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Comparative evaluation of dental haptic simulators and their applications in pediatric dentistry- a scoping reviewChokhachi Zadeh Moghadam, Nastaran 11 August 2022 (has links)
BACKGROUND: Almost all fields of dentistry are very reliant on dentists’ well-developed dexterity and psychomotor skills. Simulation preclinical dental training is important for dental students to acquire preliminary manual dexterity before interacting with real patients. In the recent years, virtual reality specifically haptic simulations have drawn a lot of attention due to their multiple advantages including lack of the threat of spreading air-borne diseases.
PURPOSE: The overall purpose of this study was to provide a review of the available dental haptic simulators in the market, and specific aim was to report the available evidence from the current scientific literature about the use and benefit of them during early preclinical pediatric dentistry training.
METHODS: Information about Haptic VR simulators was obtained through manufacturers’ websites and current scientific literature. For the specific aim, the review is reported using the PRISMA-Scoping Review (ScR) guidelines and bibliographic databases such as PubMed, Cochrane library, Embase, and Dentistry and Oral Sciences Source.
RESULTS: The systematic search identified 79 titles of which 14 full-text articles were selected for detailed review. Based on inclusion and exclusion criteria 4 studies were included in this review. CONCLUSION: Evaluation evidence from reviewed studies indicates the usefulness of the haptic simulators in preclinical pediatric dental training. The haptic simulators complement the existing phantom head simulators by offering different beneficial features. Further studies are necessary to evaluate the effectiveness of the simulators in pediatric dental training and to support the current availability of evidence.
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VRi byggprojektering – Hinder och Möjligheter : En enkätundersökning om nästa steg i visualiseringÖhrström, Johan January 2023 (has links)
Utvecklingen av visualiseringsverktyg så som CAD-ritningar har lett till stora förändringar i hur projekteringsprocessen löper från planeringsstadiet till slutprodukt. När dessa CAD-ritningar har sammanfogats i större utsträckning med det arbetssätt som kallas för BIMmodeller så finns det en gemensam databas med informationen för ett projekt. Denna information går då att översätta till nästa steg i en virtuellt renderad modell som kan granskas med hjälp av VR-utrustning. För att användningen av VR-teknik i visualiseringen ska vara smidig krävs att det finns BIM-modeller med en tillhörande 3D-ritning gjord i exempelvis Revit eller Archicad. Med detta i grund så har detta arbete baserats på att med enkätundersökningar studera och sammanställa vilka positiva och negativa aspekter det finns med VR-teknik i projekteringen samt vilka hinder som står för en bredare användning. Utifrån dessa studier har de positiva effekterna av en användning främst gett resultatet att det förhöjer rumsupplevelsen och ger projektmedlemmar ett bättre verktyg för att optimera rumsflöden och utformning. Dock utgör fortfarande kunskapsbrist i användningen av denna teknik ett hinder för en bredare acceptans samt att det är en kostnadsfråga för företagen. En annan anledning till att det ej används är att företag inte har tagit beslutet än att implementera denna teknik i sin process vilket är en tidskrävande och kostsam process. / The development of visualization tools such as CAD drawings has led to major changes in how the design process runs from the planning stage to the final product. When these CAD drawings are merged to a greater extent with the approach known as BIM models, there is a common database with the information for a project. This information can then be translated into the next stage of a virtually rendered model that can be viewed using VR equipment. For the use of VR technology in the visualization to be smooth, it is required that there are BIM models with an associated 3D drawing made in for example Revit or Archicad. With this as a basis, this work has been based on studying and compiling the positive and negative aspects of VR technology in design and the obstacles that stand for a more widespread use. Based on these studies, the positive effects of a use have mainly given the result that it enhances the room experience and gives project members a better tool for optimizing room flows and design. However, a lack of knowledge in the use of this technology still represents an obstacle to wider acceptance and is a cost issue for companies. Another reason why it is not used is that companies have not made the decision to implement this technology in their process, which is a time-consuming and costly process / <p>2023-06-26</p>
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Exploring the effect of different hints on flow state in Virtual RealityPalombini, Elena January 2023 (has links)
