Mobile platform develops rapidly in recent years,with its performance and capacity increasing.A large number of virtual reality applications such as 3D simulation and visualization have appeared on mobile platform.How...Mobile platform develops rapidly in recent years,with its performance and capacity increasing.A large number of virtual reality applications such as 3D simulation and visualization have appeared on mobile platform.However,due to restrictions,such as the lack of computing resources and the limited network bandwidth,the virtual reality systems on mobile platform could not have comparable performance as their peers on desktop platform.Taking resource restrictions into consideration,trade-offs have been made regarding the display of virtual reality systems.We propose a unified network scheduling strategy based on asynchronous multi-thread,database cache,prioritization and elimination of overdue requests.This strategy has been tested on the prototype system of virtual reality system on Android.The results demonstrate higher network resource utilization and better user experience.展开更多
<div style="text-align:justify;"> <span style="font-family:Verdana;">Engineering design is a resource intensive process with over half of a product’s total cost being attributed to des...<div style="text-align:justify;"> <span style="font-family:Verdana;">Engineering design is a resource intensive process with over half of a product’s total cost being attributed to design stage decisions. Developing product designs often involves creating complex 3D models in a 2D environment, a non-trivial task. This paper details a proof of concept VR environment displayed in a commodity HMD, specifically the HTC Vive. The environment allows a user to create full-scale, 3D, product geometry at the conceptual phase of the design process. The conceptual design environment contains a World-in-Miniature (WIM) model for enhanced usability. This method allows a user to efficiently manipulate full-scale geometry by adjusting the corresponding parts on a WIM model. Free-form mesh deformation was also implemented to provide designers with flexibility and efficiency not found in traditional design packages. Vital design metrics (e.g., cost, weight, and center of mass) were incorporated to allow a user to perform preliminary design analysis to assess product feasibility. Throughout the development process, the unique challenges and affordances associated with commodity HMDs were identified, explored, and discussed in this paper. Ultimately, the VR application discussed in this paper allows the user to easily create, assess, and view conceptual 3D designs without the constraints of traditional CAD software.</span> </div>展开更多
This research pioneers the integration of geographic information systems(GIS)and 3D modeling within a virtual reality(VR)framework to assess the viability and planning of a 20 MW hybrid wind-solarphotovoltaic(PV)syste...This research pioneers the integration of geographic information systems(GIS)and 3D modeling within a virtual reality(VR)framework to assess the viability and planning of a 20 MW hybrid wind-solarphotovoltaic(PV)system connected to the local grid.The study focuses on Dakhla,Morocco,a region with vast untapped renewable energy potential.By leveraging GIS,we are innovatively analyzing geographical and environmental factors that influence optimal site selection and system design.The incorporation of VR technologies offers an unprecedented level of realism and immersion,allowing stakeholders to virtually experience the project's impact and design in a dynamic,interactive environment.This novel methodology includes extensive data collection,advanced modeling,and simulations,ensuring that the hybrid system is precisely tailored to the unique climatic and environmental conditions of Dakhla.Our analysis reveals that the region possesses a photovoltaic solar potential of approximately2400 k Wh/m^(2) per year,with an average annual wind power density of about 434 W/m^(2) at an 80-meter hub height.Productivity simulations indicate that the 20 MW hybrid system could generate approximately 60 GWh of energy per year and 1369 GWh over its 25-year lifespan.To validate these findings,we employed the System Advisor Model(SAM)software and the Global Solar Photovoltaic Atlas platform.This comprehensive and interdisciplinary approach not only provides a robust assessment of the system's feasibility but also offers valuable insights into its potential socio-economic and environmental impact.展开更多
The integration of Human-Robot Collaboration(HRC)into Virtual Reality(VR)technology is transforming industries by enhancing workforce skills,improving safety,and optimizing operational processes and efficiency through...The integration of Human-Robot Collaboration(HRC)into Virtual Reality(VR)technology is transforming industries by enhancing workforce skills,improving safety,and optimizing operational processes and efficiency through realistic simulations of industry-specific scenarios.Despite the growing adoption of VR integrated with HRC,comprehensive reviews of current research in HRC-VR within the construction and manufacturing fields are lacking.This review examines the latest advances in designing and implementing HRC using VR technology in these industries.The aim is to address the application domains of HRC-VR,types of robots used,VR setups,and software solutions used.To achieve this,a systematic literature review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses methodology was conducted on the Web of Science and Google Scholar databases,analyzing 383 articles and selecting 53 papers that met the established selection criteria.The findings emphasize a significant focus on enhancing human-robot interaction with a trend toward using immersive VR experiences and interactive 3D content creation tools.However,the integration of HRC with VR,especially in the dynamic construction environment,presents unique challenges and opportunities for future research,including developing more realistic simulations and adaptable robot systems.This paper offers insights for researchers,practitioners,educators,industry professionals,and policymakers interested in leveraging the integration of HRC with VR in construction and manufacturing industries.展开更多
Virtual reality(VR)technology revitalises rehabilitation training by creating rich,interactive virtual rehabilitation scenes and tasks that deeply engage patients.Robotics with immersive VR environments have the poten...Virtual reality(VR)technology revitalises rehabilitation training by creating rich,interactive virtual rehabilitation scenes and tasks that deeply engage patients.Robotics with immersive VR environments have the potential to significantly enhance the sense of immersion for patients during training.This paper proposes a rehabilitation robot system.The system integrates a VR environment,the exoskeleton entity,and research on rehabilitation assessment metrics derived from surface electromyographic signal(sEMG).Employing more realistic and engaging virtual stimuli,this method guides patients to actively participate,thereby enhancing the effectiveness of neural connection reconstruction—an essential aspect of rehabilitation.Furthermore,this study introduces a muscle activation model that merges linear and non-linear states of muscle,avoiding the impact of non-linear shape factors on model accuracy present in traditional models.A muscle strength assessment model based on optimised generalised regression(WOAGRNN)is also proposed,with a root mean square error of 0.017,347 and a mean absolute percentage error of 1.2461%,serving as critical assessment indicators for the effectiveness of rehabilitation.Finally,the system is preliminarily applied in human movement experiments,validating the practicality and potential effectiveness of VRcentred rehabilitation strategies in medical recovery.展开更多
