Ensuring accessible and high-quality safety training is critical for preventing injuries and fatalities on construction job sites, especially considering the potential impact on the staggering number of over seven mil...
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ISBN:
(数字)9780784485231
ISBN:
(纸本)9780784485231
Ensuring accessible and high-quality safety training is critical for preventing injuries and fatalities on construction job sites, especially considering the potential impact on the staggering number of over seven million construction workers in the United States. Construction workers accounted for approximately 20% of worker fatalities, equating to one in every five deaths annually. Although relatively new, virtual reality (VR) safety training has significant potential for improving safety training with immersive experiences and interactive environments. However, the effectiveness of VR safety training remains unknown, and limited studies are available. To investigate VR safety training efficacy, the authors compared pre- and post-training between a control and an experimental group to evaluate knowledge comprehension and retention. The control group participated in traditional school-based and physical simulation learning, while the experimental group completed both the VR safety training and the same training as the control group. The study focused on two safety topics: fire safety and confined space safety. The results demonstrate that VR safety training significantly improves learner comprehension and retention of safety knowledge, supporting its potential as an effective training tool for construction workers. The study also revealed that the immersive VR experience was user-friendly and contributed to increased self- confidence in understanding safety procedures, knowledge, and practices.
This study introduces a framework that leverages the synergistic potential of virtual reality (VR) and Machine Learning (ML) to enhance graphical modeling in engineering and architectural design. Traditional clash det...
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This study introduces a framework that leverages the synergistic potential of virtual reality (VR) and Machine Learning (ML) to enhance graphical modeling in engineering and architectural design. Traditional clash detection methods in Building Information Modeling (BIM) systems are predominantly reactive, identifying discrepancies only after their occurrence, leading to costly and time-consuming design revisions. By integrating ML algorithms with VR-driven BIM, our approach proactively identifies and resolves clashes, as demonstrated across 28 diverse engineering projects. The results indicate a reduction in design clashes by 16% and iterative revisions by 15%, culminating in a 12% decrease in overall project timelines. This research underscores the transformative impact of combining VR and ML on additive manufacturing (AM) workflows, significantly improving efficiency and reducing the iterative nature of traditional methods. The findings highlight the framework's scalability and adaptability, promising substantial advancements in engineering and architecture practices.
BackgroundIn the dynamic realm of modern medicine, the advent of virtual reality technology heralds a transformative era, reshaping the contours of diagnosis and surgical planning with its immersive prowess. This stud...
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BackgroundIn the dynamic realm of modern medicine, the advent of virtual reality technology heralds a transformative era, reshaping the contours of diagnosis and surgical planning with its immersive prowess. This study delves into the groundbreaking application of virtual reality in the intricate dance of neurosurgery, particularly spotlighting its role in the management of astrocytoma grade III-a cerebral challenge of significant *** presentationA 30-year-old Middle Eastern man from Syria grappled with the invisible tendrils of pain, manifesting as persistent headaches and a numbing sensation that crept into his neck and extremities. For two relentless months, the morning sun brought not hope but an intensification of his agony, rendering him unable to partake in the daily dance of life. The usual sentinels of relief, analgesic drugs, stood defeated, offering no respite. The neurological examination was normal, there were no pathological findings on sensory and motor examination, and he exhibited normal reflexes and neither meningeal nor cerebellar signs. He showed a family history of breast cancer. The initial foray into the enigmatic depths of his brain via computed tomography and magnetic resonance imaging imaging unveiled a finding in the right temporal lobe, a lesion that suggested something more sinister. Previous medical interventions included analgesic medications prescribed for persistent headaches, but they offered no relief. No other therapeutic interventions were administered prior to the current diagnosis. It was here that virtual reality technology emerged not as a mere tool but as a beacon of precision, casting a three-dimensional light on the shadowy intruder. This technological marvel allowed for meticulous measurement 21.8 x 14.5 mm and localization within the temporal theater, setting the stage for what was to come. With the path laid clear, the patient embarked on a surgical odyssey, a quest to excise the unwelcome guest. The operati
Fear of public speaking is a social anxiety disorder that causes individuals to fear speaking in front of crowds, significantly impacting their education, work, and psychological wellbeing. Immersive virtual reality (...
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Fear of public speaking is a social anxiety disorder that causes individuals to fear speaking in front of crowds, significantly impacting their education, work, and psychological wellbeing. Immersive virtual reality (VR) has emerged as a potential tool for addressing this fear by simulating public-speaking scenarios in a controlled environment. However, previous VR solutions for public-speaking anxiety have been single-user and lacked multimodal data collection. This study proposed Ready Player Speak, a novel multi-user VR exposure therapy application designed for people who experience fear of public speaking, incorporating data collection through questionnaires and sensors. We evaluated Ready Player Speak in a mixed-method user study with 32 young adult participants who delivered interactive speeches in front of an audience comprising human- and computercontrolled avatars. Participants completed pre- and post-test questionnaires and were interviewed at the end. The user study results indicated that Ready Player Speak felt realistic, and most participants experienced a sense of spatial presence. However, the realism of the avatars and their appropriateness were criticized. Nevertheless, Ready Player Speak had a statistically significant lowering effect on the fear of public speaking experienced by the participants, indicating its potential as a tool for addressing this fear. Based on the evaluation results and our experiences with the development of Ready Player Speak, we presented 12 lessons learned. This study's findings can inform researchers and developers seeking to harness multi-user VR exposure therapy for fear of public speaking and other psychology interventions.
