http://dx.doi.org/10.1162/pres_a_00098.

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Few virtual reality programs have been designed to retrain performance of activities of daily living for people undergoing neurological rehabilitation. This is despite the advantages of using this type of approach, including task-specific practice of meaningful and relevant activities. This paper summarizes the development of a grocery shopping simulator which uses a novel approach to interaction between the user and the program. The shopping simulation program underwent usability testing with patients participating in neurological rehabilitation. The results indicated that patients found the program easy and enjoyable to use and felt it would be a useful part of a rehabilitation program.
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Hsu, Quang Cherng. "Prototyping of Image-Based Inspection Mechanisms by CAD and Virtual Reality Technology." Materials Science Forum 594 (August 2008): 15–21. http://dx.doi.org/10.4028/www.scientific.net/msf.594.15.

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Image-processing technology is widely used in industry for automatic inspection and measurement through the capturing of object images by CCD (Charge-Couple Device) cameras and the built-in algorithms. VR (Virtual Reality) is a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Three important characteristics of VR are: immersion, interaction, and imagination which enable the users more direct and useful communications with manufacturing prototyping systems. In this paper, an image processing system was developed for measuring small parts such as 3C rivets automatically. If using optical sensors to measure such small parts, the mechanism is complicate. However, if using image process technology, the mechanism is simple and the measurement is efficient. All we have to do are to develop measuring algorithms as well as computer programs. A VR-based image processing system was also developed by importing 3D CAD objects and applying the relationships between these objects. Therefore, the image processing algorithms as well as the layout of the measurement system can be tested by using the proposed VR system without any real machine such as transfer mechanism, CCD camera, and computer with image processing program.
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Vance, Judy. "Reach Out and Touch." Mechanical Engineering 135, no. 08 (August 1, 2013): 30–35. http://dx.doi.org/10.1115/1.2013-aug-1.

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This paper explores the use of immersive computing or virtual reality throughout a product design, assembly, and disassembly. Virtual reality or immersive computing creates a sense of presence for participants through devices that stimulate the senses. Immersive computing technology goes a step further by allowing the participant to interact with computer-generated models or environments rather than to passively view a screen. The technology is a collection of hardware and software that lets the participant explore digitally created objects within a three-dimensional space. Immersive computing presents a sharp contrast to existing two-dimensional computer interfaces used with computer-aided design (CAD) software programs. In order to illustrate the use of immersive computing in product design, research projects focus on using the technology to explore uncertainty in making design decisions. Industry is realizing the benefits of increased communication and deeper understanding of complex design issues through the use of immersive computing. Experts believe that when every engineer’s desktop includes immersive computing technology, the results will be better products produced more economically and with increased national competitiveness.
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An, Jun, and Jin Song Fan. "Study on Development Techniques of AR Application Program in MFC Environmen." Applied Mechanics and Materials 527 (February 2014): 281–85. http://dx.doi.org/10.4028/www.scientific.net/amm.527.281.

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Augmented Reality(AR) technology aims to integrate virtual objects with real scene by using computer technology and to realize real scenes enhancing. This paper presented a research method of using osgART to develop AR application programs in MFC (Microsoft Foundation Classes) environment, and discussed some related techniques. Corresponding procedures are given in each section, and a design example for product evaluation and exhibition is presented. This example was developed by the presented method in this paper, and its system ran in good condition after repeated tests. From the results of this paper, it can be seen that by using MFC and osgART to develop AR application programs, the seamless integration and interaction between the real environment and virtual objects can been easily realized, which will be benefit to improve the efficiency of developing AR application programs.
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Knight, Robert G., and Nickolai Titov. "Use of Virtual Reality Tasks to Assess Prospective Memory: Applicability and Evidence." Brain Impairment 10, no. 1 (May 1, 2009): 3–13. http://dx.doi.org/10.1375/brim.10.1.3.

