This paper presents a comprehensive virtual reality (VR) based framework for visualizing numerical simulations of geophysical flows in a realistic and immersive manner. The framework allows integrating output data fro...
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This paper presents a comprehensive virtual reality (VR) based framework for visualizing numerical simulations of geophysical flows in a realistic and immersive manner. The framework allows integrating output data from various mesh-based Eulerian numerical models into a VR environment, enabling users to interact with and explore the terrain and geophysical flows through the VR experience. Three case studies, including a snow avalanche, quick clay landslide, and flash flood in Norway, demonstrate its versatility. The VR environment offers intuitive menus and user interactions, allowing users to read flow depth and velocity values, facilitating a direct link between numerical data and their visual representation. This framework can reshape geophysical flow hazard identification and disaster management by integrating physics-based numerical modeling results into VR Environments, thus enhancing knowledge dissemination among experts, the general public, non-expert stakeholders, and policymakers. The paper also highlights challenges and opportunities identified during the integration, guiding future developments.
A virtual reality (VR) system for Monte Carlo (MC) transport simulation codes, MCNP and Particle and Heavy Ion Transport Code System (PHITS), was developed. This system is aimed to provide a more reliable confirmation...
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A virtual reality (VR) system for Monte Carlo (MC) transport simulation codes, MCNP and Particle and Heavy Ion Transport Code System (PHITS), was developed. This system is aimed to provide a more reliable confirmation of the simulation geometry through an intuitive user interface. The VR system is implemented by extending the Geometry and CROSS Section VIEWer (Gxsview) code to run in a JavaScript environment, and it takes advantage of web technology and does not require dedicated hardware or geometry information supplied by computer-aided design software. Therefore, only WebXR-compatible head-mounted displays and browsers are required on the user side. In the VR space, visualization of the calculation geometry, cell selection, and cell grabbing operations is possible with a handheld controller. Further enhancements will be made in the future, such as performing shielding calculations with the cell changed by grabbing operations.
Chronic neck pain is one of the most frequent musculoskeletal disorders, with high prevalence worldwide. Rehabilitation is an essential component of therapeutic strategy. virtual reality based rehabilitation (VRBR) is...
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Chronic neck pain is one of the most frequent musculoskeletal disorders, with high prevalence worldwide. Rehabilitation is an essential component of therapeutic strategy. virtual reality based rehabilitation (VRBR) is a powerful distraction technique that could be beneficial for chronic neck pain patients. The objective of this systematic review was to analyse the effectiveness of VRBR in chronic neck pain treatment. We followed the PRISMA guidelines and used four databases (CINAHL, Medline (Via PubMed), Scopus and Web of Science) from their inception to August 2023. Eligibility criteria were established using PICOS. Methodological quality was evaluated with the Downs and Black scale and the risk of bias with the Revised Cochrane risk-of-bias tool. The meta-analysis was performed using the RevMan software. Six studies were included in the systematic review and the meta-analysis. We observed significant differences in favour of VRBR for pain intensity (SMD = - 0.46;95% CI = - 0.74, - 0.19;p = 0.001), disability (MD = - 2.84;95% CI = - 4.23, - 1.45;p < 0.0001), global perceived effect (MD = 0.49;95% CI = 0.25, 0.72;p < 0.0001) and patient satisfaction (MD = 0.62;95% CI = 0.38, 0.86;p < 0.00001). However, at short-term follow-up significant differences were only obtained for disability (MD = - 3.52;95% CI = - 5.85, - 1.20;p = 0.003). VRBR can significantly improve pain intensity, disability, global perceived effect and patient satisfaction. The small number of articles included in the analysis is a limitation, even considering the good methodological quality of these studies. Investigating the effects of VRBR on mid and long-term follow-up and exploring different types of VR are needed.
Postural imbalance is a leading cause of injury in older adults. Our study investigated the effectiveness of virtual reality (VR)-based interventions on balance ability in this population. Here, we examined 21 older, ...