A design strategy for a research platform of a telepresence telerobot system based on virtual reality technology is put forward. The design frame of the system is described, and its important core techniques are descr...A design strategy for a research platform of a telepresence telerobot system based on virtual reality technology is put forward. The design frame of the system is described, and its important core techniques are described. An octrees data structure is utilized to build kinematic and dynamic modeling of the virtual simulation environment, Delphi+OpenGL+3DS MAX are adopted to carry through the virtual modeling and visible simulation exploitation of the slave-robot and its environment. Photo-correction is adopted to correct positioning deviation of the virtual geometric model and modeling errors. The cost of software and hardware equipment for the research platform realized is low. The master/slave robot (manipulator) system and all software in the system were designed and manufactured by our research group. The performance of the system has reached the level required for research. An indispensable experiment base is provided for the research of a telepresence telerobot system based on virtual reality technology.展开更多
Medical procedures are inherently invasive and carry the risk of inducing pain to the mind and body.Recently,efforts have been made to alleviate the discomfort associated with invasive medical procedures through the u...Medical procedures are inherently invasive and carry the risk of inducing pain to the mind and body.Recently,efforts have been made to alleviate the discomfort associated with invasive medical procedures through the use of virtual reality(VR)technology.VR has been demonstrated to be an effective treatment for pain associated with medical procedures,as well as for chronic pain conditions for which no effective treatment has been established.The precise mechanism by which the diversion from reality facilitated by VR contributes to the diminution of pain and anxiety has yet to be elucidated.However,the provision of positive images through VR-based visual stimulation may enhance the functionality of brain networks.The salience network is diminished,while the default mode network is enhanced.Additionally,the medial prefrontal cortex may establish a stronger connection with the default mode network,which could result in a reduction of pain and anxiety.Further research into the potential of VR technology to alleviate pain could lead to a reduction in the number of individuals who overdose on painkillers and contribute to positive change in the medical field.展开更多
Objectives:To explore the efficacy and safety of virtual reality(VR)in relieving negative emotions in patients with breast cancer with different personalities.Methods:A randomized controlled trial was conducted.Betwee...Objectives:To explore the efficacy and safety of virtual reality(VR)in relieving negative emotions in patients with breast cancer with different personalities.Methods:A randomized controlled trial was conducted.Between April 2023 and October 2023,we enrolled patients with breast cancer treated in the Department of Breast Cancer and Oncology at Sun Yat-Sen Memorial Hospital,Sun Yat-Sen University,Guangdong Province.The patients were randomly divided into an intervention group(n=118)and a control group(n=119)using block randomization.The intervention group received the VR intervention 3-5 times over 5±2 weeks using natural landscapes with music or relaxation guidance,and the duration of each VR intervention was 15±3 min.The control group received routine nursing care,including disease education and psychological counseling.Patients were assessed using the Type D Scale,Positive and Negative Affect Scale,and Distress Thermometer,and adverse events during the intervention were recorded.Results:Overall,85 patients completed the study(44 in the intervention group and 41 in the control group).Patients with Type D personalities showed more negative emotions[25.0(21.5,27.5)vs.19.0(16.0,24.0),P=0.001]and distressed attitudes[4.0(2.0,5.0)vs.3.0(1.0,4.0),P=0.020]with fewer positive emotions(27.2±5.6 vs.31.0±5.9,P=0.014)than those with non-Type D personalities.Total population analysis revealed no significant differences between the groups.However,in the subgroup analysis,patients with Type D personalities in the intervention group showed greater relief from negative emotions than those in the control group[median difference,-5.0(-9.0,-2.5)vs.-2.0(-4.0,2.0),P=0.046].No significant differences were found between groups of patients with non-Type D personality traits.The proportion of adverse events was not significantly different between groups(P=0.110).Conclusions:Breast cancer patients with Type D personalities suffer more severe negative emotions and distress,and more attention should be paid to them.VR intervention significantly and safely reduced negative emotions in patients with Type D personalities.展开更多
Virtual reality(VR) training technology in the mining industry is a new field of research and utilization.The successful application of VR training system is critical to mine safety and production. Through the statist...Virtual reality(VR) training technology in the mining industry is a new field of research and utilization.The successful application of VR training system is critical to mine safety and production. Through the statistics of the current research and applications of VR training systems in mining industry, all the input/output devices are classified. Based on the classifications of the input/output devices that are used in the VR system, the current VR training systems for the mining industry could be divided into three types: screen-based general type, projector-based customized type, and head-mounted display(HMD)-based intuitive type. By employing a VR headset, a smartphone and a leap motion device, an HMDbased intuitive type VR training system prototype for drilling in underground mines has been developed.Ten trainees tried both the HMD-based intuitive system and the screen-based general control system to compare the experiences and training effects. The results show that the HMD-based system can give a much better user experience and is easy to use. Three of the five components of a VR training system,namely, the user, the tasks, and software and database should be given more attention in future research.With more available technologies of input and output devices, VR engines, and system software, the VR training system will eventually yield much better training results, and will play a more important role in as a training tool for mine safety.展开更多
Background The virtual reality (VR) system can provide the neurosurgeon to intuitively interact with and manipulate the three dimensional (3-D) image similarly to manipulate a real object.it was seldom reported th...Background The virtual reality (VR) system can provide the neurosurgeon to intuitively interact with and manipulate the three dimensional (3-D) image similarly to manipulate a real object.it was seldom reported that the system was used in diagnosis and treatment of cerebral aneurysms.This study aimed to investigate the application of VR system in diagnosis and therapeutic planning of cerebral aneurysms.Methods A total of 24 cases of cerebral aneurysms were enrolled in this study from 2006 to 2008, which diagnosed by 3-D digital subtraction angiography (3D-DSA) or VR-based computed tomography angiographies (CTA).The VR system and 3D-DSA system were used to observe and measure aneurysms and the adjacent vessels.The data of observation and measurements were compared between VR image and 3D-DSA image.All the patients underwent surgical plan and simulated neurosurgical procedures in the VR system.Results There were 28 aneurysms detected in VR system and 3D-DSA system.The VR system generated clear and vivid 3-D virtual images which clearly displayed the location and size of the aneurysms and their precise anatomical spatial relations to the parent arteries and skull.The location, size and shape of the aneurysms and their anatomical relationship with the adjacent vessels were similar between 3-D virtual image and 3D-DSA, but the spatial relationship between aneurysms and skull only been displayed by VR system.This VR system also could simulate simple surgical procedures and surgical environments.Conclusions The VR system can provide a highly effective way to provide precise imaging details as same as 3D-DSA system and assist the diagnosis of cerebral aneurysms with virtual 3-D data based on CTA.It significantly enhances the chosen therapeutic strategy of cerebral aneurysms.展开更多