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AbstractVirtual reality (VR) is a term used to describe computer-generated virtual environments that the patient can explore and interact with in real time. In this review, the use of VR to construct ecologically valid tasks for use in neuropsychological assessment and rehabilitation is discussed with particular reference to the measurement of prospective memory (PM) abilities. PM, the ability to act upon delayed intentions, is an example of an everyday ability requiring the coordination of a different cognitive processes that is ideally suited to research and rehabilitation using VR. Studies investigating PM and related abilities in patients with brain impairments are surveyed, and it is established that there is evidence for the utility of applying VR procedures to measure prospective remembering. Future research could usefully focus on the construction of a standardised testing procedure with credible psychometric characteristics. In particular, there needs to be evidence for the criterion validity of such tests. Another potential research avenue is the evaluation of VR platforms as tools to teach memory skills and awareness of impairments. It is concluded that difficulties in adapting programs to specific clinical needs, technical issues, and the reluctance of many clinicians to use computer-based technology need to be overcome before VR is likely to be widely used to measure PM.
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A. Fromm, Catherine, Krystel Huxlin, and Gabriel J. Diaz. "Using Virtual Reality with Integrated Eye Tracking for Visual Rehabilitation." Frameless 1, no. 1 (December 15, 2019): 1–2. http://dx.doi.org/10.14448/frameless.01.003.

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A stroke affecting the visual areas of the brain can often cause substantial blind areas in the visual field, called cortical blindness (CB). These blind spots are not caused by damage to the eye itself, but by damage to the visual processing mechanisms in the brain. Although rehabilitation programs have been developed to help CB patients recover visual function, they are limited in the efficiency of the recovery. The first generation of recovery techniques are performed while seated at a desktop computer with the head immobilized in a chin rest. Eye tracking, which is essential to the successful completion of the training, is only done at the first training session supervised by an expert, and the absence of in-home eye tracking during the remainder of the training leads to many wasted trials. Additionally, the training target is very simple, and does not fully stimulate the regions of the brain that enable the recovery. Our aim is to improve upon previously demonstrated training efficiency by leveraging emerging virtual reality (VR) technology with integrated eye tracking. Our new VR-based system is cost effective, can be deployed at home, and facilitates more natural, head-free behavior. The proposed work is a first step towards the long-term goal of developing a more effective at-home rehabilitation paradigm that provides richer a richer stimulus, is more enjoyable, and can increase training efficiency, thus improving patient recovery of visual function.
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Molet, Tom, Amaury Aubel, Tolga Çapin, Stéphane Carion, Elwin Lee, Nadia Magnenat-Thalmann, Hansrudi Noser, Igor Pandzic, Gaël Sannier, and Daniel Thalmann. "Anyone for Tennis?" Presence: Teleoperators and Virtual Environments 8, no. 2 (April 1999): 140–56. http://dx.doi.org/10.1162/105474699566134.

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In this paper we present a virtual tennis game. We describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. We focus on the animation of the virtual tennis ball and the behavior of a synthetic, autonomous referee who judges the tennis games. The networked, collaborative, virtual environment system is described with special reference to its interfaces to driver programs. We also mention the virtual reality (VR) devices that are used to merge the interactive players into the virtual tennis environment, together with the equipment and technologies employed for this exciting experience. We conclude with remarks on personal experiences during the game and on future research topics to improve parts of the presented system.
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Jumbri, Khairulazhar, and Mohd Adil Iman Ishak. "Can Virtual Reality Increases Students Interest in Computational Chemistry Course? A Review." Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika 6, no. 3 (November 30, 2022): 190–201. http://dx.doi.org/10.36312/esaintika.v6i3.885.

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Computational chemistry is one of the branches in chemistry that implies the finding of theoretical chemistry into efficient computer programming to monitor, calculate and examine the properties of molecules and solids, adopting these programs to real chemical problems. Intersection between virtual reality (VR) and computational chemistry would bring the strength and improve the weakness of the system for better chemistry field discovery among scholars that level up the educational development. Thus, introduction of VR as an educational medium will eventually add another new technical skill for good purpose mainly for processing data and information. This paper reviews the role of VR as a teaching device in computational chemistry courses. The innovation in teaching and learning helps students to collect more reliable and quality data on the chemical analysis that is not available from the experimental works. This will provide source and bridge for the students to easily collect and analyse data in comprehensive understanding especially deep explanation at atomic level. This teaching strategy also stimulate and attract the interest of the students to be more joyful and native in learning.
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Romanova, E. V., L. V. Kurzaeva, L. Z. Davletkireeva, and T. B. Novikova. "Possibilities of Virtual Reality Technologies for the Development of Gaming Applications." Open Education 25, no. 5 (November 8, 2021): 31–40. http://dx.doi.org/10.21686/1818-4243-2021-5-31-40.

