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Sökning: L773:1359 4338 OR L773:1434 9957

  • Resultat 1-10 av 11
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1.
  • Almirón Santa-Bárbara, Rafael, et al. (författare)
  • New technologies for the classification of proximal humeral fractures : Comparison between Virtual Reality and 3D printed models—a randomised controlled trial
  • 2023
  • Ingår i: Virtual Reality. - : Springer Science and Business Media Deutschland GmbH. - 1359-4338 .- 1434-9957. ; 27:3, s. 1623-1634
  • Tidskriftsartikel (refereegranskat)abstract
    • Correct classification of fractures according to their patterns is critical for developing a treatment plan in orthopaedic surgery. Unfortunately, for proximal humeral fractures (PHF), methods for proper classification have remained a jigsaw puzzle that has not yet been fully solved despite numerous proposed classifications and diagnostic methods. Recently, many studies have suggested that three-dimensional printed models (3DPM) can improve the interobserver agreement on PHF classifications. Moreover, Virtual Reality (VR) has not been properly studied for classification of shoulder injuries. The current study investigates the PHF classification accuracy relative to an expert committee when using either 3DPM or equivalent models displayed in VR among 36 orthopaedic surgery residents from different hospitals. We designed a multicentric randomised controlled trial in which we created two groups: a group exposed to a total of 34 3DPM and another exposed to VR equivalents. Association between classification accuracy and group assignment (VR/3DPM) was assessed using mixed effects logistic regression models. The results showed VR can be considered a non-inferior technology for classifying PHF when compared to 3DPM. Moreover, VR may be preferable when considering possible time and resource savings along with potential uses of VR for presurgical planning in orthopaedics. 
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2.
  • Dozio, Nicolò, et al. (författare)
  • Driving emotions : using virtual reality to explore the effect of low and high arousal on driver’s attention
  • 2024
  • Ingår i: Virtual Reality. - : Springer. - 1359-4338 .- 1434-9957. ; 28:1
  • Tidskriftsartikel (refereegranskat)abstract
    • The role played by emotions and attention is crucial for the development of advanced driver assistance systems that improve safety by flexibly adapting to the current state of the driver. In the present study, we used immersive virtual reality as a testing tool to investigate how different emotional states affect drivers’ attention in a divided attention task. Two different emotional states, diversified by valence and arousal, were induced before performing a divided attention task in a driving simulation. The experimental task developed for this study allowed us to explore if and how two different emotional states can affect the way drivers divide their attention between a central driving-related task and a peripheral visual task. Our results showed that scared drivers presented lower reaction times at the central task compared to relaxed drivers. On the contrary, the emotional state did not affect the performance at the peripheral task, which revealed instead a significant effect of the eccentricity at which the visual stimuli were presented, influencing both the accuracy of targets’ perception and participants’ reaction times.
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3.
  • Heldal, Ilona, 1964 (författare)
  • Supporting participation in planning new roads by using virtual reality systems
  • 2007
  • Ingår i: Virtual Reality. - : Springer Science and Business Media LLC. - 1359-4338 .- 1434-9957. ; 11:2-3, s. 145-159
  • Tidskriftsartikel (refereegranskat)abstract
    • A road planning process runs through several phases, takes several years, incorporates many decision-making procedures and includes numerous experts and interest groups from different areas. Today, Virtual Reality (VR) systems can benefit this process. By simulating different future alternatives, together with their possible environmental impact, a common understanding of the consequences of the respective alternatives can be obtained. Furthermore, since many of the models are obtainable from the Internet, a wider public can be reached already in the early phases of the planning process. The goal of the paper is to provide a better understanding of the use of VR models for supporting involvement and collaboration in the road planning process. The background data are from two large road planning projects through cultural heritage areas in Sweden. Observations on using VR models to support public participation, and facilitate communication between different interested parties, are presented. The results argue for the benefits of using VR models during the whole road planning process and shed further light on a range of social issues associated with using this technology.
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4.