The use of virtual reality to educate preoperative patients has a positive impact on nurses as well as patients undergoing treatment.It can help improve patient satisfaction and improve favorable outcomes by reducing ...The use of virtual reality to educate preoperative patients has a positive impact on nurses as well as patients undergoing treatment.It can help improve patient satisfaction and improve favorable outcomes by reducing patient anxiety and proving adequate knowledge about the procedure and possible outcomes to the patient.It also reduces burden on nursing staff and counsellors.Larger and more diverse cohort studies will help us understand the wider application of this tool on the patient population.It may be difficult to apply this tool on elderly patients with failing eyesight,multiple physical comorbidities.Also,there may be reduced acceptance of this modality by older nursing staff and practitioners who may prefer the traditional verbal version for counselling.We will benefit from a combined approach of using virtual reality apps with tradition one-on-one counselling to help alleviate patient concerns and improve patient and healthcare professional satisfaction.展开更多
Objective:Training young physicians in gastrointestinal endoscopy through virtual reality(VR)simulators has become popular.It is important to evaluate the benefits and usefulness of this technology for teaching endosc...Objective:Training young physicians in gastrointestinal endoscopy through virtual reality(VR)simulators has become popular.It is important to evaluate the benefits and usefulness of this technology for teaching endoscopic skills.The objective of this literature review is to understand the benefits of VR technology through quantitative and qualitative examination of learning outcomes.Methods:A literature search of 7 databases was conducted.Studies which compared the effects of learning through VR simulation and another method of learning were included.In addition,studies were included if they evaluated learning outcomes on clinical patients.Participants could be medical residents,fellows,physicians,or nurses.Common outcomes measured across studies included subjective overall performance scores,total procedure times,rate of successful procedure completion,error rates,patient pain or discomfort,and measures of independence.Results:A total of 22 studies were included.Overall,VR simulation training was seen to be comparable or significantly better than clinical training,no training,other types of simulation,and another form of VR training.Many authors reported increasing patient safety,reducing stress and time constraints,and shortening the learning curve as advantages of VR simulation training.However,this form of training is also expensive and may result in the learning of bad habits.Conclusion:VR simulation technology can be a valuable form of educating endoscopy novices if properly supervised during training,and if there is also integration of clinical training.展开更多
Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based ...Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based on virtual reality and gesture interaction.Methods The parameters of the models were obtained through actual investigation,whereby Blender and 3DS MAX were used to model and import these parameters into a physics engine.By establishing an interface for the physics engine,gesture interaction hardware,and virtual reality(VR)helmet,a highly realistic chemical experiment environment was created.Using code script logic,particle systems,as well as other systems,chemical phenomena were simulated.Furthermore,we created an online teaching platform using streaming media and databases to address the problems of distance teaching.Results The proposed system was evaluated against two mainstream products in the market.In the experiments,the proposed system outperformed the other products in terms of fidelity and practicality.Conclusions The proposed system which offers realistic simulations and practicability,can help improve the high school chemistry experimental education.展开更多
Objectives:Emotional stress is a significant public health challenge.Virtual reality(VR)offers the potential for aiding emotional recovery.This study explores the impact of VR environment design factors on emotional r...Objectives:Emotional stress is a significant public health challenge.Virtual reality(VR)offers the potential for aiding emotional recovery.This study explores the impact of VR environment design factors on emotional recovery,examining underlying mechanisms through physiological indicators and behavioral responses.Methods:Two experimentswere conducted.Experiment 1 employed a 4[Scene Type:real environment(RE),virtual scenes that restore the RE(VR),virtual scenes that incorporate natural window view design(VR-W),and a no-scene control condition(CTL)]×3(Experimental Phase:baseline,emotion arousal,recovery)mixed design(N=33).Participants viewed a 4-min anxiety-inducing video followed by a 3-min scene exposure.State-Trait Anxiety Inventory-State Form(STAIS),galvanic skin response(GSR),and blood-volume pulse(BVP)frequency were analyzed with linear mixed-effects models.Experiment 2 used a 3(Motion-control mode:Unnatural,Semi-natural,Natural)×2(Sound form:Spatial positioning,Surround)×3(Experimental Phase:baseline,emotion arousal,recovery)mixed design(N=42).Presence was analyzed with the Scheirer–Ray–Hare test;phase efficacy was verified with Friedman tests.Results:Experiment 1 showed significant Scene Type×Experimental Phase interactions for GSR(F=8.006,p<0.001,η^(2)_(p)=0.624)and BVP frequency(F=11.491,p<0.001,η^(2)_(p)=0.704).VR-Wproduced the largest recovery(ΔGSR=–1.26;ΔBVP=–5.80;Hedges g≥0.83)vs.RE and VR.STAI-S returned to baseline across all Scene Types.Experiment 2 revealedmain effects of Motion-control mode(F=8.55,p=0.001,η^(2)_(p)=0.32)and Sound form(F=4.35,p=0.044,η^(2)_(p)=0.11)on Presence(Semi-natural+Spatial positioning highest).The greatest physiological recovery occurred with the UnnaturalMotioncontrolmode(GSRH=20.17,p<0.001,ε^(2)=0.49;BVPH=7.92,p=0.019),amplified by Spatial positioning Sound form only in this mode.Design factors did not influence STAI-S change.Conclusions:VR scenes are as restorative as RE;embedding VR-W accelerates recovery.Maximal Presence is not essential:Unnatural Motion-control mode induced the largest physiological recovery,especially combined with Spatial positioning Sound form.展开更多
This manuscript critically evaluates the randomized controlled trial(RCT)conducted by Phiri et al,which assessed the effectiveness of virtual reality(VR)training for psychiatric staff in reducing restrictive practices...This manuscript critically evaluates the randomized controlled trial(RCT)conducted by Phiri et al,which assessed the effectiveness of virtual reality(VR)training for psychiatric staff in reducing restrictive practices(RPs).Specifically,this RCT investigated the impact of VR on the handling of aggressive patients by psychiatric staff compared to traditional training methods.Despite significant reductions in perceived discrimination in the VR group,there were no major improvements in self-efficacy or anxiety levels.The system usability scale rated the VR platform highly,but it did not consistently outperform traditional training methods.Indeed,the study shows the potential for VR to reduce RPs,although fluctuations in RP rates suggest that external factors,such as staff turnover,influenced the outcomes.This manuscript evaluates the study’s methodology,results,and broader implications for mental health training.Additionally,it highlights the need for more comprehensive research to establish VR as a standard tool for psychiatric staff education,focusing on patient care outcomes and real-world applicability.Finally,this study explores future research di-rections,technological improvements,and the potential impact of policies that could enhance the integration of VR in clinical training.展开更多