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The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.
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Lee, Woosup, Ju Ok Park, Sung Ok Hong, and Youngtaek Kim. "Bicycle Injury Prevention Education Using 360° Virtual Reality Experiences of Accidents and Computer-Based Activity." Children 9, no. 11 (October 26, 2022): 1623. http://dx.doi.org/10.3390/children9111623.

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Injury prevention programs for children and adolescents need to be immersive and interactive. This study assessed a bicycle injury prevention program using technology-based education based on the Activated Health Education model and evaluated its effect on environmental factor awareness and attitude toward helmet-wearing. Using virtual reality technology, elementary and middle school students could experience simulated bicycle accidents. It was followed by an awareness phase that included a 30-min lecture where students self-learned and discussed risk-preventive factors. Students then developed user-created content and customized helmets they were given. We assessed students before the program, immediately afterward, and one month after the program. The number of respondents who said they were aware of surrounding bicycle lanes increased from 75.3% (pre-program) to 92.5% (one month after). Those who said they wore helmets often or always rose from 14.3% (pre-program) to 32.5% (one month later). The number needed to treat helmet-wearing behavior was approximately four, meaning that four people were required to participate in the program to have an impact on one person’s helmet-wearing. We found that virtual reality and computer-based activities can help children and adolescents experience bicycle accidents, be aware of risk factors, and change their behaviors responsibly.
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Horváthová, Dana, and Vladimír Siládi. "Creating virtual environments for phobia treatment." Open Computer Science 6, no. 1 (October 17, 2016): 138–47. http://dx.doi.org/10.1515/comp-2016-0012.

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AbstractIn this paper, we try to present the problems of the modern approach to treating various phobias. Virtual environments created by virtual reality (VR) tools can help to make the treatment of certain types of phobias more efficient. Attention to this form of phobia treatment with the help of VR is on the rise in the world, so we are also monitoring its development, as well. Our paper introduces the necessary hardware and software that has been piloted in our department, but also methods of creating virtual environments, models and application designed for medical therapies of patients. In ourworkwe have searched for and tested the following methods for creating virtual environments: A) modelling using computer graphics, B) modelling animation using animation programs, C) taking pictures of static objects and scenes, D) filming moving objects and scenes using classic video or special scanning techniques to create 360∘ panoramas or E) any combination of these methods.
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Lewis, Richard, and Molly Taylor-Poleskey. "Hidden Town in 3D." Journal on Computing and Cultural Heritage 14, no. 2 (June 2021): 1–14. http://dx.doi.org/10.1145/3431924.

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This article presents a case of collaborative pedagogy of digital humanities involving a virtual version of historic Salem, North Carolina. “Hidden Town in 3D” is a partnership between Middle Tennessee State University’s Public History, Animation, and Aerospace programs, and Old Salem Museums and Gardens. The object of Hidden Town in 3D is to use digital technologies to recover and represent the stories of the African Americans of Salem. The anticipated outputs for this project are an augmented reality application that can be used on-site at Old Salem, allowing visitors to see slave dwellings where they once stood and a virtual tour using gaming technology of the entire town in the year 1860 with African-American stories and homes reintegrated. Along with enhancing the museum’s visitor experience, these outputs enhance the educational experiences of undergraduate and graduate students through interdisciplinary, project-based learning. Thus, the technical work of modeling, animating, and augmented reality benefits teaching, historical scholarship, and museum offerings.
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Grabowski, Andrzej, and Tomasz Lipiński. "Monitoring the movement of the upper limb in the context of rehabilitation games." Mechanik 91, no. 7 (July 9, 2018): 514–16. http://dx.doi.org/10.17814/mechanik.2018.7.69.

