PubMed Health⌕ Search

SEARCH · PubMed Health

Results for “virtual environment”

Explore indexed PubMed citations for clinical trials, systematic reviews and public health research. Read source abstracts and follow each citation to its original PubMed record.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 361 records · Page 20Linked to original sources

Precedence-based speech segregation in a virtual auditory environment.

When a masking sound is spatially separated from a target speech signal, substantial releases from masking typically occur both for speech and noise maskers. However, when a delayed copy of the masker is also presented at the location of the target speech (a condition that has been referred to as the front target, right-front masker or F-RF configuration), the advantages of spatial separation vanish for noise maskers but remain substantial for speech maskers. This effect has been attributed to precedence, which introduces an apparent spatial separation between the target and masker in the F-RF configuration that helps the listener to segregate the target from a masking voice but not from a masking noise. In this study, virtual synthesis techniques were used to examine variations of the F-RF configuration in an attempt to more fully understand the stimulus parameters that influence the release from masking obtained in that condition. The results show that the release from speech-on-speech masking caused by the addition of the delayed copy of the masker is robust across a wide variety of source locations, masker locations, and masker delay values. This suggests that the speech unmasking that occurs in the F-RF configuration is not dependent on any single perceptual cue and may indicate that F-RF speech segregation is only partially based on the apparent left-right location of the RF masker.

Acoustic Stimulation↗

Perceiving virtual geographical slant: action influences perception.

In 4 experiments, the authors varied the extent and nature of participant movement in a virtual environment to examine the influence of action on estimates of geographical slant. Previous studies showed that people consciously overestimate hill slant but can still accurately guide an action toward the hill (D. R. Proffitt, M. Bhalla, R. Gossweiler, & J. Midgett, 1995). Related studies suggest that one's potential to act may influence perception of slant and that distinct representations may independently inform perceptual and motoric responses. The authors found that in all conditions, perceptual judgments were overestimated and motoric adjustments were more accurate. The virtual environment allowed manipulation of the effort required to walk up simulated hills. Walking with the effort appropriate to the visual slant led to increased perceptual overestimation of slant compared with active walking with the effort appropriate to level ground, while visually guided actions remained accurate.

Adolescent↗

Treatment of acrophobia in virtual reality: the role of immersion and presence.

In this study the effects of virtual reality exposure therapy (VRET) were investigated in patients with acrophobia. Feelings of presence in VRET were systematically varied by using either a head-mounted display (HMD) (low presence) or a computer automatic virtual environment (CAVE) (high presence). VRET in general was found to be more effective than no treatment. No differences were found in effectiveness between VRET using an HMD or CAVE. Results were maintained at 6 months follow-up. Results of VRET were comparable with those of exposure in vivo (Cyberpsychology and Behavior 4 (2001) 335). In treatment completers no relationship was found between presence and anxiety. Early drop-outs experienced less acrophobic complaints and psychopathology in general at pre-test. They also experienced less presence and anxiety in the virtual environment used in session one as compared to patients that completed VRET.

Analysis of Variance↗

Virtual reality for health care: a survey.

This report surveys the state of the art in applications of virtual environments and related technologies for health care. Applications of these technologies are being developed for health care in the following areas: surgical procedures (remote surgery or telepresence, augmented or enhanced surgery, and planning and simulation of procedures before surgery); medical therapy; preventive medicine and patient education; medical education and training; visualization of massive medical databases; skill enhancement and rehabilitation; and architectural design for health-care facilities. To date, such applications have improved the quality of health care, and in the future they will result in substantial cost savings. Tools that respond to the needs of present virtual environment systems are being refined or developed. However, additional large-scale research is necessary in the following areas: user studies, use of robots for telepresence procedures, enhanced system reality, and improved system functionality.

Animals↗

Human spatial navigation deficits after traumatic brain injury shown in the arena maze, a virtual Morris water maze.

OBJECTIVE: Survivors of traumatic brain injury (TBI) often have spatial navigation deficits. This study examined such deficits and conducted a detailed analysis of navigational behaviour in a virtual environment. DESIGN: TBI survivors were tested in a computer simulation of the Morris water maze task that required them to find and remember the location of an invisible platform that was always in the same location. A follow-up questionnaire assessed everyday spatial ability. METHOD: Fourteen survivors of moderate-to-severe TBI were compared to 12 non-injured participants. RESULTS: TBI survivors navigated to a visible platform but could not learn the location of the invisible platform. The difference between TBI survivors and uninjured participants was best indicated by two new dependent variables, path efficacy and spatial scores. CONCLUSION: This study confirms the capacity of virtual environments to reveal spatial navigation deficits after TBI and establishes the best way to identify such deficits.

