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At least 487 records · Page 27Linked to original sources

Development and validation of virtual driving simulator for the spinal injury patient.

We developed a virtual reality (VR) driving simulator in order to safely evaluate and improve the driving ability of spinal injury patients. The simulator is composed of an actual car, a beam projector, and a large screen. For the interface of our driving simulator, an actual car was adapted and then connected to a computer. We equipped the car with hand control driving devices especially adapted for spinal injury patients. A beam projector was used so that the subjects could see the virtual scene on a large screen set up in front of them. The virtual environment (VE) consisted of 18 sections (e.g., a speed-limited road, a straight road, a curved road, a left turn) and each section was linked naturally to the next. The subjects selected for this trial were 10 normal drivers with valid driving licenses and 15 patients with thoracic or lumbar cord injuries who had prior driving experience. For evaluation, five driving skills were measured, including average speed, steering stability, centerline violations, traffic signal violations, and driving time in various road conditions such as straight and curved roads. The normal subjects manipulated the gas pedal and the brake with their feet, while the patients manipulated a hand control with their hands. After they finished driving the whole course, the participants answered the questions such as "How realistic did the virtual reality driving simulator seem to you?" and "How much was your fear reduced?" In this study, we found that the difference in manipulation method (i.e., the patient group's hand control versus the normal driver's foot controls) does not seem to influence relative performance in the VR driving simulator, though training to improve the use of hand controls in the VR driving simulator would be useful to reduce the fear that the patients feel while driving.

Adult↗

Modeling goal-directed spatial navigation in the rat based on physiological data from the hippocampal formation.

We investigated the importance of hippocampal theta oscillations and the significance of phase differences of theta modulation in the cortical regions that are involved in goal-directed spatial navigation. Our models used representations of entorhinal cortex layer III (ECIII), hippocampus and prefrontal cortex (PFC) to guide movements of a virtual rat in a virtual environment. The model encoded representations of the environment through long-term potentiation of excitatory recurrent connections between sequentially spiking place cells in ECIII and CA3. This encoding required buffering of place cell activity, which was achieved by a short-term memory (STM) in EC that was regulated by theta modulation and allowed synchronized reactivation with encoding phases in ECIII and CA3. Inhibition at a specific theta phase deactivated the oldest item in the buffer when new input was presented to a full STM buffer. A 180 degrees phase difference separated retrieval and encoding in ECIII and CA3, which enabled us to simulate data on theta phase precession of place cells. Retrieval of known paths was elicited in ECIII by input at the retrieval phase from PFC working memory for goal location, requiring strict theta phase relationships with PFC. Known locations adjacent to the virtual rat were retrieved in CA3. Together, input from ECIII and CA3 activated predictive spiking in cells in CA1 for the next desired place on a shortest path to a goal. Consistent with data, place cell activity in CA1 and CA3 showed smaller place fields than in ECIII.

Action Potentials↗

Towards a realistic echographic simulator.

Echography is a useful tool to diagnose a thrombosis; however, since it is difficult to learn to perform this procedure, the objective of this work is to create a simulation to allow students to practice in a virtual environment. Firstly, a physical model of the thigh was constructed based on experimental data obtained using a force sensor mounted on a robotic arm. We present a spring damper model consisting of both linear and non-linear elements. The parameters of each of these elements are then fitted to the experimental data using an optimization technique. By employing an implicit integration to solve the dynamics of the system we obtain a stable physical simulation at over 100 Hz. Secondly, a haptic interface was added to interact with the simulation. Using a PHANToM force-feedback device may touch and deform the thigh in real-time. In order to allow a realistic sensation of the contact we employ a local modeling technique allowing to approximate the forces at much higher frequency using a multi-threaded architecture. Finally, we present the basis for a fast echographic image generation depending on the position and orientation of the virtual probe as well as the force applied to it.

Computer Simulation↗

Virtual reality and haptics as a training device for movement rehabilitation after stroke: a single-case study.

