The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
A physical disability can highly harm the capability of a person to move. There are vehicles, like powered or manual wheelchair that can give to disabled people a part of their mobility back but this will not give them their entire mobility and autonomy. Virtual Fauteuil is a platform of simulation for wheelchair that has been developed in order to analyze issues linked to the use of a wheelchair...
Background: Unilateral spatial neglect (USN), a highly prevalent post-stroke impairment, has been strongly associated with poor functional outcomes in self-care and instrumental activities of daily living. Hence, its sensitive detection is crucial. Yet, conventional USN assessments present with significant limitations, often leading to misdiagnosis. Virtual reality (VR) can be used to counteract those...
Traditional neuropsychological tests of executive function are designed to assess a range of behavioral competencies necessary for the cognitive control of behavior in the real world. Though considered the ‘gold standard’, these pen-and-paper tests have been criticized for questionable relevance to everyday functioning. Immersive virtual reality (VR) technologies may be a viable tool for developing...
This preliminary study explored the possibility of influencing participant's navigation when presented with 5 binary choices. Each participant experienced one trial of the 5 fixed ordered conditions. A think-aloud protocol and questionnaires were used to understand perception and behaviour. We conclude with suggestions of further research of understanding visual aesthetics and their influence of human...
Individuals with complex injuries often require innovative treatment techniques, such as virtual reality, to address rehabilitation goals. A Canadian Armed Forces member diagnosed with a complicated mild traumatic brain injury completed 10 virtual reality sessions over 15 weeks. Virtual reality sessions included scenarios to provide both physical and cognitive challenges appropriate to the participants'...
Background: We developed a low cost virtual reality [VR] platform using recent substantial advancements in the VR field (namely, Oculus Rift and Vive HTC headsets). Our novel platform comprehensively targets sensory integration for postural control in a manner that is salient and specific to the individual while being affordable, portable and clinically applicable. We aimed to establish the feasibility...
Virtual reality (VR) has found many uses in physical and motor rehabilitation in recent years. VR offers new possibilities for altering a user's visual self-representation using a self-avatar that replicates his movements accurately, or modifies them by incorporating modulations in real-time. The objective of this study is to quantify the variations in gait kinematics of subjects when the lower-limb...
Despite the development in virtual reality (VR) technology, haptic interaction within large virtual environments (VEs) remains limited. The overall aim of this project is to develop a VR system incorporating haptic interface using a cable-driven parallel robot with accessible motion capture with multiple Kinect sensors for rehabilitation. The immediate objective is to provide preliminary data on the...
Texting while walking (TeWW) has become a common dual task which leads to a reduction in gait and texting performance and may result in injury. A possible solution for the distraction caused by mobile phones usage during gait is to merge the real and virtual world in the form of a mixed (augmented) reality solution. The objective of this study was to determine the feasibility of using a mixed reality...
This study aimed to determine the acuity of head and neck position sense in a novel joint position matching paradigm using a head-mounted virtual reality display. The results show that the head-neck position sense acuity of healthy adults is generally within three degrees on matching trials and that acuity increases as the joint angle increases.
Many attempts are being made to ease navigation for people who are blind, both in terms of spatial learning and of navigation. One promising approach is the use of virtual environments for safe and versatile training. While it is known that humans can transfer non-visual spatial knowledge between real and virtual environments, limitations of these studies typically include results obtained mainly...
To assess visual attention in head-mounted displays (HMDs), a re-calibration of the eye-tracker is necessary each time the HMD is moved or taken off and put on again. This occurs several times per therapy session in some use cases of virtual reality based rehabilitation. The process is time-consuming and likely a demanding task for patients. Hence, a solution is needed which reduces the workload and...
This paper introduces an anti-aliasing algorithm based on saliency map for virtual reality applications. In order to do it, we first render the whole scene into a single texture image and feed it into saliency map construction. The result saliency map is then input to the second rendering step with the original texture image. The second rendering step performs the anti-aliasing algorithm selectively...
In this paper, we developed a racing game using 4D motion seat and HMD in 3D virtual reality. Also, we investigated the user feeling and immersion in virtual reality when using HMD through user participation. At the same time, in order to know the cybersickness reduction effect of 4D motion seat, analyzed the degree of cybersickness and the causes of cybersickness according to the type of user. The...
As the number of commercial products of virtual reality (VR) has steeply increased and the development of VR technology has quickly advanced, more and more digital contents have been developed using the VR technology. This trend appears in the game industry too. The gesture-based interface becomes one of well-adopted interfaces for VR games, which has been used several years in other domains such...
We present AirPiano, an enhanced music playing system to provide touchable experiences in HMD-based virtual reality with mid-air haptic feedback. AirPiano allows users to enjoy enriched virtual piano-playing experiences with touchable keys in the air. We implement two haptic rendering schemes to mimic the resisting force of piano keys using ultrasonic vibrations. Constant Feedback is designed to provide...
The preservation of the sites, monuments and other spaces, cultural heritage of the Humanity, has been one of the areas of greater use of computer graphics. This paper presents a methodology of expeditious and low-cost work aimed at virtual recreation of these historical spaces, which, through their availability on the web, allows its analysis and study by experts, as well as their access to the public,...
In this demonstration we present a 3-D Virtual Reality Runner Game that serves as a tool for improving visuomotor coordination of young people, in particular children suffering from dyspraxia. To further improve the immersion of the user, the proposed demo was implemented using an instrumented object (a cube). The object's tracking was done through a hybrid system, that fuses inertial sensing with...
This paper presents the development of a virtual reality simulator for the management of a UAV (Unmanned Aerial Vehicle) focused on improving the quality of life of grown-up people. The present research has collected characteristics of gestures and physical movements from users made by other related research in order to study the same interaction within a virtual world. Through this research a smaller...
Virtual reality is an interactive synthetic environment generated by a computer and is commonly regarded as a means of sensory stimulation in neural engineering. A series of physiological and psychological reactions will be generated while immersing in virtual reality. In order to verify gender differences in vection perception and potential physiological responses, 55 participants (28 females) were...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.