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Registration of the upper limb movement in real time is necessary to prepare interactive methods to support the recovery process of the upper limb. These types of computer programs often use three-dimensional environments and virtual reality techniques. Traffic registration can be carried out using commercially available controllers prepared for the needs of computer games, which facilitates the creation of applications supporting the rehabilitation process. The disadvantage of this approach are significant limitations in the possibilities of motion registration, in particular the movement of individual upper limb members. The solution may be to prepare a controller dedicated to the needs of the rehabilitation.
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Kumar, Abhishek, Bhavana Srinivasan, Abdul Khader Jilani Saudagar, Abdullah AlTameem, Mohammed Alkhathami, Badr Alsamani, Muhammad Badruddin Khan, Zakir Hussain Ahmed, Ankit Kumar, and Kamred Udham Singh. "Next-Gen Mulsemedia: Virtual Reality Haptic Simulator’s Impact on Medical Practitioner for Higher Education Institutions." Electronics 12, no. 2 (January 10, 2023): 356. http://dx.doi.org/10.3390/electronics12020356.

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Immersive technology is one of the emerging trends in education in the twenty-first century, whether that be university training programs, or real-world technical training. However, there has been very little research into the effects and consequences of virtual reality. Various types of eLearning have been used to transmit information in recent years, and especially for medical education, virtual reality plays a vital role in terms of providing effective training; the virtual reality app bridged the gap between traditional learning and practical exposure. This unified reality environment enables users to simulate real-life scenarios and obtain useful information that would otherwise be unavailable. In the real world, it is difficult to grasp. In India’s education sector, virtual reality technology is also being researched at an early stage. The goal of this research paper is to assess and explain the impact of virtual reality simulators on medical students’ desire to learn. In the classroom, the core motivation hypothesis is used to boost motivation. The attention, relevance, confidence, and satisfaction (ARCS) model influenced the interpretation of virtual reality’s impact on student motivation and content update implementation. The study examined the numerous variables of virtual reality simulators and their impact on medical education, using the ARCS model as a factor analysis. According to the study, students wsould learn more and be more motivated if virtual reality simulators were used. Attention, relevance, satisfaction, and confidence indicators were used to develop motivational variables, and the results were significant. We have taken the sample of 607 students’ data for this analysis, through which we have identified the potential of VR made available to students, as well as the faculty, which has the potential to transform medical education. Instructors may be wary of incorporating new technology like VR into their curriculums, but with the support of their students’ learning habits, this may not be a problem. It may help instructors feel more confident, while also enhancing the relationship between faculty, librarians, and students.
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Alaraj, Ali, Cristian J. Luciano, Daniel P. Bailey, Abdussalam Elsenousi, Ben Z. Roitberg, Antonio Bernardo, P. Pat Banerjee, and Fady T. Charbel. "Virtual Reality Cerebral Aneurysm Clipping Simulation With Real-Time Haptic Feedback." Operative Neurosurgery 11, no. 1 (January 16, 2015): 52–58. http://dx.doi.org/10.1227/neu.0000000000000583.