Prior studies have shown that the vergence-accommodation conflict negatively affects the interaction performance in virtual reality (VR) and augmented reality (AR) systems, particularly as object depth increases. This...
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Prior studies have shown that the vergence-accommodation conflict negatively affects the interaction performance in virtual reality (VR) and augmented reality (AR) systems, particularly as object depth increases. This paper examines user selection performance across six different visual depths. Through a study closely resembling prior research, eighteen participants participated in an ISO 9241:411 task with six different depth distances. We observed that with higher depth values, selection times increased, while the throughput performance of the participants decreased. Based on this finding, we propose a Fitts' law model based on the focal distances, which models pointing times in VR and AR systems with substantially higher accuracy. We hope that our findings aid developers in creating 3D user interfaces for VR and AR that offer better performance and an improved user experience.
virtual reality (VR) is an emerging platform that has the potential to advance techniques in geological fieldwork. However, geologists currently lack the variation of necessary VR toolsets for this purpose. The reason...
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virtual reality (VR) is an emerging platform that has the potential to advance techniques in geological fieldwork. However, geologists currently lack the variation of necessary VR toolsets for this purpose. The reason is that VR is still relatively new and developing as a technology. This is the reason most VR research relating to geoscience have been relatively limited and niche, with a predominant focus on more social-related studies. Therefore, this paper aims to showcase an alternate application approach of VR by conducting a geological investigation and interpretation of a small landslide in Hokkaido, developed following the 2018 Hokkaido Eastern Iburi Earthquake. To accomplish this task, a virtual replica of the landslide was reconstructed in VR using close-range remote sensing techniques with uncrewed aerial systems, along with accompanying VR measuring tools. We discuss the influence of the pre-earthquake topography on the landslide's current morphology and sediment deposition patterns from the VR-based topographical measurement results. Furthermore, this study also provides some insight into smaller landslide types which are typically overlooked in current research works. It is recommended that future research further explore VR fieldwork applications across different geomorphological subjects. This research offers valuable insights for practitioners interested in adopting VR technology, while also enhances the current understanding of the landslide phenomenon through a VR-based perspective.
This study proposes using Fitts' Law metrics to objectively assess laparoscopic skills, specifically the adaptation to the inverted laparoscopic tool motion. A multi-tapping Fitts' law task is designed for a c...
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This study proposes using Fitts' Law metrics to objectively assess laparoscopic skills, specifically the adaptation to the inverted laparoscopic tool motion. A multi-tapping Fitts' law task is designed for a custom-developed laparoscopic virtual reality haptic training simulator. The task has two experimental conditions: with and without inverted visual tool movements, performed by two groups of twenty-four novices. The Mann-Whitney-Wilcoxon analysis indicated a significant difference in movement time (p < 0.001) between inversion and non-inversion conditions. Inverted motion takes 11.86% longer with lower throughput (2.573 bits/sec) compared to the non-inversion (3.133 bits/sec). Movement offset and variability along the y and z axes are significantly larger (p < 0.05) during inversion than in non-inversion. The findings demonstrate that Fitts' law metrics are correlated with laparoscopic tool inversion. Additional research with surgeons of diverse skill levels will facilitate applying Fitts' law as a standardized method for laparoscopic assessment.
One of the most important tests available to assess human vision is the visual field test, or perimetry. While imaging of the fundus and standard tests such as Snellen charts can assess factors such as acuity, and ide...
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ISBN:
(纸本)9798400710612
One of the most important tests available to assess human vision is the visual field test, or perimetry. While imaging of the fundus and standard tests such as Snellen charts can assess factors such as acuity, and identify damaged parts of the retina, only the visual field test can measure the subjective field of view of perception from the patient side. We introduce a virtual reality (VR)-based perimetry test. A systematic test for measuring the visual field function conducted in VR. The VR-based test is precise enough to supersede the standard perimetry test carried out on either a Goldmann or Octopus test machine. Using VR allows for a more comfortable experience and opens up for further development that can potentially be used to map out other deficiencies of the visual field function. It also provides the ability to gamify the test allowing it to be carried out on children. Here we present some of the considerations and implementation details which ensure that our software has the necessary capabilities of producing correct measurements and valid results.
virtual reality is increasingly being explored as a tool for facilitating mindfulness practices, such as through various guided meditation applications currently available. However, it is unclear how the technological...
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ISBN:
(纸本)9798400718236
virtual reality is increasingly being explored as a tool for facilitating mindfulness practices, such as through various guided meditation applications currently available. However, it is unclear how the technological affordances of virtual reality align with the goals of mindfulness and how such experiences can be designed to optimally exploit these affordances. We use a guided body-scan meditation in virtual reality and qualitative data from interviews to offer general insight into users' experiences of virtual reality as a tool for mindfulness and relaxation more broadly. Our results highlight the potential to create audio-visual focus points for helping some participants concentrate, but also the pitfalls of this approach as a source of distraction for others. We point out avenues for further research, specifically into the interactive nature of VR, the benefits and drawbacks of novelty, alternative modes of self-representation, and the potential gap between VR-based practice and everyday mindfulness.
Objective: To learn more about the effect of virtual reality videos on patients’ symptoms near the end of life, including which are most effective, how long the effect lasts, and which patients benefit the most. Pati...
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