Objective:Partial or segmental inferior vena cava(IVC)resection is indicated for tumor control in patients with renal tumors invading the IVC.This study aimed to introduce a virtual vascular endoscope to assist surgeo...Objective:Partial or segmental inferior vena cava(IVC)resection is indicated for tumor control in patients with renal tumors invading the IVC.This study aimed to introduce a virtual vascular endoscope to assist surgeons in locating IVC invasion,formulate a surgical plan for robot-assisted IVC thrombectomy(RA-IVCT),and evaluate its potential value.Methods:The reconstruction involves building the construction of deep learning models to predict IVC invasion,which were evaluated via intraoperative findings and pathological analysis.Thirty-six patients with renal tumors and IVC thrombi who underwent RA-IVCT between June 2016 and March 2022 were included in the study.A virtual vascular endoscopy was performed based on preoperative CT findings to identify IVC invasion.Based on the extent of IVC wall invasion and the collateral situation,surgeons could decide whether to perform partial or segmental IVC resection during RA-IVCT.Results:Twenty patients were retrospectively analysed for training in virtual vascular endoscopy(the training cohort),and 16 patients were prospectively analysed to evaluate the accuracy of this technique(the validation cohort).Sixteen patients with IVC invasion underwent cavectomy,whereas six patients underwent partial IVC resection.In the validation cohort,pathological analysis confirmed the exact location of IVC invasion in eight of the nine patients,as indicated by virtual vascular endoscopy.Patients who underwent partial IVC wall resection had less lower extremity edema than those who underwent cavectomy.Conclusion:Our initial experience showed that the virtual vascular endoscopy could assist surgeons in identifying IVC invasion and creating a surgical plan for RA-IVCT.展开更多
Background Exploring how immersive technologies can simulate and assess user experiences in designed environments is an important topic in architectural research.In this study,a multisensory virtual reality(VR)system ...Background Exploring how immersive technologies can simulate and assess user experiences in designed environments is an important topic in architectural research.In this study,a multisensory virtual reality(VR)system developed to support the study of human-built environment interactions under multimodal conditions(visual,olfactory,and auditory)was evaluated.Methods The effectiveness of the system was tested by conducting in-depth user studies using a mixed-method approach to provide quantitative and qualitative evidence.The results of the case study were discussed,key features of the proposed prototype were assessed,and limitations and opportunities for future studies were identified.Results Findings showed that multisensory elements can deepen participants’sense of presence,increase engagement levels,and enrich overall user experience in immersive environments.Integrating olfactory stimuli into virtual representations of architectural spaces revealed how multisensory feedback informs spatial perception and supports the development of more responsive and human-centered design strategies.Conclusions This study contributes to the emerging field of sensory architecture,aiming to move beyond visual simulation toward a richer embodied understanding of space.The proposed approach provides valuable insights into the development of multisensory VR environments in architecture,enabling future research and immersive research methodologies in wider fields.展开更多
Background:While traditional meditation practices are known for their mental health benefits,they often face limitations such as restricted access and environmental distractions.To address these challenges and enhance...Background:While traditional meditation practices are known for their mental health benefits,they often face limitations such as restricted access and environmental distractions.To address these challenges and enhance meditation effectiveness,this study implemented an immersive virtual reality meditation(IVRM)program and examined its potentialmental health benefits among university students-a population that frequently experiences significant psychological distress.Methods:Nineteen university students participated in eight 15-min sessions of an IVRM program designed to promote mindfulness and relaxation over the course of one month.Perceived stress and anxiety levels were assessed using validated self-report measures at baseline(T1)and post-intervention(T2).Twotailed paired t-tests were conducted to evaluate the preliminary efficacy of the program,and effect sizes were reported using Cohen’s d.Results:Significant reductions were observed from pre-to post-intervention in perceived stress(t(18)=3.694,p<0.001,SE=0.17,d=−0.85)and perceived anxiety(t(18)=5.113,p<0.01,SE=0.10,d=−1.20),both indicating large effect sizes.Conclusion:Our findings provide preliminary evidence that the IVRMprogramcan reduce stress and anxiety levels in university students.The positive results suggest that IVRM has the potential to serve as a novel,technology-based meditation intervention for individuals at elevated risk for developingmental health disorders.Furthermore,our study suggests important implications for future research.展开更多
In the Acknowledgements section of this article,the grant number"2020YFE0205900"relating to"National Key R&D Program of China"was missing,it has been included and the corrected Acknowledgements...In the Acknowledgements section of this article,the grant number"2020YFE0205900"relating to"National Key R&D Program of China"was missing,it has been included and the corrected Acknowledgements section is given below.展开更多
In the realm of virtual reality(VR),haptic feedback is integral to enhance the immersive experience;yet,existing wearable devices predominantly rely on skin contact feedback,lacking options for compact and non-contact...In the realm of virtual reality(VR),haptic feedback is integral to enhance the immersive experience;yet,existing wearable devices predominantly rely on skin contact feedback,lacking options for compact and non-contact breeze-sense feedback.Herein,we propose a compact and non-contact working model piezoelectret actuator for providing a gentle and safe breeze sensation.This easy-fabricated and flexible breeze-sense generator with thickness around 1 mm generates air flow pressure up to~163 Pa,which is significantly sensed by human skin.In a typical demonstration,the breeze-sense generators array showcases its versatility by employing multiple coded modes for non-contact information transmitting.The thin thinness and good flexibility facilitate seamless integration with wearable VR setups,and the wearable arrays empower volunteers to precisely perceive the continuous and sudden breeze senses in the virtual environments.This work is expected to inspire developing new haptic feedback devices that play pivotal roles in human-machine interfaces for VR applications.展开更多
基金Supported by National Natural Science Foundation of China(Nos.61472010 and 61421062)National Key Technology Support Program(No.2013BAK03B07)+2 种基金National Key Technology R&D Program(2015BAK01B06)Shenzhen Gov Projects(JCYJ20130331144416448)Public Science and Technology Research Funds Projects of Ocean(201505014-3)
文摘Mobile platform develops rapidly in recent years,with its performance and capacity increasing.A large number of virtual reality applications such as 3D simulation and visualization have appeared on mobile platform.However,due to restrictions,such as the lack of computing resources and the limited network bandwidth,the virtual reality systems on mobile platform could not have comparable performance as their peers on desktop platform.Taking resource restrictions into consideration,trade-offs have been made regarding the display of virtual reality systems.We propose a unified network scheduling strategy based on asynchronous multi-thread,database cache,prioritization and elimination of overdue requests.This strategy has been tested on the prototype system of virtual reality system on Android.The results demonstrate higher network resource utilization and better user experience.