Flow state is a state of intense focus and engagement, which is fulfilling for people experiencing it and therefore generally sought-after by creators of virtual games and experiences. Virtual Reality (VR) is known to be one of the most immersive technologies available today. As such, it has great potential to foster flow state in its users. This work tries to determine which design characteristics favor flow the most, with regard to providing guidance to the user. In particular, this research examines whether in a VR escape room, text hints or glowing cues are more effective to foster feelings of flow. The research process included design and implementation of the VR escape room from the ground up, to create the perfect setting for the experiments, a VR experience in which ultimate goal and intermediate steps are precisely defined. This allows to give relevant hints every step of the experience, and to examine the effects of hints design on flow. The intensity of the resulting flow state has been evaluated through the Activity Flow State Scale (AFSS) designed by Payne et al., and qualitative data has also been gathered, from direct observation and user comments. AFSS score, duration of the VR experience, and duration estimated by the users, have been compared between the version of the VR escape room which presents hints as text prompts and the one in which relevant objects glow. This data has then been connected to findings resulting from the thematic analysis of direct observation and user comments. Lastly, general insights and guidelines have been extracted, to inform designers and game developers willing to create flow-oriented VR experiences. / “Flow state” är ett tillstånd av intensivt fokus och engagemang, vilket är tillfredsställande för dem som upplever det och är därför eftertraktat av skapare av virtuella spel och upplevelser. Virtual Reality (VR) är känd som en av de mest immersiva tekniker som finns tillgänglig idag. Som sådan har den stor potential att främja “flow state” hos sina användare. Detta arbetet försöker fastställa vilka designegenskaper som gynnar “flow” mest, när det gäller att ge vägledning till användaren i en VR-upplevelse. Arbetet undersöker om det i ett VR-”escape room” är effektivare att ge användaren tips i text eller som lysande signaler för att främja känslan av flow. Forskningsprocessen omfattade utformning och implementation av ett VR-”escape room” från grunden för att skapa den perfekta miljön för experimenten, en VR-upplevelse där slutmålet och de mellanliggande stegen är exakt definierade. Detta gör det möjligt att ge relevanta tips i varje steg av upplevelsen och att undersöka effekterna av tipsens utformning på flödet. Intensiteten i ett resulterande “flow state”har utvärderats med hjälp av Activity Flow State Scale (AFSS) som utformats av Payne m.fl. och kvalitativa data har också samlats in från direkta observationer och användarkommentarer. AFSS-poäng, VR-upplevelsens varaktighet och användarnas uppskattade varaktighet har jämförts mellan två versioner av ett VR-”escape room”. Ett där tips presenteras som textmeddelanden och ett där relevanta objekt lyser. Datan har sedan kopplats samman med resultaten från den tematiska analysen av direkta observationer och användarkommentarer. Slutligen har allmänna insikter och riktlinjer tagits fram för att informera designers och spelutvecklare som vill skapa “flow state”-orienterade VR-upplevelser.
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A study on 2D advertisementsin mobile versus VR experiencesBeverskog, Simon, Larsson, Fredrik January 2020 (has links)
Virtual reality tech is new, exciting and full of opportunities.Despite this the gaming section of virtual reality does not grow asfast as it was predicted it would be. Headsets and games areexpensive and perhaps a market model similar to the mobile gamingmarket would do the new tech good. A model that is heavily reliant onadvertisements and low prices.The purpose of this thesis is to show that virtual reality games areas viable an advertising target as mobile games that are a popularadvertisement medium. The study uses 2D billboard advertisements asthey are a non-intrusive advertisement format that can be implementedin a similar fashion on a mobile game and VR game.For this study two games were developed, one that runs on a OculusQuest VR headset and one for mobile Android devices. The games are asclose to each other as possible in terms of objective and settingwith the same advertisements implemented in them, each game featurestwo levels, one level contains advertisements and one does not.Surveys are used to find data regarding how the advertisementsaffected the game experience on both platforms. Interviews were thenconducted to find more qualitative information and to explain theresults as well as to find out what makes an advertisement good ortolerable.
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On evangelizing an avatar : an empirical exploration of the expression of faith in virtual realitySchulte, Steffen Michael 11 1900 (has links)
Mission is a central aspect of the Christian faith and much thought is given to the challenge of proclaiming the gospel in a new context or to a different people group (i.e. contextualization). In recent years, a new context has come to the forefront that has been and is being created through technology, namely virtual reality (VR). The purpose of this study is to explore how contextualization, with regards to evangelization, needs to be done in VR. The proposed thesis is that VR provides a new context in which the Christian faith is, or should be, shared in a contextualized way.
Although much thought is given to the question of religion in VR, it mostly focuses on the nature of communities online. This study addresses the issue of online evangelization, which has so far received less attention.