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Abstract BACKGROUND With the decrease in the number of cerebral aneurysms treated surgically and the increase of complexity of those treated surgically, there is a need for simulation-based tools to teach future neurosurgeons the operative techniques of aneurysm clipping. OBJECTIVE To develop and evaluate the usefulness of a new haptic-based virtual reality simulator in the training of neurosurgical residents. METHODS A real-time sensory haptic feedback virtual reality aneurysm clipping simulator was developed using the ImmersiveTouch platform. A prototype middle cerebral artery aneurysm simulation was created from a computed tomographic angiogram. Aneurysm and vessel volume deformation and haptic feedback are provided in a 3-dimensional immersive virtual reality environment. Intraoperative aneurysm rupture was also simulated. Seventeen neurosurgery residents from 3 residency programs tested the simulator and provided feedback on its usefulness and resemblance to real aneurysm clipping surgery. RESULTS Residents thought that the simulation would be useful in preparing for real-life surgery. About two-thirds of the residents thought that the 3-dimensional immersive anatomic details provided a close resemblance to real operative anatomy and accurate guidance for deciding surgical approaches. They thought the simulation was useful for preoperative surgical rehearsal and neurosurgical training. A third of the residents thought that the technology in its current form provided realistic haptic feedback for aneurysm surgery. CONCLUSION Neurosurgical residents thought that the novel immersive VR simulator is helpful in their training, especially because they do not get a chance to perform aneurysm clippings until late in their residency programs.
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Croghan, Ivana T., Ryan T. Hurt, Christopher A. Aakre, Shawn C. Fokken, Karen M. Fischer, Stephanie A. Lindeen, Darrell R. Schroeder, Ravindra Ganesh, Karthik Ghosh, and Brent A. Bauer. "Virtual Reality for Health Care Professionals During a Pandemic: A Pilot Program." Journal of Primary Care & Community Health 13 (January 2022): 215013192210867. http://dx.doi.org/10.1177/21501319221086716.

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Objective: The purpose of this pilot study was to evaluate the safety and use of a nature-based virtual reality (VR) experience among health care providers (HCP) during a pandemic. Methods: Twenty-four frontline HCP participated in this crossover pilot where the viewing order of the experiences were randomized. All participants attended in-person consent, baseline, and end-of-study visits. The intervention consisted of viewing 2 nature-based scenes (“walk in the woods” and “forest of focus”) through 3-D VR and with computer 4K graphic imagery. Randomization took place with regards to the viewing order (VR vs 4K computer video, scene 1 and 2). Outcomes measured were safety, acceptability and changes in intensity of anxiety feelings, resilience, emotional distress, cognitive function, and self-efficacy. Results: Among the 26 HCP expressing interest in the study, 24 enrolled in this study. The majority were male (58.3%), white (66.7%) and of an average age of 46.3 ± 10.5 years (standard deviation (SD)). End of the study survey showed that almost all participants (96%) would participate in the study again and recommend it to others. Twenty-three of the 24 participants also felt relaxed after seeing the imagery. With respect to anxiety (as measured by the STAI Y1), the VR “walk in the woods” had the greatest reduction from pre to post (6.4 points, SD = 5.98) followed by VR “forest of focus” (5.8 points, SD = 9.29), computer screen “forest of focus” (5.0 points, SD = 8.89), and computer screen “walk in the woods” (4.1 points, SD = 6.22). All 4 sessions had a significant decrease in score from pre to post (P-values ≤.005), but there was no significant difference in the change from pre- to post-session between the 4 groups (P-value = .5835). Conclusion: The use of the VR among HCP has promise for reducing stress among health care providers during a high stress period, such as a pandemic but much larger studies are needed.
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Burdin, Boris Vasilievich, Andrey Anatolievich Kuritsyn, Vladimir Nikolayevich Dmitriev, Yuri Borisovich Sosyurka, Vladimir Alekseevich Dovzhenko, and Yuri Sergeevich Chebotarev. "Practice of Experimental Improvement and Development of Space Robotic Systems." MANNED SPACEFLIGHT, no. 2(31) (June 4, 2019): 63–75. http://dx.doi.org/10.34131/msf.19.2.63-75.

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The paper discusses issues of applying space robotic systems (RSs), shows the role and place of humanoid RSs as high-tech service systems used to support activity of cosmonauts when implementing future space programs. It also considers the principles for the creation of a versatile computer-assisted humanoid RS to conduct psycho-physiological and ergonomic studies, to mature the skills of controlling various RSs using virtual reality technologies and means to monitor and control the motion and behavioral activity of an operator.
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Todd, Hamish, and Paul Emsley. "Development and assessment of CootVR, a virtual reality computer program for model building." Acta Crystallographica Section D Structural Biology 77, no. 1 (January 1, 2021): 19–27. http://dx.doi.org/10.1107/s2059798320013625.