Adult↗

Presence and reflection in training: support for learning to improve quality decision-making skills under time limitations.

Virtual Reality (VR) has been used for some time for training various skills. The results obtained are generally very reassuring, suggesting that Virtual Environments (VEs) are an effective new kind of educational tool. There are some, however, who argue that there are cases in which a 2D approach would achieve the same training effect. The literature suggests that the key features that distinguish VR from other training approaches is the sense of presence, which provides a first-person experience of the world. Usually, real world learning is multisensory and gives ownership and control over the experience, increases learner motivation, and triggers the construction of knowledge. Despite technical limitations, a VE is the most effective form of information technology for providing multisensory experience including visual, auditory, and to some extend haptic and tactile cues. The sense of presence ensures that the perceived experience is interpreted as being real and makes it likely that skills learned in the VE will be transferred to the real world. We argue that for training time-limited decision-making skills, the learner should also have an opportunity to reflect on actions/strategies to improve performance. Therefore a virtual environment for training should also provide support for students to reflect on their performance. This paper describes a prototype training system that aims to support both construction of knowledge and cognitive learning. It is also intended to trigger a sense of presence as well as provide support mechanisms, not available in the real world, that the students can exercise to reflect on the training experience.

Decision Making↗

Simulation of tissue cutting and bleeding for laparoscopic surgery using auxiliary surfaces.

Realistic simulation of tissue cutting and bleeding is important components of a surgical simulator that are addressed in this study. Surgeons use a number of instruments to perform incision and dissection of tissues during minimally invasive surgery. For example, a coagulating hook is used to tear and spread the tissue that surrounds organs and scissors are used to dissect the cystic duct during laparoscopic cholecystectomy. During the execution of these procedures, bleeding may occur and blood flows over the tissue surfaces. We have developed computationally fast algorithms to display (1) tissue cutting and (2) bleeding in virtual environments with applications to laparoscopic surgery. Cutting through soft tissue generates an infinitesimally thin slit until the sides of the surface are separated from each other. Simulation of an incision through tissue surface is modeled in three steps: first, the collisions between the instrument and the tissue surface are detected as the simulated cutting tool passes through. Then, the vertices along the cutting path are duplicated. Finally, a simple elastic tissue model is used to separate the vertices from each other to reveal the cut. Accurate simulation of bleeding is a challenging problem because of the complexities of the circulatory system and the physics of viscous fluid flow. There are several fluid flow models described in the literature, but most of them are computationally slow and do not specifically address the problem of blood flowing over soft tissues. We have reviewed the existing models, and have adapted them to our specific task. The key characteristics of our blood flow model are a visually realistic display and real-time computational performance. To display bleeding in virtual environments, we developed a surface flow algorithm. This method is based on a simplified form of the Navier-Stokes equations governing viscous fluid flow. The simplification of these partial differential equations results in a wave equation that can be solved efficiently, in real-time, with finite difference techniques. The solution describes the flow of blood over the polyhedral surfaces representing the anatomical structures and is displayed as a continuous polyhedral surface drawn over the anatomy.

Algorithms↗

Unobtrusive vehicle motion prediction cues reduced simulator sickness during passive travel in a driving simulator.

This study investigated cues that permit prediction of turns during passive movement through a virtual environment. Effects on simulator sickness (SS), presence and enjoyment were examined. Subjects were exposed to complex visual motion through a cartoon-like simulated environment in a driving simulator. Forward velocity remained constant and the motion path was the same across all experimental conditions. Using a within-subject design, we examined visual paths that provided different levels of cue salience - detailed, simplified and no cues - for the upcoming simulated vehicle motion. Following each trial, participants completed questionnaires on SS, presence and enjoyment. After all of the trials were completed, a debriefing determined participants' perceptions of vehicle motion attributes and their awareness of the prediction cues. The results showed that SS in the no-cue condition was significantly greater than that in the conditions that provided vehicle motion cues. Presence and enjoyment responses were not different across the conditions. No participants reported differences between prediction cue conditions or recognized that the vehicle motion followed the same path across trials. However, participants tended to report that the motion was smoother for the detailed-cue than the no-cue condition. Participants ranked turn predictability as higher in conditions with prediction cues. The results support the hypothesis that unobtrusive and unreported motion cues may alleviate SS in a virtual environment.