文摘<div style="text-align:justify;"> <span style="font-family:Verdana;">Engineering design is a resource intensive process with over half of a product’s total cost being attributed to design stage decisions. Developing product designs often involves creating complex 3D models in a 2D environment, a non-trivial task. This paper details a proof of concept VR environment displayed in a commodity HMD, specifically the HTC Vive. The environment allows a user to create full-scale, 3D, product geometry at the conceptual phase of the design process. The conceptual design environment contains a World-in-Miniature (WIM) model for enhanced usability. This method allows a user to efficiently manipulate full-scale geometry by adjusting the corresponding parts on a WIM model. Free-form mesh deformation was also implemented to provide designers with flexibility and efficiency not found in traditional design packages. Vital design metrics (e.g., cost, weight, and center of mass) were incorporated to allow a user to perform preliminary design analysis to assess product feasibility. Throughout the development process, the unique challenges and affordances associated with commodity HMDs were identified, explored, and discussed in this paper. Ultimately, the VR application discussed in this paper allows the user to easily create, assess, and view conceptual 3D designs without the constraints of traditional CAD software.</span> </div>
文摘This research pioneers the integration of geographic information systems(GIS)and 3D modeling within a virtual reality(VR)framework to assess the viability and planning of a 20 MW hybrid wind-solarphotovoltaic(PV)system connected to the local grid.The study focuses on Dakhla,Morocco,a region with vast untapped renewable energy potential.By leveraging GIS,we are innovatively analyzing geographical and environmental factors that influence optimal site selection and system design.The incorporation of VR technologies offers an unprecedented level of realism and immersion,allowing stakeholders to virtually experience the project's impact and design in a dynamic,interactive environment.This novel methodology includes extensive data collection,advanced modeling,and simulations,ensuring that the hybrid system is precisely tailored to the unique climatic and environmental conditions of Dakhla.Our analysis reveals that the region possesses a photovoltaic solar potential of approximately2400 k Wh/m^(2) per year,with an average annual wind power density of about 434 W/m^(2) at an 80-meter hub height.Productivity simulations indicate that the 20 MW hybrid system could generate approximately 60 GWh of energy per year and 1369 GWh over its 25-year lifespan.To validate these findings,we employed the System Advisor Model(SAM)software and the Global Solar Photovoltaic Atlas platform.This comprehensive and interdisciplinary approach not only provides a robust assessment of the system's feasibility but also offers valuable insights into its potential socio-economic and environmental impact.
基金Supported by National Science Foundation under Grant No.2222881.
文摘The integration of Human-Robot Collaboration(HRC)into Virtual Reality(VR)technology is transforming industries by enhancing workforce skills,improving safety,and optimizing operational processes and efficiency through realistic simulations of industry-specific scenarios.Despite the growing adoption of VR integrated with HRC,comprehensive reviews of current research in HRC-VR within the construction and manufacturing fields are lacking.This review examines the latest advances in designing and implementing HRC using VR technology in these industries.The aim is to address the application domains of HRC-VR,types of robots used,VR setups,and software solutions used.To achieve this,a systematic literature review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses methodology was conducted on the Web of Science and Google Scholar databases,analyzing 383 articles and selecting 53 papers that met the established selection criteria.The findings emphasize a significant focus on enhancing human-robot interaction with a trend toward using immersive VR experiences and interactive 3D content creation tools.However,the integration of HRC with VR,especially in the dynamic construction environment,presents unique challenges and opportunities for future research,including developing more realistic simulations and adaptable robot systems.This paper offers insights for researchers,practitioners,educators,industry professionals,and policymakers interested in leveraging the integration of HRC with VR in construction and manufacturing industries.
基金National Key Research and Development Program of China,Grant/Award Number:2022YFB4700701National Outstanding Youth Science Fund Project of National Natural Science Foundation of China,Grant/Award Number:52025054。
文摘Virtual reality(VR)technology revitalises rehabilitation training by creating rich,interactive virtual rehabilitation scenes and tasks that deeply engage patients.Robotics with immersive VR environments have the potential to significantly enhance the sense of immersion for patients during training.This paper proposes a rehabilitation robot system.The system integrates a VR environment,the exoskeleton entity,and research on rehabilitation assessment metrics derived from surface electromyographic signal(sEMG).Employing more realistic and engaging virtual stimuli,this method guides patients to actively participate,thereby enhancing the effectiveness of neural connection reconstruction—an essential aspect of rehabilitation.Furthermore,this study introduces a muscle activation model that merges linear and non-linear states of muscle,avoiding the impact of non-linear shape factors on model accuracy present in traditional models.A muscle strength assessment model based on optimised generalised regression(WOAGRNN)is also proposed,with a root mean square error of 0.017,347 and a mean absolute percentage error of 1.2461%,serving as critical assessment indicators for the effectiveness of rehabilitation.Finally,the system is preliminarily applied in human movement experiments,validating the practicality and potential effectiveness of VRcentred rehabilitation strategies in medical recovery.