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Postural imbalance is a leading cause of injury in older adults. Our study investigated the effectiveness of virtual reality (VR)-based interventions on balance ability in this population. Here, we examined 21 older, healthy adults (75.8 +/- 5.2 years old). Participants performed 6 weeks of balance training, twice per week for 30 min;the experimental group donned an Oculus VR headset during the training while control participants did not. To assess balance ability, a force platform measured displacement of the center of pressure (COP) during quiet standing in double-leg, tandem, and single-leg stances with eyes closed pre- and post-assessment. COP measurements included mediolateral (ML) and anterior-posterior (AP) directions for root mean square (RMS), peak-to-peak displacement (MAXD), total excursion (TE), and 95% confidence area ellipse (AE) parameters. Post-training assessments showed improvements (significant decreases) in the COP parameters. Control group COP parameters improved in various stances ranging from a 3% to 40% decrease on average. The VR group improved MAXD, TE, and 95% AE ranging from a 5% to 47% decrease, on average, across various stances post- compared to pre-training. VR-based exercise training programs may encourage older adults to engage in mobility exercises, leading to a reduced risk of falls or injuries.
In this paper, virtual reality Shopping Insights (VRSI) is presented, a framework that aids the development of virtual reality (VR) shopping applications as well as collecting data and analysing it. VRSI aims to help ...
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In this paper, virtual reality Shopping Insights (VRSI) is presented, a framework that aids the development of virtual reality (VR) shopping applications as well as collecting data and analysing it. VRSI aims to help software developers and researchers by abstracting the layers needed to setup VR technology on applications developed with Unity. Moreover, it provides data registration tools that monitors user activity from non invasive data sources. This data can be useful for marketing analysts to understand user behaviour inside V-commerce applications, helping them to improve the setup and layout of such environments with data-driven decisions. Furthermore, we present an example of VR shopping application developed with VRSI.
Concerns have emerged regarding the expenses associated with integrating virtual reality into the digital transformation of companies, stemming from costs related to 3D software development and procurement of headsets...
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Concerns have emerged regarding the expenses associated with integrating virtual reality into the digital transformation of companies, stemming from costs related to 3D software development and procurement of headsets. Despite the acknowledged benefits of experiential learning in military training, education and medicine, industrial adoption of virtual reality remains constrained. This study delves into the distinctive advantages of virtual reality in the elevator industry and proposes a cost-effective and innovative virtual reality (VR) training solution and evaluation model aimed at improving the learning outcomes of engineers in the field, grounded in the critical thinking theory. The proposed model seeks to capitalize on the benefits of VR in projects geared towards digital transformation by identifying "meta-requirements" and "principal designs" through a design science research method focused on problem solving. This approach has potential applications in other domains. Our methodology employs a unique strategy to develop a virtual reality experiential training program that harnesses engineers' cognitive potential to enhance their critical thinking skills. To evaluate the effectiveness of this approach, we conducted a comparative analysis with a control group trained through traditional digital methods, concentrating on "decision-making and problem-solving" as well as "thinking through hypothesis testing." Engineers undergoing virtual reality training exhibited heightened motivation, emotional engagement, and curiosity levels toward the subject, providing detailed accounts of their experiential training in relation to physical space and time. The "learning by doing" approach resulted in a 15% enhancement in critical thinking among participants, along with a notable 44% improvement in recognition memory.
Rehabilitation is a critical routine in recovering mobility for individuals with motor limitations due to injury. Consistency in rehabilitation routines is essential for effective recovery, and it depends on the patie...
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Rehabilitation is a critical routine in recovering mobility for individuals with motor limitations due to injury. Consistency in rehabilitation routines is essential for effective recovery, and it depends on the patient's motivation and autonomy. This article introduces a serious game based on virtual reality (VR) that immerses the patient in a fully dynamic and engaging training environment for upper limb rehabilitation. It simulates the activity of a handball goalkeeper, compelling the patient to exercise their arms and hands to regain upper limb mobility and trunk inclination to enhance stability, particularly relevant for wheelchair users. The proposed system aims to simplify technology use, featuring a single VR headset integrating body tracking, and functional and spatial-temporal data analysis algorithms, without the need for additional tracking devices. An intuitive, hands-free interface makes the system adaptable to each patient's specific limitations and safe by minimizing overexertion and compensatory actions. Moreover, the proposal allows for the logging of activity data and introduces a set of metrics enabling therapists to assess progress. This facilitates patient autonomy, enabling them to perform their routine in a medical center under professional supervision or at home without needing to commute to the rehabilitation centre. The experimentation focuses on a functional validation of the proposed system by patients and therapists at the Hospital Nacional de Parapl & eacute;jicos de Toledo (HNPT), as a prerequisite to ensure patient safety and acceptance before undertaking long-term studies to measure the effectiveness and impact of using the proposed serious game on patient recovery and improvement.
In complex welding tasks, skilled manual welders often outperform welding robots, primarily due to their expertise in torch manipulation. To address this, a robotic welding teaching system was developed to assist weld...