Adolescent↗

Are surgery training programs ready for virtual reality? A survey of program directors in general surgery.

BACKGROUND: The use of advanced technology, such as virtual environments and computer-based simulators (VR/CBS), in training has been well established by both industry and the military. In contrast the medical profession, including surgery, has been slow to incorporate such technology in its training. In an attempt to identify factors limiting the regular incorporation of this technology into surgical training programs, a survey was developed and distributed to all general surgery program directors in the United States. STUDY DESIGN: A 22-question survey was sent to 254 general surgery program directors. The survey was designed to reflect attitudes of the program directors regarding the use of computer-based simulation in surgical training. Questions were scaled from 1 to 5 with 1 = strongly disagree and 5 = strongly agree. RESULTS: A total of 139 responses (55%) were returned. The majority of respondents (58%) had seen VR/CBS, but only 19% had "hands-on" experience with these systems. Respondents strongly agreed that there is a need for learning opportunities outside of the operating room and a role for VR/CBS in surgical training. Respondents believed both staff and residents would support this type of training. Concerns included VR/CBS' lack of validation and potential requirements for frequent system upgrades. CONCLUSIONS: Virtual environments and computer-based simulators, although well established training tools in other fields, have not been widely incorporated into surgical education. Our results suggest that program directors believe this type of technology would be beneficial in surgical education, but they lack adequate information regarding VR/CBS. Developers of this technology may need to focus on educating potential users and addressing their concerns.

Clinical Competence↗

Human postural responses to motion of real and virtual visual environments under different support base conditions.

The role of visual orientation cues for human control of upright stance is still not well understood. We, therefore, investigated stance control during motion of a visual scene as stimulus, varying the stimulus parameters and the contribution from other senses (vestibular and leg proprioceptive cues present or absent). Eight normal subjects and three patients with chronic bilateral loss of vestibular function participated. They stood on a motion platform inside a cabin with an optokinetic pattern on its interior walls. The cabin was sinusoidally rotated in anterior-posterior (a-p) direction with the horizontal rotation axis through the ankle joints (f=0.05-0.4 Hz; A (max)=0.25 degrees -4 degrees ; v (max)=0.08-10 degrees /s). The subjects' centre of mass (COM) angular position was calculated from opto-electronically measured body sway parameters. The platform was either kept stationary or moved by coupling its position 1:1 to a-p hip position ('body sway referenced', BSR, platform condition), by which proprioceptive feedback of ankle joint angle became inactivated. The visual stimulus evoked in-phase COM excursions (visual responses) in all subjects. (1) In normal subjects on a stationary platform, the visual responses showed saturation with both increasing velocity and displacement of the visual stimulus. The saturation showed up abruptly when visually evoked COM velocity and displacement reached approximately 0.1 degrees /s and 0.1 degrees , respectively. (2) In normal subjects on a BSR platform (proprioceptive feedback disabled), the visual responses showed similar saturation characteristics, but at clearly higher COM velocity and displacement values ( approximately 1 degrees /s and 1 degrees , respectively). (3) In patients on a stationary platform (no vestibular cues), the visual responses were basically similar to those of the normal subjects, apart from somewhat higher gain values and less-pronounced saturation effects. (4) In patients on a BSR platform (no vestibular and proprioceptive cues, presumably only somatosensory graviceptive and visual cues), the visual responses showed an abnormal increase in gain with increasing stimulus frequency in addition to a displacement saturation. On the normal subjects we performed additional experiments in which we varied the gain of the visual response by using a 'virtual reality' visual stimulus or by applying small lateral platform tilts. This did not affect the saturation characteristics of the visual response to a considerable degree. We compared the present results to previous psychophysical findings on motion perception, noting similarities of the saturation characteristics in (1) with leg proprioceptive detection thresholds of approximately 0.1 degrees /s and 0.1 degrees and those in (2) with vestibular detection thresholds of 1 degrees /s and 1 degrees , respectively. From the psychophysical data one might hypothesise that a proprioceptive postural mechanism limits the visually evoked body excursions if these excursions exceed 0.1 degrees /s and 0.1 degrees in condition (1) and that a vestibular mechanism is doing so at 1 degrees /s and 1 degrees in (2). To better understand this, we performed computer simulations using a posture control model with multiple sensory feedbacks. We had recently designed the model to describe postural responses to body pull and platform tilt stimuli. Here, we added a visual input and adjusted its gain to fit the simulated data to the experimental data. The saturation characteristics of the visual responses of the normals were well mimicked by the simulations. They were caused by central thresholds of proprioceptive, vestibular and somatosensory signals in the model, which, however, differed from the psychophysical thresholds. Yet, we demonstrate in a theoretical approach that for condition (1) the model can be made monomodal proprioceptive with the psychophysical 0.1 degrees /s and 0.1 degrees thresholds, and for (2) monomodal vestibular with the psychophysical 1 degrees /s and 1 degrees thresholds, and still shows the corresponding saturation characteristics (whereas our original model covers both conditions without adjustments). The model simulations also predicted the almost normal visual responses of patients on a stationary platform and their clearly abnormal responses on a BSR platform.