文摘A design strategy for a research platform of a telepresence telerobot system based on virtual reality technology is put forward. The design frame of the system is described, and its important core techniques are described. An octrees data structure is utilized to build kinematic and dynamic modeling of the virtual simulation environment, Delphi+OpenGL+3DS MAX are adopted to carry through the virtual modeling and visible simulation exploitation of the slave-robot and its environment. Photo-correction is adopted to correct positioning deviation of the virtual geometric model and modeling errors. The cost of software and hardware equipment for the research platform realized is low. The master/slave robot (manipulator) system and all software in the system were designed and manufactured by our research group. The performance of the system has reached the level required for research. An indispensable experiment base is provided for the research of a telepresence telerobot system based on virtual reality technology.
文摘Medical procedures are inherently invasive and carry the risk of inducing pain to the mind and body.Recently,efforts have been made to alleviate the discomfort associated with invasive medical procedures through the use of virtual reality(VR)technology.VR has been demonstrated to be an effective treatment for pain associated with medical procedures,as well as for chronic pain conditions for which no effective treatment has been established.The precise mechanism by which the diversion from reality facilitated by VR contributes to the diminution of pain and anxiety has yet to be elucidated.However,the provision of positive images through VR-based visual stimulation may enhance the functionality of brain networks.The salience network is diminished,while the default mode network is enhanced.Additionally,the medial prefrontal cortex may establish a stronger connection with the default mode network,which could result in a reduction of pain and anxiety.Further research into the potential of VR technology to alleviate pain could lead to a reduction in the number of individuals who overdose on painkillers and contribute to positive change in the medical field.
基金supported by a project of the National Natural Science Foundation of China:Research on the integration of artificial intelligence and virtual reality technology to promote psychological rehabilitation of breast cancer patients with different personalities(project approval no.82073408).
文摘Objectives:To explore the efficacy and safety of virtual reality(VR)in relieving negative emotions in patients with breast cancer with different personalities.Methods:A randomized controlled trial was conducted.Between April 2023 and October 2023,we enrolled patients with breast cancer treated in the Department of Breast Cancer and Oncology at Sun Yat-Sen Memorial Hospital,Sun Yat-Sen University,Guangdong Province.The patients were randomly divided into an intervention group(n=118)and a control group(n=119)using block randomization.The intervention group received the VR intervention 3-5 times over 5±2 weeks using natural landscapes with music or relaxation guidance,and the duration of each VR intervention was 15±3 min.The control group received routine nursing care,including disease education and psychological counseling.Patients were assessed using the Type D Scale,Positive and Negative Affect Scale,and Distress Thermometer,and adverse events during the intervention were recorded.Results:Overall,85 patients completed the study(44 in the intervention group and 41 in the control group).Patients with Type D personalities showed more negative emotions[25.0(21.5,27.5)vs.19.0(16.0,24.0),P=0.001]and distressed attitudes[4.0(2.0,5.0)vs.3.0(1.0,4.0),P=0.020]with fewer positive emotions(27.2±5.6 vs.31.0±5.9,P=0.014)than those with non-Type D personalities.Total population analysis revealed no significant differences between the groups.However,in the subgroup analysis,patients with Type D personalities in the intervention group showed greater relief from negative emotions than those in the control group[median difference,-5.0(-9.0,-2.5)vs.-2.0(-4.0,2.0),P=0.046].No significant differences were found between groups of patients with non-Type D personality traits.The proportion of adverse events was not significantly different between groups(P=0.110).Conclusions:Breast cancer patients with Type D personalities suffer more severe negative emotions and distress,and more attention should be paid to them.VR intervention significantly and safely reduced negative emotions in patients with Type D personalities.
基金funded by the ‘‘twelfth five” National Key Technology Research and Development Program of the Ministry of Science and Technology of China (Grant No. 2015BAK10B00)
文摘Virtual reality(VR) training technology in the mining industry is a new field of research and utilization.The successful application of VR training system is critical to mine safety and production. Through the statistics of the current research and applications of VR training systems in mining industry, all the input/output devices are classified. Based on the classifications of the input/output devices that are used in the VR system, the current VR training systems for the mining industry could be divided into three types: screen-based general type, projector-based customized type, and head-mounted display(HMD)-based intuitive type. By employing a VR headset, a smartphone and a leap motion device, an HMDbased intuitive type VR training system prototype for drilling in underground mines has been developed.Ten trainees tried both the HMD-based intuitive system and the screen-based general control system to compare the experiences and training effects. The results show that the HMD-based system can give a much better user experience and is easy to use. Three of the five components of a VR training system,namely, the user, the tasks, and software and database should be given more attention in future research.With more available technologies of input and output devices, VR engines, and system software, the VR training system will eventually yield much better training results, and will play a more important role in as a training tool for mine safety.
文摘Background The virtual reality (VR) system can provide the neurosurgeon to intuitively interact with and manipulate the three dimensional (3-D) image similarly to manipulate a real object.it was seldom reported that the system was used in diagnosis and treatment of cerebral aneurysms.This study aimed to investigate the application of VR system in diagnosis and therapeutic planning of cerebral aneurysms.Methods A total of 24 cases of cerebral aneurysms were enrolled in this study from 2006 to 2008, which diagnosed by 3-D digital subtraction angiography (3D-DSA) or VR-based computed tomography angiographies (CTA).The VR system and 3D-DSA system were used to observe and measure aneurysms and the adjacent vessels.The data of observation and measurements were compared between VR image and 3D-DSA image.All the patients underwent surgical plan and simulated neurosurgical procedures in the VR system.Results There were 28 aneurysms detected in VR system and 3D-DSA system.The VR system generated clear and vivid 3-D virtual images which clearly displayed the location and size of the aneurysms and their precise anatomical spatial relations to the parent arteries and skull.The location, size and shape of the aneurysms and their anatomical relationship with the adjacent vessels were similar between 3-D virtual image and 3D-DSA, but the spatial relationship between aneurysms and skull only been displayed by VR system.This VR system also could simulate simple surgical procedures and surgical environments.Conclusions The VR system can provide a highly effective way to provide precise imaging details as same as 3D-DSA system and assist the diagnosis of cerebral aneurysms with virtual 3-D data based on CTA.It significantly enhances the chosen therapeutic strategy of cerebral aneurysms.