OBJECTIVE: To investigate whether training in a virtual environment with a haptic device will improve motor function in the left hemiparetic arm of a stroke subject. DESIGN: Single case, A-B-A design. SETTING: University hospital research laboratory. PARTICIPANT: A man in his late fifties (right handed), with a right-hemisphere lesion that caused a deficit in the left upper extremity. INTERVENTION: The subject trained with a 3-dimensional computer game during a 4-week period that consisted of twelve 90-minute sessions. MAIN OUTCOME MEASURES: Three tests (Purdue pegboard test, dynamometer hand-grip strength, upper-extremity test) and a subjective interview were used to evaluate motor performance. RESULTS: Improvements were found in fine manual dexterity, grip force, and motor control of the affected upper extremity. The subject reported that there was a change in his day-to-day use of the upper extremity and that he was able to use it in activities that were previously impossible for him. CONCLUSIONS: Training with virtual reality and haptics can promote motor rehabilitation.

Activities of Daily Living↗

Applications of telemedicine in the United States space program.

Since the beginning of human space flight, NASA has been placing humans in extreme and remote environments. There are many challenges in maintaining humans in outer space, including the provision of life-support systems, radiation shielding, and countermeasures for minimizing the effect of microgravity. Because astronauts are selected for their health, among other factors, disease and illness are minimized. However, it is still of great importance to have appropriate medical care systems in place to address illness and injury should they occur. With the exception of the Apollo program, exploration of space has been limited to missions that are within several hundred miles of the surface of the Earth. At the drawn of the 21st century and the new millennium, human exploration will be focused on operation of the International Space Station (ISS) and preparation for human missions to Mars. These missions will present inherent risks to human health, and, therefore, appropriate plans must be established to address these challenges and risks. Crews of long-duration missions must become more independent from ground controllers. New systems, protocols, and procedures are currently being perfected. Application of emerging technologies in information systems and telecommunications will be critical to inflight medical care. Application of these technologies through telemedicine will provide crew members access to information, noninvasive procedures for assessing health status, and guidance through the integration of sensors, holography, decision-support systems, and virtual environments. These technologies will also serve as a basis to enhance training and medical education. The design of medical care for space flight should lead to a redesign of the practice of medicine on Earth.

Computer Communication Networks↗

Computer-assisted learning using a dialogue system for virtual teacher-student communication.

Over the past decade, computer-assisted learning in the field of chemistry has given rise to a large number of systems that approach this objective from different viewpoints: static courses aimed at specific concepts, tutorial systems, 2D and 3D virtual environments, and so on. Correct structuring and representation of the knowledge to be taught, the building of a suitable student interface, and the adaptation of the learning process to the knowledge of the student are but a few of the challenges to be faced in the development of efficient computer-assisted learning systems. The present study tackles the use of computerized dialogue systems as a viable alternative for the simulation of teacher-student interaction and proposes an ontology for the characterization of such interaction, employing the object-oriented paradigm in the modeling of both the knowledge to be taught and the actual level of the student. The proposed solution is based on the representation of the knowledge to be taught through a network of multiconnected knowledge frames (chunks), where each chunk may be specialized in more specific frames (prerequisites and subobjectives), contain associated explanations of varying complexity and with a range of explanatory models, and be associated with one or a set of possible questions the student might ask; to this end, a constantly evolving knowledge model is maintained throughout the explanatory process. Based on the proposed model, Java was used to develop and manage an explanatory system that could be used in any type of teaching system based on student-dominated dialogues. Here, the system has been applied to the teaching of chemistry laboratory practice by its integration into the Virtual Chemistry Laboratory (VCL), a system designed by the authors to simulate chemistry techniques in a virtual 3D world.

Journal Article↗

Perception, representation and recognition: a holistic view of recognition.

