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Users cannot physically move in the Users can physically move in the
environment. environment.
SOME JOURNALS RELATED TO OUR PROJECT
FROM IEEE
https://ieeexplore.ieee.org/document/8007246
This paper is about comparition of stiffness between the virtual
reality and augmented reality.
For this an experiment was performed in which the participants
were placed in an setup of AR and VR environment with the help
of Microsoft HoloLens visual display.
The setup was the same in both the environments and asked to
operate a piston.And the result was recorded by taking 100 trials
(5 different values each of 20 trials).
Participants could interact using their dominant hand with the
virtual piston using a haptic force-feedback device
After this experiment,it was found that the VR environment was
stiffer than AR and even participants felt that VR environment was
safer compared to AR.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=8678
86
This paper is about a system for treating rehabilitation at the
patient's home, with remote monitoring and periodic re-
assessment.
This is done to treat orthopedic rehabilitation by using sensing
gloves.
This system consists of of a pair of similar PCs (one at the
patient’s home and the other at the clinic), connected over the
Internet. The home rehabilitation station in turn consists of a force
feedback glove called the “Rutgers Master,”a multipurpose control
interface connected to the PC, a net camera, and a microphone
array.
The sensing glove measures finger grasping and
abduction/adduction motion and sustains resistive forces up to 16
N at each fingertip.
The multipurpose control interface has an embedded Pentium
board (250 MHz), two pneumatic controllers(500hz solenoid valve
operate at pwm) and custom electronics to read glove sensors
and control its feedback actuators.
The microphone array is used to provide hands-free voice
commands to the system, by using a voice recognition software
running in the background.The clinic PC is similar to the home
PC, but does not need a graphics accelerator nor the three-
dimensional (3-D) tracker.
It is used as a server that reads patient’s exercise data, stores it in
a database, and analyzes the patient’s progress.
The rehabilitation software library has three main components, the
3-D graphics environment, the patient database, and the graphical
user interface (GUI).The 3d graphics contains modules where
each module dedicated to a excercise.Each module currently
depicts a virtual hand which mimics the patient’s right hand.Here
the virtual hand interact with virtual object.
https://ieeexplore.ieee.org/document/6701359
Most 3-D modeling software are difficult for beginners to learn.
The operations are often complicated, and the user is required to
have prior mathematical knowledge. Therefore, a simple modeling
system using ToolDevice to simplify such operations.
ToolDevice, a set of interactive devices that uses a metaphor of
real hand tools to enable users to more easily recognize unique
functions of each device.It is designed to be used in an immersive
3-D environment, wherein users can directly manipulate virtual
objects.
Using ToolDevice, an MR 3-D modeling system that uses the
metaphor of real-life woodworking was developed.
Six common digital functions: copy, resize, undo, redo, save, and
load was implemented. All functions are performed by pushing the
corresponding buttons.
To resize objects, users first have to select the desired object with
TweezersDevice. Next, they have to press the “resize” button to
display three “resize” arrows that indicate the X-, Y-, and Z-axes
respectively.
Steps were described to make a chair.To verify system an intuitive
study was conducted by taking 12 participants none of them
having used that system.The aim was to
Observe user performance, in terms of required time and number
of times each user performed the “undo” operation, when building
a 3-D model.The participants were divided into group of two and
one group was asked to build chair and the other to build airplane.
Group A started the study with system, while group B started the
study with Trimble SketchUp.
There was not much difference between the average time
required to make a chair in SketchUp (14.17 min) and in system
(15.5 min).However, the average time required to make an
airplane in system (47.67 min) was much less than that in
SketchUp (56.83 min) and even the undo operation was less
performed in system .
https://ieeexplore.ieee.org/document/6987232
This journal is about a new visuo-haptic virtual reality (VR) training
and planning system for percutaneous transhepatic cholangio-
drainage (PTCD) based on partially segmented virtual patient
models. Partially segmented image data is used instead of a full
segmentation and circumvent the necessity of surface or volume
mesh models. A prerequisite is 3-D CT imaging of the liver before
the intervention. The motivation to train this intervention patient-
specifically beforehand with a VR system is that VR training is
considered to be a benefit for apprentices and can improve the
preparation of the surgeon for real interventions.
Percutaneous transhepatic cholangio-drainage (PTCD) is
a needle insertion intervention in which dilated bile ducts,
caused by cholestasis, are punctured to relieve the
patient by a drainage .
Cholestasis can be caused by, e.g., gallstones or tumors
in the common hepatic bile duct. To reach the target (right
hepatic bile duct, RHD), the needle often is inserted
between the sixth and seventh ribs (intercostal spaces)
and through the liver. Up-to-date intervention techniques
make use of an ultrasound (US) probe with an attached
needle guide that helps to keep the needle on a path
inside the US image plane.
• This system is the first featuring a complete needle insertion
simulation framework solely using a voxel-based representation
for all visuo-haptic interaction and includes simulation of
deformation caused by interaction in all visual representations.
https://ieeexplore.ieee.org/document/8048546
This article presents a comparison of different haptic
systems, which are designed to simulate flat Human
Machine Interfaces (HMIs) like touchscreens in virtual
environments (VEs) such as CAVEs, and their respective
performance. We compare a tangible passive transparent
slate to a classic tablet and a sensory substitution
system. haptic modalities seem to be an efficient way to
improve interactive capabilities of Virtual Reality (VR)
systems. The feeling of touching virtual objects is not
easily attained as technological barriers are numerous.
FROM GOOGLE PATENT
https://patents.google.com/patent/KR100484369B1/en?q
=VIRTUAL+REALITY&language=ENGLISH&type=PATEN
T
The present invention relates to a mechanism for a
computer game, space, sport and military training, and in
particular relates to an apparatus and method for a user
to a virtual immersive reality.
Highly advanced viewing device require require a 3d
display to indicate the virtual reality.
In the apparatus for immersion into virtual reality, which
Can track the position of the head, the head piece is used
as a device for displaying the virtual space.
An object of the present invention is to provide a way to
completely immerse the user in virtual reality, when the
conversion of the virtual space according to the user's
actual physical movement to form a real closed space, the
user can move in all directions in a limited physical space,
you can combine a workout in the exercise room in the
real and virtual space. That can be more fully immersed in
a virtual reality.