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In complex welding tasks, skilled manual welders often outperform welding robots, primarily due to their expertise in torch manipulation. To address this, a robotic welding teaching system was developed to assist welders in controlling the torch. This system utilizes human-robot interaction to track the welder's movements, significantly enhancing the welding robot's ability to handle intricate weld seams. A virtual welding robot module, created in Unity3D with virtual reality (VR) technology, closely replicates the real robot. This module is integrated with a human-robot interaction interface and a welder operation module. Motion mapping strategies were devised to transfer the welder's movements from the handle to the welding torch, including "static", "dynamic", "velocity" and "acceleration" strategies. These strategies were tested across four trajectories: linear, arc, sinusoidal, and spatial intersection curves. The results revealed the superiority of the "dynamic" strategy. Further evaluations of the teaching system's performance-specifically its "trajectory accuracy", "trajectory delay" and "time delay"-were conducted for straight lines, arcs, and flip motions. The test results showed that, within the operating speed range of 1 to 40 mm/s and 10 to 40 degrees/s, the system's time delay is less than 0.12 s, with actual trajectory errors remaining below 0.06 mm and 0.1 degrees. These performance metrics demonstrate that the system effectively meets the requirements for precise tracking of both the weld seam and torch manipulation.
Aims: This study aimed to develop and analyze a virtual reality (VR)-based safety incident prevention program for hospitalized children. Design and methods: This quasi-experimental study investigated the effects of a ...
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Aims: This study aimed to develop and analyze a virtual reality (VR)-based safety incident prevention program for hospitalized children. Design and methods: This quasi-experimental study investigated the effects of a VR-based safety incident prevention education program among children hospitalized in a hospital in South Korea. The participants were children aged 4-6 years admitted to a pediatric ward between April 1, 2021, and March 31, 2022. The experimental group received the VR-based safety incident prevention program immediately after-and on the second day of-admission, whereas the control group received the usual hospital intervention. Results: After implementing the VR-based safety incident prevention education among the hospitalized children, the mean change in post-pre-test scores for hospitalization safety knowledge was 1.48 +/- 2.27 for the intervention and -0.36 +/- 2.51 for the control group (p = .001). The change in scores for awareness was 0.49 +/- 0.22 for the intervention and -0.07 +/- 0.37 for the control group (p < .001). The changes in scores for behavior were 0.53 +/- 0.41 and -0.05 +/- 0.37 for the intervention and control group (p < .001). Conclusions: This study's results demonstrate that VR-based education is an effective intervention that can stimulate children's interest better than the existing oral education and can be useful as a means of education in pediatric wards. Implication to practice: VR-based educational programs can be effectively utilized to prevent safety incidents among hospitalized children. Pediatric nurses are recommended to integrate the advantages of VR-based educational programs into their clinical practice to enhance patient safety. (c) 2024 Elsevier Inc. All rights are reserved, including those for text and data mining, AI training, and similar technologies.
BackgroundGynecologic pelvic exams (GPEs) are a required proficiency for healthcare trainees, yet practice opportunities are limited. The virtual Approach to Gynecology Project aims to supplement traditional learning ...
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BackgroundGynecologic pelvic exams (GPEs) are a required proficiency for healthcare trainees, yet practice opportunities are limited. The virtual Approach to Gynecology Project aims to supplement traditional learning with a virtual-based GPE module. This study compares trainee experiences using the immersive virtual reality (VR) version to an equivalent non-immersive personal computer (PC) *** groups of 3-5 preclinical medical students were randomized to complete one version of the GPE simulation (either the PC or VR), followed by written feedback and a structured focus group. Each group then completed the other version, after which a second written feedback form was completed, and a final focus group conducted. Focus group comments were recorded, transcribed verbatim and coded. Thematic analysis was performed on coded comments and analysis of written feedback compared Likert-scale responses of VR and PC ***-two individual students enrolled and were assigned to one of five groups. Focus group discussions yielded a total of 138 responses that underwent thematic analysis. VR was unanimously preferred to the PC version, scoring significantly higher Likert-scale responses on ease of use, realism, improved comfort, and confidence. The following 3 themes emerged from the thematic analysis: (1) realism and immersiveness, (2) ease of use, and (3) enjoyment. Compared to PC, VR was found to be more realistic and enjoyable, though both versions had some reported difficulty regarding *** immersive VR-based simulation provided a more realistic and enjoyable experience for the GPE simulation compared to the PC-based simulation and was unanimously preferred.
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