文摘The use of virtual reality to educate preoperative patients has a positive impact on nurses as well as patients undergoing treatment.It can help improve patient satisfaction and improve favorable outcomes by reducing patient anxiety and proving adequate knowledge about the procedure and possible outcomes to the patient.It also reduces burden on nursing staff and counsellors.Larger and more diverse cohort studies will help us understand the wider application of this tool on the patient population.It may be difficult to apply this tool on elderly patients with failing eyesight,multiple physical comorbidities.Also,there may be reduced acceptance of this modality by older nursing staff and practitioners who may prefer the traditional verbal version for counselling.We will benefit from a combined approach of using virtual reality apps with tradition one-on-one counselling to help alleviate patient concerns and improve patient and healthcare professional satisfaction.
文摘Objective:Training young physicians in gastrointestinal endoscopy through virtual reality(VR)simulators has become popular.It is important to evaluate the benefits and usefulness of this technology for teaching endoscopic skills.The objective of this literature review is to understand the benefits of VR technology through quantitative and qualitative examination of learning outcomes.Methods:A literature search of 7 databases was conducted.Studies which compared the effects of learning through VR simulation and another method of learning were included.In addition,studies were included if they evaluated learning outcomes on clinical patients.Participants could be medical residents,fellows,physicians,or nurses.Common outcomes measured across studies included subjective overall performance scores,total procedure times,rate of successful procedure completion,error rates,patient pain or discomfort,and measures of independence.Results:A total of 22 studies were included.Overall,VR simulation training was seen to be comparable or significantly better than clinical training,no training,other types of simulation,and another form of VR training.Many authors reported increasing patient safety,reducing stress and time constraints,and shortening the learning curve as advantages of VR simulation training.However,this form of training is also expensive and may result in the learning of bad habits.Conclusion:VR simulation technology can be a valuable form of educating endoscopy novices if properly supervised during training,and if there is also integration of clinical training.
基金National Innovation and Entrepreneurship Program for College Students(202218213001)Science and Technology Innovation Strategy of Guangdong Province(Science and Technology Innovation Cultivation of University Students 2020329182130C000002).
文摘Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based on virtual reality and gesture interaction.Methods The parameters of the models were obtained through actual investigation,whereby Blender and 3DS MAX were used to model and import these parameters into a physics engine.By establishing an interface for the physics engine,gesture interaction hardware,and virtual reality(VR)helmet,a highly realistic chemical experiment environment was created.Using code script logic,particle systems,as well as other systems,chemical phenomena were simulated.Furthermore,we created an online teaching platform using streaming media and databases to address the problems of distance teaching.Results The proposed system was evaluated against two mainstream products in the market.In the experiments,the proposed system outperformed the other products in terms of fidelity and practicality.Conclusions The proposed system which offers realistic simulations and practicability,can help improve the high school chemistry experimental education.
基金funded by the General Project of the National Social Science Fund(NSSF)of China in Art(Project No.23BG133)the Scientific Research Foundation ofWuhan Institute of Technology(Project No.K2023064)+2 种基金the Open Fund of Key Research Base of Humanities and Social Sciences in Hubei Province—Research Center for College Students’Development and Innovation Education:“VR Healing Intervention for College Students’Academic Anxiety—VR Healing Based on Intention Dialogue”(Project No.DXS2023017)the Research Project of China Youth and Children Research Society(Project No.2025B11)the Major Strategic Consulting Projects of the Chinese Academy of Engineering between Academy and Local Regions(Project No.2024-DFZD-41).
文摘Objectives:Emotional stress is a significant public health challenge.Virtual reality(VR)offers the potential for aiding emotional recovery.This study explores the impact of VR environment design factors on emotional recovery,examining underlying mechanisms through physiological indicators and behavioral responses.Methods:Two experimentswere conducted.Experiment 1 employed a 4[Scene Type:real environment(RE),virtual scenes that restore the RE(VR),virtual scenes that incorporate natural window view design(VR-W),and a no-scene control condition(CTL)]×3(Experimental Phase:baseline,emotion arousal,recovery)mixed design(N=33).Participants viewed a 4-min anxiety-inducing video followed by a 3-min scene exposure.State-Trait Anxiety Inventory-State Form(STAIS),galvanic skin response(GSR),and blood-volume pulse(BVP)frequency were analyzed with linear mixed-effects models.Experiment 2 used a 3(Motion-control mode:Unnatural,Semi-natural,Natural)×2(Sound form:Spatial positioning,Surround)×3(Experimental Phase:baseline,emotion arousal,recovery)mixed design(N=42).Presence was analyzed with the Scheirer–Ray–Hare test;phase efficacy was verified with Friedman tests.Results:Experiment 1 showed significant Scene Type×Experimental Phase interactions for GSR(F=8.006,p<0.001,η^(2)_(p)=0.624)and BVP frequency(F=11.491,p<0.001,η^(2)_(p)=0.704).VR-Wproduced the largest recovery(ΔGSR=–1.26;ΔBVP=–5.80;Hedges g≥0.83)vs.RE and VR.STAI-S returned to baseline across all Scene Types.Experiment 2 revealedmain effects of Motion-control mode(F=8.55,p=0.001,η^(2)_(p)=0.32)and Sound form(F=4.35,p=0.044,η^(2)_(p)=0.11)on Presence(Semi-natural+Spatial positioning highest).The greatest physiological recovery occurred with the UnnaturalMotioncontrolmode(GSRH=20.17,p<0.001,ε^(2)=0.49;BVPH=7.92,p=0.019),amplified by Spatial positioning Sound form only in this mode.Design factors did not influence STAI-S change.Conclusions:VR scenes are as restorative as RE;embedding VR-W accelerates recovery.Maximal Presence is not essential:Unnatural Motion-control mode induced the largest physiological recovery,especially combined with Spatial positioning Sound form.
基金Supported by Basic Science Research Program Through the National Research Foundation of Korea(NRF)Funded by the Ministry of Education,No.NRF-RS-2023-00237287 and No.NRF-2021S1A5A8062526Local Government-University Cooperation-Based Regional Innovation Projects,No.2021RIS-003.