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Biological macromolecules have complex three-dimensional shapes that are experimentally examined using X-ray crystallography and electron cryo-microscopy. Interpreting the data that these methods yield involves building 3D atomic models. With almost every data set, some portion of the time put into creating these models must be spent manually modifying the model in order to make it consistent with the data; this is difficult and time-consuming, in part because the data are `blurry' in three dimensions. This paper describes the design and assessment of CootVR (available at http://hamishtodd1.github.io/cvr), a prototype computer program for performing this task in virtual reality, allowing structural biologists to build molecular models into cryo-EM and crystallographic data using their hands. CootVR was timed against Coot for a very specific model-building task, and was found to give an order-of-magnitude speedup for this task. A from-scratch model build using CootVR was also attempted; from this experience it is concluded that currently CootVR does not give a speedup over Coot overall.
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Rizzo, Albert “Skip”, and Gerard Jounghyun Kim. "A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy." Presence: Teleoperators and Virtual Environments 14, no. 2 (April 2005): 119–46. http://dx.doi.org/10.1162/1054746053967094.

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The use of virtual-reality technology in the areas of rehabilitation and therapy continues to grow, with encouraging results being reported for applications that address human physical, cognitive, and psychological functioning. This article presents a SWOT (Strengths, Weaknesses, Opportunities, and Threats) analysis for the field of VR rehabilitation and therapy. The SWOT analysis is a commonly employed framework in the business world for analyzing the factors that influence a company's competitive position in the marketplace with an eye to the future. However, the SWOT framework can also be usefully applied outside of the pure business domain. A quick check on the Internet will turn up SWOT analyses for urban-renewal projects, career planning, website design, youth sports programs, and evaluation of academic research centers, and it becomes obvious that it can be usefully applied to assess and guide any organized human endeavor designed to accomplish a mission. It is hoped that this structured examination of the factors relevant to the current and future status of VR rehabilitation will provide a good overview of the key issues and concerns that are relevant for understanding and advancing this vital application area.
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Kaminsky, Werner. "WinXMorph: a computer program to draw crystal morphology, growth sectors and cross sections with export files in VRML V2.0 utf8-virtual reality format." Journal of Applied Crystallography 38, no. 3 (May 13, 2005): 566–67. http://dx.doi.org/10.1107/s0021889805012148.

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Ko, Hyeongseok, and James Cremer. "VRLOCO: Real-Time Human Locomotion from Positional Input Streams." Presence: Teleoperators and Virtual Environments 5, no. 4 (January 1996): 367–80. http://dx.doi.org/10.1162/pres.1996.5.4.367.

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Virtual reality applications, especially in entertainment and training, require environments populated with multiple interacting humans. Whether the virtual humans are controlled by real people or by computer programs, a large portion of their activity will involve locomotion. This paper presents VRLOCO, a “locomotion engine” designed to meet the locomotion requirements of virtual environments. First, VRLOCO is broadly capable; it includes five locomotion primitives—walking, running, lateral stepping, turning around, and backward stepping—and can blend smoothly between primitives during transitions. Second, locomotion control in VRLOCO is simple; controllers drive the locomotion by supplying streams of intuitive positional inputs—desired body center position and facing direction—over time. Finally, VRLOCO is responsive and efficient; it generates locomotion on-line, processing user- or program-generated control inputs and producing new frames at rates greater than 30 Hz. Technically, VRLOCO combines a method for generalizing prototypical locomotion data with algorithms for determining locomotion mode and blending between different modes. The effectiveness of the approach has been tested using several locomotion controllers—programs representing autonomous agents, interactive graphic user interfaces, and a VR input device consisting of a stationary bicycle equipped with optical encoders and a microcontroller.
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Ghanem, Sahar Y. "Implementing virtual reality - building information modeling in the construction management curriculum." Journal of Information Technology in Construction 27 (January 5, 2022): 48–69. http://dx.doi.org/10.36680/j.itcon.2022.003.