  • Li, Xiangdong, et al. (författare)
  • Predicting user visual attention in virtual reality with a deep learning model
  • 2021
  • Ingår i: Virtual Reality. - : Springer Science and Business Media LLC. - 1359-4338 .- 1434-9957. ; 25, s. 1123-1136
  • Tidskriftsartikel (refereegranskat)abstract
    • Recent studies show that user's visual attention during virtual reality museum navigation can be effectively estimated with deep learning models. However, these models rely on large-scale datasets that usually are of high structure complexity and context specific, which is challenging for nonspecialist researchers and designers. Therefore, we present the deep learning model, ALRF, to generalise on real-time user visual attention prediction in virtual reality context. The model combines two parallel deep learning streams to process the compact dataset of temporal-spatial salient features of user's eye movements and virtual object coordinates. The prediction accuracy outperformed the state-of-the-art deep learning models by reaching record high 91.03%. Importantly, with quick parametric tuning, the model showed flexible applicability across different environments of the virtual reality museum and outdoor scenes. Implications for how the proposed model may be implemented as a generalising tool for adaptive virtual reality application design and evaluation are discussed.
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5.
  • Lou, Xiaolong, et al. (författare)
  • Hand-adaptive user interface : improved gestural interaction in virtual reality
  • 2021
  • Ingår i: Virtual Reality. - : Springer Science and Business Media LLC. - 1359-4338 .- 1434-9957. ; 25, s. 367-382
  • Tidskriftsartikel (refereegranskat)abstract
    • Most interactive user interfaces (UIs) for virtual reality (VR) applications are based on the traditional eye-centred UI design principle, which primarily considers the user's visual searching efficiency and comfort, but the hand operation performance and ergonomics are relatively less considered. As a result, the hand interaction in VR is often criticized as being less efficient and precise. In this paper, the user's arm movement features, such as the choice of the hand being used and hand interaction position, are hypothesized to influence the interaction results derived from a VR study. To verify this, we conducted a free hand target selection experiment with 24 participants. The results showed that (a) the hand choice had a significant effect on the target selection results: for a left hand interaction, the targets located in spaces to the left were selected more efficiently and accurately than those in spaces to the right; however, in a right hand interaction, the result was reversed, and (b) the free hand interactions at lower positions were more efficient and accurate than those at higher positions. Based on the above findings, this paper proposes a hand-adaptive UI technique to improve free hand interaction performance in VR. A comprehensive comparison between the hand-adaptive UI and traditional eye-centred UI was also conducted. It was shown that the hand-adaptive UI resulted in a higher interaction efficiency and a lower physical exertion and perceived task difficulty than the traditional UI.
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6.
  • Lundin (Palmerius), Karljohan, 1977-, et al. (författare)
  • Enabling design and interactive selection of haptic modes
  • 2007
  • Ingår i: Virtual Reality. - : Springer Science and Business Media LLC. - 1359-4338 .- 1434-9957.
  • Tidskriftsartikel (refereegranskat)abstract
    • The ever increasing size and complexity of volumetric data in a wide range of disciplines makes it useful to augment volume visualization tools with alternative modalities. Studies have shown that introducing haptics can significantly increase both exploration speed and precision. It is also capable of conveying material properties of data and thus has great potential to improve user performance in volume data exploration. In this paper we describe how recent advances in volume haptics can be used to build haptic modes-building blocks for haptic schemes. These modes have been used as base components of a toolkit allowing for more efficient development of haptic prototypes and applications. This toolkit allows interactive construction, configuration and fine-tuning of both visual and haptic representations of the data. The technology is also used in a pilot study to determine the most important issues and aspects in haptic volume data interaction and exploration, and how the use of haptic modes can facilitate the implementation of effective haptic schemes.
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7.