文摘This manuscript critically evaluates the randomized controlled trial(RCT)conducted by Phiri et al,which assessed the effectiveness of virtual reality(VR)training for psychiatric staff in reducing restrictive practices(RPs).Specifically,this RCT investigated the impact of VR on the handling of aggressive patients by psychiatric staff compared to traditional training methods.Despite significant reductions in perceived discrimination in the VR group,there were no major improvements in self-efficacy or anxiety levels.The system usability scale rated the VR platform highly,but it did not consistently outperform traditional training methods.Indeed,the study shows the potential for VR to reduce RPs,although fluctuations in RP rates suggest that external factors,such as staff turnover,influenced the outcomes.This manuscript evaluates the study’s methodology,results,and broader implications for mental health training.Additionally,it highlights the need for more comprehensive research to establish VR as a standard tool for psychiatric staff education,focusing on patient care outcomes and real-world applicability.Finally,this study explores future research di-rections,technological improvements,and the potential impact of policies that could enhance the integration of VR in clinical training.
基金supported by the National Natural Science Foundation of China(No.82273412 to Huang Q).
文摘Objective:Partial or segmental inferior vena cava(IVC)resection is indicated for tumor control in patients with renal tumors invading the IVC.This study aimed to introduce a virtual vascular endoscope to assist surgeons in locating IVC invasion,formulate a surgical plan for robot-assisted IVC thrombectomy(RA-IVCT),and evaluate its potential value.Methods:The reconstruction involves building the construction of deep learning models to predict IVC invasion,which were evaluated via intraoperative findings and pathological analysis.Thirty-six patients with renal tumors and IVC thrombi who underwent RA-IVCT between June 2016 and March 2022 were included in the study.A virtual vascular endoscopy was performed based on preoperative CT findings to identify IVC invasion.Based on the extent of IVC wall invasion and the collateral situation,surgeons could decide whether to perform partial or segmental IVC resection during RA-IVCT.Results:Twenty patients were retrospectively analysed for training in virtual vascular endoscopy(the training cohort),and 16 patients were prospectively analysed to evaluate the accuracy of this technique(the validation cohort).Sixteen patients with IVC invasion underwent cavectomy,whereas six patients underwent partial IVC resection.In the validation cohort,pathological analysis confirmed the exact location of IVC invasion in eight of the nine patients,as indicated by virtual vascular endoscopy.Patients who underwent partial IVC wall resection had less lower extremity edema than those who underwent cavectomy.Conclusion:Our initial experience showed that the virtual vascular endoscopy could assist surgeons in identifying IVC invasion and creating a surgical plan for RA-IVCT.
文摘Background Exploring how immersive technologies can simulate and assess user experiences in designed environments is an important topic in architectural research.In this study,a multisensory virtual reality(VR)system developed to support the study of human-built environment interactions under multimodal conditions(visual,olfactory,and auditory)was evaluated.Methods The effectiveness of the system was tested by conducting in-depth user studies using a mixed-method approach to provide quantitative and qualitative evidence.The results of the case study were discussed,key features of the proposed prototype were assessed,and limitations and opportunities for future studies were identified.Results Findings showed that multisensory elements can deepen participants’sense of presence,increase engagement levels,and enrich overall user experience in immersive environments.Integrating olfactory stimuli into virtual representations of architectural spaces revealed how multisensory feedback informs spatial perception and supports the development of more responsive and human-centered design strategies.Conclusions This study contributes to the emerging field of sensory architecture,aiming to move beyond visual simulation toward a richer embodied understanding of space.The proposed approach provides valuable insights into the development of multisensory VR environments in architecture,enabling future research and immersive research methodologies in wider fields.
文摘Background:While traditional meditation practices are known for their mental health benefits,they often face limitations such as restricted access and environmental distractions.To address these challenges and enhance meditation effectiveness,this study implemented an immersive virtual reality meditation(IVRM)program and examined its potentialmental health benefits among university students-a population that frequently experiences significant psychological distress.Methods:Nineteen university students participated in eight 15-min sessions of an IVRM program designed to promote mindfulness and relaxation over the course of one month.Perceived stress and anxiety levels were assessed using validated self-report measures at baseline(T1)and post-intervention(T2).Twotailed paired t-tests were conducted to evaluate the preliminary efficacy of the program,and effect sizes were reported using Cohen’s d.Results:Significant reductions were observed from pre-to post-intervention in perceived stress(t(18)=3.694,p<0.001,SE=0.17,d=−0.85)and perceived anxiety(t(18)=5.113,p<0.01,SE=0.10,d=−1.20),both indicating large effect sizes.Conclusion:Our findings provide preliminary evidence that the IVRMprogramcan reduce stress and anxiety levels in university students.The positive results suggest that IVRM has the potential to serve as a novel,technology-based meditation intervention for individuals at elevated risk for developingmental health disorders.Furthermore,our study suggests important implications for future research.
文摘In the Acknowledgements section of this article,the grant number"2020YFE0205900"relating to"National Key R&D Program of China"was missing,it has been included and the corrected Acknowledgements section is given below.
基金supported by the Science and Technology Development Fund of Macao SAR(File No.0117/2024/AMJ)University of Macao(MYRG-GRG2023-00041-FST-UMDF,MYRG-GRG2024-00121-FST,MYRG-CRG2024-00014-FST-ICI)Zhuhai UM Science&Technology Research Institute(CP-009-2024).
文摘In the realm of virtual reality(VR),haptic feedback is integral to enhance the immersive experience;yet,existing wearable devices predominantly rely on skin contact feedback,lacking options for compact and non-contact breeze-sense feedback.Herein,we propose a compact and non-contact working model piezoelectret actuator for providing a gentle and safe breeze sensation.This easy-fabricated and flexible breeze-sense generator with thickness around 1 mm generates air flow pressure up to~163 Pa,which is significantly sensed by human skin.In a typical demonstration,the breeze-sense generators array showcases its versatility by employing multiple coded modes for non-contact information transmitting.The thin thinness and good flexibility facilitate seamless integration with wearable VR setups,and the wearable arrays empower volunteers to precisely perceive the continuous and sudden breeze senses in the virtual environments.This work is expected to inspire developing new haptic feedback devices that play pivotal roles in human-machine interfaces for VR applications.