This doctoral thesis is structured after the empirical-theological praxis cycle of Faix (2007a), and the Policy Delphi Method (PDM) is the research technique used. Through the PDM, a panel of experts from different backgrounds (theologians, sociologists, and practitioners) discussed the various ways in which VR affects evangelization, the way people form their religious identity, and how contextualization could take place. The aim of this research is to contribute to the field of missiology by investigating VR as a new context in which to proclaim the Christian faith. / Christian Spirituality, Church History and Missiology / D. Th.(Missiology)
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Increasing the Efficacy of Virtual Reality Exposure Therapy for Fear-of-FlyingMacMillan, Chad 01 January 2019 (has links)
Virtual reality exposure therapy (VRET) is a treatment often used to treat fear-of-flying (FOF), which research shows is effective for treating this phobia. Researchers have identified that the realism of the virtual environment is an important component in the efficacy of VRET and increased realism is likely to increase the efficacy of VRET. Guided by cognitive theory, emotional processing theory, and behaviorism, the purpose of this quantitative study was to demonstrate if a new generational technique called true reality-virtual reality exposure therapy (TR-VRET) is at least as efficacious as traditional VRET for treating the fear and anxiety associated with FOF. Repeated measures ANOVAs were used to compare the means between the pre-/posttests measuring fear and anxiety associated with FOF and between the control and experimental group. Both the active treatment experimental group (using TR-VRET) and the active treatment control group (using VRET) had a significant effect on reducing anxiety related to flying. The findings also revealed that both the active treatment experimental group and the active treatment control group had a significant effect on reducing fear related to flying. Notably, no significant differences were found between the active treatment experimental group and the active treatment control group, meaning the 2 treatments were equally effective at reducing the anxiety and fear related to flying. These findings can contribute to positive social change by allowing mental health professionals access to an advanced treatment tool (i.e., TR-VRET) that is just as effective as the older treatment tool (i.e., VRET). These findings can also contribute to positive social change by quickly allowing more tailored virtual environments to be created for clients at a lower cost.
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Knowledge construction of 3D geometry in virtual reality microworldsYeh, Andy Ju-Chih January 2007 (has links)
The recent development of virtual reality (VR) technology carries powerful potential that can be utilised to facilitate the learning of 3D geometry. Therefore, a new approach for teaching and learning of 3D geometry that utilises a virtual reality learning environment (VRLE) is proposed in this research study. This research study aimed to: (a) design and evaluate a VRLE to facilitate the learning of 3D geometry concepts and processes by upper primary school students, and (b) generate theoretical and design principles that will have application both within and beyond the immediate research study. The research methodology employed was design experiments or design-based research. Informed by this methodology, the research design consisted of iterative cycles of developing/revising a conceptual framework, designing/prototyping a VRLE, enacting/evaluating the VRLE, and reflecting/redesigning the research. An initial conceptual framework was generated through extensive literature review to inform the design and evaluation of a VRLE. Based on the conceptual framework, a prototype VRLE named VRMath was then designed and implemented. The enactment and evaluation of VRMath consisted of two iterations. Iteration 1 (six hours/sessions with two students of Year 5 and 6) was conducted using the prototype VRMath (Yeh & Nason, 2004). Based on the findings from Iteration 1, nine learning activities were developed and research protocols (e.g., observation and interview) were revised for Iteration 2. Iteration 2 involved six primary school students (Year 4-5) for eight weeks (two hours/sessions per week). Findings from Iteration 2 confirmed and identified some usability issues of VRMath system and many new ways of thinking and doing 3D geometry when students interacted with VRMath. These have implications on the design of VRMath and the teaching and learning of 3D geometry within the VRMath environment. Justifications about the conceptual framework and students' learning within VRMath were made after the two iterations of enactment and evaluation. The learning activities and VRMath were also revised and redesigned for the preparation of future iterations. After a full cycle of the design-experiments, this research study concluded with a proto-theory (semiotic framework) for the design of and learning within VRLEs, and visions for using VRLEs in mathematic and technology education.
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Development of an EUVE Virtual Environment (EVE) System for Satellite Anomaly Resolution and Science Planning in OperationsWong, L., Lewis, M., Sabbaghi, N., Kronberg, F., Meriwether, D., Chu, K., Olson, E., Morgan, T., Malina, R. F. 10 1900 (has links)
International Telemetering Conference Proceedings / October 28-31, 1996 / Town and Country Hotel and Convention Center, San Diego, California / This paper discusses the design and development of the EUVE Virtual Environment (EVE) system. The EVE system is being developed as an interactive virtual reality (VR) viewing tool for NASA's Extreme Ultraviolet Explorer (EUVE) satellite. EVE will serve as a predictive tool for forecasting spacecraft constraint violations and will provide a capability for spacecraft problem analysis and resolution in realtime through visualization of the problem components in the spacecraft. EVE will animate, in three-dimensional realtime, the spacecraft dynamics and thermal characteristics of the EUVE spacecraft. EVE will also display the field of view for the science instrument detectors, star trackers, sun sensors, and both the omni and high-gain antennas for NASA's Tracking and Data Relay Satellite System (TDRSS) and for possible ground station contact. EVE will display other vital spacecraft information to support the routine operations of the EUVE spacecraft. The EVE system will provide three quick-look visualization functions: (1) to model in-orbit data for realtime spacecraft problem analysis and resolution, (2) to playback data for post-pass data analysis, and training exercises, and (3) to simulate data in the science planning process for optimum attitude determination and to predict spacecraft and thermal constraint violations. We present our preliminary design for a telemetry server, providing both realtime and post pass data, that uses standard Unix utilities. We also present possibilities for future integration of the EVE system with other software to automate the science planning and command generation functions of the satellite operations.