Adult↗

The interactive surrogate travel system.

The Interactive Surrogate Travel (IST) system is based on the super-miniaturized system of virtual technology, Cave Automatic Virtual Environment (CAVE). Using bilateral virtual reality (VR-to-VR) communications, IST enables the testing of subjects via interactive communications. It appears that IST will find practical applications in the near future. We examined the utility of IST in medical treatment and psychiatric tests. Psychiatric symptoms reflect human pathos, which in turn are greatly influenced by culture. If these culture-bound symptoms can be adequately communicated between providers and clients of different cultures, we can develop effective telepsychiatric services across different societies and cultures. IST requires high-speed transmission and gigabyte circuits. A pilot project tested the utility of IST (through the use of optical fiber communications on earth) as a basis for experiments via the Gigabit satellite, to be launched in the year 2002.

Culture↗

Guiding the creation of knowledge and understanding in a virtual learning environment.

This article reports findings from an in-depth case study investigating processes of teaching and learning within one tutorial group studying an e-learning course presented as part of the Open University's MA in Open and Distance Education. Drawing on contemporary sociocultural theory and research, the instructional techniques used by the tutor-moderator to guide the creation of "common knowledge" and the construction of understanding are explored. The significance of tutor contributions for fostering a supportive culture of enquiry is also discussed.

Adult↗

Supporting collaboration in virtual learning environments.

Early research argued that computer-mediated communication (CMC) had a number of advantages over existing communication media for supporting collaboration. However, a number of papers emerged that began to raise doubts about this positive view. These papers reported difficulties using CMC to support collaboration. Several systems are reported in this special issue that try to overcome these difficulties, either by changing the communication tools or by developing sound social spaces. These systems are important because the right tools and environment are essential; however, recent research suggests that we need to do more than this, because students do not know how to collaborate effectively and they need to develop these skills to use the tools productively. Other papers in this Special Issue suggest ways this might be achieved.

Computer Simulation↗

SQ-Map: efficient layered collision detection and haptic rendering.

This paper presents a novel layered and fast framework for real-time collision detection and haptic interaction in virtual environments based on superquadric virtual object modeling. An efficient algorithm is initially proposed for decomposing the complex objects into subobjects suitable for superquadric modeling, based on visual salience and curvature constraints. The distance between the superquadrics and the mesh is then projected onto the superquadric surface, thus generating a distance map (SQ-Map). Approximate collision detection is then performed by computing the analytical equations and distance maps instead of triangle per triangle intersection tests. Collision response is then calculated directly from the superquadric models and realistic smooth force feedback is obtained using analytical formulae and local smoothing on the distance map. Experimental evaluation demonstrates that SQ-Map reduces significantly the computational cost when compared to accurate collision detection methods and does not require the huge amounts of memory demanded by distance field-based methods. Finally, force feedback is calculated directly from the distance map and the superquadric formulae.

Algorithms↗

Transfer of route learning from virtual to real environments.

The authors investigated the extent to which route learning in a virtual environment (VE) transfers to the real world. In Experiment 1, active VE exploration, on its own or with a map, produced better transfer of training than either no VE training at all or passive VE training; however, transfer was achieved after shorter training times with the map. Experiment 2 demonstrated that VE + map training was not superior to training with a map alone, and Experiment 3 demonstrated that the poorer performances observed after passive VE training were not simply due to a lack of attention but to the lack of active navigational decisions. The authors concluded that the present VE technology does not provide better route learning than studying a map.

Adolescent↗