  • Reski, Nico, 1987-, et al. (författare)
  • Designing a 3D Gestural Interface to Support User Interaction with Time-Oriented Data as Immersive 3D Radar Charts
  • 2024
  • Ingår i: Virtual Reality. - : Springer. - 1359-4338 .- 1434-9957. ; 28
  • Tidskriftsartikel (refereegranskat)abstract
    • The design of intuitive three-dimensional user interfaces is vital for interaction in virtual reality, allowing to effectively close the loop between a human user and the virtual environment. The utilization of 3D gestural input allows for useful hand interaction with virtual content by directly grasping visible objects, or through invisible gestural commands that are associated with corresponding features in the immersive 3D space. The design of such interfaces remains complex and challenging. In this article, we present a design approach for a three-dimensional user interface using 3D gestural input with the aim to facilitate user interaction within the context of Immersive Analytics. Based on a scenario of exploring time-oriented data in immersive virtual reality using 3D Radar Charts, we implemented a rich set of features that is closely aligned with relevant 3D interaction techniques, data analysis tasks, and aspects of hand posture comfort. We conducted an empirical evaluation (n=12), featuring a series of representative tasks to evaluate the developed user interface design prototype. The results, based on questionnaires, observations, and interviews, indicate good usability and an engaging user experience. We are able to reflect on the implemented hand-based grasping and gestural command techniques, identifying aspects for improvement in regard to hand detection and precision as well as emphasizing a prototype’s ability to infer user intent for better prevention of unintentional gestures.
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8.
  • Reski, Nico, 1987-, et al. (författare)
  • Open data exploration in virtual reality : a comparative study of input technology
  • 2020
  • Ingår i: Virtual Reality. - : Springer. - 1359-4338 .- 1434-9957. ; 24:1, s. 1-22
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article, we compare three different input technologies (gamepad, vision-based motion controls, room-scale) for an interactive virtual reality (VR) environment. The overall system is able to visualize (open) data from multiple online sources in a unified interface, enabling the user to browse and explore displayed information in an immersive VR setting. We conducted a user interaction study (n=24; n=8 per input technology, between-group design) to investigate experienced workload and perceived flow of interaction. Log files and observations allowed further insights and comparison of each condition. We have identified trends that indicate user preference of a visual (virtual) representation, but no clear trends regarding the application of physical controllers (over vision-based controls), in a scenario that encouraged exploration with no time limitations.
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9.
  • Roberts, David, et al. (författare)
  • Factors influencing flow of object focussed collaboration in collaborative virtual environments
  • 2006
  • Ingår i: Virtual Reality. - : Springer Science and Business Media LLC. - 1359-4338 .- 1434-9957. ; 10:2, s. 119-133
  • Tidskriftsartikel (refereegranskat)abstract
    • Creativity is believed to be helped by an uncluttered state of mind known as flow and as the trend grows towards less immersive displays to produce an uncluttered workplace, we ask the question “Does immersion matter to the flow of distributed group work?”. The aim of this work is to study the impact of level of immersion on workflow and presence during object focussed distributed group work, and to discuss the relevance of these and other factors to supporting flow and creativity. This is approached through a comprehensive literature survey and significant new results. The study attempts to introduce a breadth of factors and relationships as opposed to proving a hypothesis and thus takes a wide qualitative rather than deep quantitative approach to testing and analysis.
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10.
  • Sereno, Mickael, et al. (författare)
  • Point specification in collaborative visualization for 3D scalar fields using augmented reality
  • 2022
  • Ingår i: Virtual Reality. - : SPRINGER LONDON LTD. - 1359-4338 .- 1434-9957. ; 26, s. 1317-1334
  • Tidskriftsartikel (refereegranskat)abstract
    • We compared three techniques to specify 3D positions for collaborative augmented reality (AR) visualization. AR head-mounted displays allow multiple users to share the same physical space, while keeping seamless social interactions. Interactions being key parts of exploratory visualization tasks, we adapted from the virtual reality literature three distinct techniques to specify points in 3D space, such as for placing annotations for which they cannot rely on existing data objects. We evaluated these techniques on their accuracy and speed, the users subjective workload and preferences, as well as their co-presence, mutual understanding, and behavior in collaborative tasks. Our results suggest that all the three techniques provide good mutual understanding and co-presence among collaborators. They differ, however, in the way users behave, their accuracy, and their speed.
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