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Effect of a low-cost virtual reality system on reducing pain and anxiety in adult burn injury patients during physiotherapyMorris, Linzette Deidre 12 1900 (has links)
A thesis presented in partial fulfillment of the requirements for the degree of
M.Sc. in Physiotherapy at the Stellenbosch University. / Thesis (MSc (Interdisciplinary Health Sciences. Physiotherapy))--University of Stellenbosch, 2009. / ENGLISH ABSTRACT: Background Albeit Virtual Reality (VR) has been shown to be a useful adjunct in the reduction of pain during burn care and therapy, the current VR systems are expensive and may not be economically feasible for developing countries such as South Africa, where health budgets are stringent. Objective The purpose of this study was to ascertain the effect of a lowcost VR system (eMagin Z800 3DVisor), used in conjunction with pharmacologic analgesics,
on reducing pain and anxiety in adult burn injury patients undergoing physiotherapy treatment, compared to pharmacologic analgesics alone at a South African hospital. Study design Single-blinded, within-subject study design. Methods Pain and anxiety outcome measures were measured by a blinded assessor using the Numeric Pain Rating Scale and Burn Specific Pain and Anxiety Scale. Descriptive statistics, Chi-square tests as well as the Student’s paired t-test were used to analyze data. Main findings Eleven eligible adult burn injury patients consented to participate in this study (3 female, 8 male; median age 33 years: range 23-54 years). A marginal (p=0.06) to insignificant (p=0.13) difference between the two conditions (analgesics with VR and analgesics alone) in reducing pain was found. No significant difference (p=0.58) was found between the two conditions (analgesics with VR and analgesics alone) for anxiety. Interpretation There is a trend that a low-cost VR system, when added to routine pharmacologic analgesics, is an economically feasible and safe adjunct therapy and could be of considerable benefit if implemented into the current pain management regimen of burn injury patients at a South African Hospital. / AFRIKAANSE OPSOMMING: Agtergrond Ofskoon dit al bewys is dat Virtuele Realiteit (VR) ’n nuttige hulpmiddel is om pyn tydens die versorging en behandeling van brandslagoffers te verlig, is die huidige VR stelsels duur en dalk nie uitvoerbaar in ontwikkelende lande soos Suid-Afrika waar die
gesondheidsbegrotings beperk is nie. Doel Om die uitwerking te bepaal van ’n laekoste VR stelsel
(eMagin Z800 3DVisor) op die vermindering van pyn en angs by volwasse pasiënte met brandwonde wat fisioterapeutiese behandeling in ’n Suid-Afrikaanse hospitaal ondergaan. Studieplan ’n Enkel-blinde, binnesubjek-ontwerp. Metodes Volwasse proefpersone is opeenvolgend gewerf by die brandeenheid van die Tygerberg-hospitaal. Die laekoste VR stelsel, tesame met pynstillers, is ewekansig aan een helfte van die pasiënte in’n
fisioterapeutiese behandelingsessie toegewys en die proefpersone is slegs een keer getoets.
Die pyn en angs se resultaatmetings is deur ’n blinde meting gedoen deur die numeriese
pynskattingskaal en die brandspesifieke pyn- en angsskaal te gebruik. Beskrywende statistieke, Chi-kwadraat-toetse en studente se gepaarde t-toets is gebruik om die data te analiseer. Bevindings Elf geskikte volwasse pasiënte met brandwonde het ingestem om aan die studie deel te neem, drie was vroulik en agt was manlik (mediaan-ouderdom 33; reeks 23-54). ’n Marginale (p=0.06) tot onbeduidende verskil (p=0.13) is gevind tussen die twee kondisies om pyn te verlig (met of sonder die toediening van VR). Wat angs betref, is geen beduidende verskille (p=0.58) tussen die twee kondisies (met of sonder die toediening van VR) gevind nie. Interpretasie Daar is ’n neiging dat ’n laekoste VR-stelsel, wanneer dit saam met die gewone farmakologiese pynstillers gebruik word, ’n veilige en ekonomiese praktiese adjunk therapie is en beduidend voordelig kan wees wanneer dit geïmplementeer word as deel van die huidige pynbeheerregimen van brandslagofferpasiënte by ’n Suid-Afrikaanse hospitaal.
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VR interfaces for conceptual design using geometric modeling techniquesZheng, Jianming, 鄭建明 January 2000 (has links)
published_or_final_version / Mechanical Engineering / Doctoral / Doctor of Philosophy
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