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As the industry transitions towards incorporating BIM in construction projects, adequately qualified students and specialists are essential to this transition. It became apparent that construction management programs required integrating Building Information Modeling (BIM) into the curriculum. By bringing Virtual Reality (VR) technology to BIM, VR-BIM would transform the architectural, engineering, and construction (AEC) industry, and three-dimensional (3D) immersive learning can be a valuable platform to enhance students' ability to recognize a variety of building principles. The study carries out a methodology for implementing the VR-BIM in the construction management undergraduate program. Based on the previous literature review, in-depth analysis of the program, and accreditation requirements, VR-BIM will be implemented throughout the curriculum by combining stand-alone class and integration in the existing courses method. The challenges that may face the program planning to implement VR-BIM are discussed, and few solutions are proposed. The lab classroom layout appropriate for the applications is designed to be adjusted for several layouts to accommodate all learning styles and objectives. A comparison between different Head-Mounted Display (HMD) headsets is carried out to choose the appropriate equipment for the lab.
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Sydorenko, Tatiana, and Tatiana Furdak. "CULTURE OF REAL VIRTUALITY IN DISTANCE LEARNING FOR FUTURE TEACHERS OF MUSICAL ART." Academic Notes Series Pedagogical Science 1, no. 191 (2020): 147–50. http://dx.doi.org/10.36550/2415-7988-2020-1-191-147-150.

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The article analyzes the existence of virtual reality in distance learning, taking into account the rapid development of scientific and technological progress, where there is an increase in the amount of information, modernization of science, a change in scientific and social theories, and the rapid leveling of knowledge. The values of modern changes in the sphere of culture associated with the development and spread of virtual reality are determined. It is noticed that the technology of distance activities, based on the culture of virtual reality, makes it possible for a future teacher of musical art to create their own creative products, to receive not only practically significant developments, but also to master methods of activity that can subsequently be used in future professional activities. The proposed activities can be successfully applied in the formation of a culture of virtual reality in distance learning for a future teacher of musical art. The technology of remote events based on the culture of virtual reality allows future music teachers to create their own creative products, receive not only practically significant developments but also to master the methods of activity, which can later be applied independently. The article proposes measures that deserve attention and can be successfully applied in music education. It is impossible to ignore the performance of independent work by a future music teacher in the conditions of distance learning, which requires: providing him with access to the network of electronic information and educational resources of the institution in which he receives educational services; specially equipped premises, which are replaced by virtual analogues, which allows students to master the skills and abilities provided for future professional activities. The existence of a culture of virtual reality, in the distance learning of future music teachers, is real and promising under a number of conditions: with a minimum technical base, the availability of computer equipment, the Internet the necessary support; at competently and adequately developed educational materials taking into account specificity of distance learning; when integrating the efforts of specialists; development of programs of educational disciplines with the available content of education on the basis of virtual reality. These conditions are effective in teaching future teachers of music and provide for the development of their individuality by creating their own interpretation of musical works and mastering the treasury of world culture.
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Abramov, Vadym. "APPLICATION OF COMBINED MODELS OF COMPUTER NETWORKS IN THE TRAINING PROCESS." Cybersecurity: Education Science Technique, no. 4 (2019): 24–31. http://dx.doi.org/10.28925/2663-4023.2019.4.2431.

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An overview of computer network simulation tools is being conducted in order to create a methodology for studying the relevant disciplines in higher school. The analysis of positive and negative properties of virtual and physical means of simulation of computer networks is carried out. It is concluded that the best for educational institutions are combined models that are quite budget and allow to compile and study practically unlimited topologies of networks, as well as gain experience with real physical equipment. The analysis of virtual simulation tools shows that they contain the means of interaction of the virtual network with external real equipment. This makes it possible to create a composite platform in which part of the model is virtual and the part is actually physical. This allows budget funds to quickly create models of large numbers of networks and allows students to get more information on working with hardware in conditions close to real industrial networks. The platform of the combined modeling is very convenient to use for researching systems on the Internet of Things. It helps in designing to simulate and explore real-world control systems for a large number of virtual "Smart Things" that are presented in the new Cisco Packet Tracer 7.0 simulator. These virtual things can be controlled from external means of the real world through laptops, tablets, etc. Create realistic control programs and related software for this and adjust them in conditions of maximum approximation to reality. New modeling technologies are the basis for the emergence of new teaching methods that are used at the Kiev University of B. Grinchenko.
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