It is clear that humans have mental representations of their spatial environments and that these representations are useful, if not essential, in a wide variety of cognitive tasks such as identification of landmarks and objects, guiding actions and navigation and in directing spatial awareness and attention. Determining the properties of mental representation has long been a contentious issue (see Pinker, 1984). One method of probing the nature of human representation is by studying the extent to which representation can surpass or go beyond the visual (or sensory) experience from which it derives. From a strictly empiricist standpoint what is not sensed cannot be represented; except as a combination of things that have been experienced. But perceptual experience is always limited by our view of the world and the properties of our visual system. It is therefore not surprising when human representation is found to be highly dependent on the initial viewpoint of the observer and on any shortcomings thereof. However, representation is not a static entity; it evolves with experience. The debate as to whether human representation of objects is view-dependent or view-invariant that has dominated research journals recently may simply be a discussion concerning how much information is available in the retinal image during experimental tests and whether this information is sufficient for the task at hand. Here we review an approach to the study of the development of human spatial representation under realistic problem solving scenarios. This is facilitated by the use of realistic virtual environments, exploratory learning and redundancy in visual detail.

Computer Simulation↗

Toward brain correlates of natural behavior: fMRI during violent video games.

Modern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games.

Adolescent↗

Differential influence of the visual framework on end point accuracy and trajectory specification of arm movements.

In this study the influence of visual scene on both arm end point accuracy and spatial path kinematics was evaluated. Eight subjects, immersed in a virtual environment, were required to point to one of ten targets located at two distances and in five directions. Targets were presented in frameworks of different complexity. The simplest framework was constituted by a uniform background, the most complex framework was constituted by a perspective-arranged grid. In the other two conditions it consisted of lines having a direction parallel to either the subject's sagittal or frontal body axis. Movements were executed without vision of both target and framework. The results showed that pointing movements were hypometric in all conditions. No difference in end point localization was observed between movements executed after presentation of the simplest and the most complex scenes. However, hypometria significantly increased when the scene was formed by lines parallel to the subject's sagittal axis. Visual information on the scene was also used to specify hand path parameters. Trajectory curvature increased with decreasing complexity of the framework. Correspondingly, the pointing kinematics varied. Taken together, these results suggest that visual analysis of cues surrounding the target can influence both target localisation and hand path planning. However, scene complexity is directly related only to determining trajectory curvature. We conclude that planning an arm movement consists of at least two processes: target localisation and hand path specification. Environmental visual cues forming the scene are taken into account differently during the two processes.

Adult↗

The importance of perceived relative motion in the control of posture.

Two experiments investigated the role of optic flow in controlling posture. Both experiments measured postural sway in two virtual environments with different 3-D structure but the same optic flow. Observers attempted to maintain balance on one foot while viewing an object that appeared either rigid with respect to the environment or that appeared to move concomitantly with head movements. The apparent object motion concomitant with head motion was achieved by changing the perceived, but not physical, depth of the object. For both objects, the optic flow information was the same and only depth information was varied. Observers showed a decrease in stability (as measured by head sway) when viewing the object that appeared to move, suggesting that perceived relative motion, not optic flow, signals self-motion to the postural control system.

Adult↗

Porcine transfer study: virtual reality simulator training compared with porcine training in endovascular novices.

PURPOSE: To compare the learning of endovascular interventional skills by training on pig models versus virtual reality simulators. METHODS: Twelve endovascular novices participated in a study consisting of a pig laboratory (P-Lab) and a virtual reality laboratory (VR-Lab). Subjects were stratified by experience and randomized into four training groups. Following 1 hr of didactic instruction, all attempted an iliac artery stenosis (IAS) revascularization in both laboratories. Onsite proctors evaluated performances using task-specific checklists and global rating scales, yielding a Total Score. Participants completed two training sessions of 3 hr each, using their group's assigned method (P-Lab x 2, P-Lab + VR-Lab, VR-Lab + P-Lab, or VR-Lab x 2) and were re-evaluated in both laboratories. A panel of two highly experienced interventional radiologists performed assessments from video recordings. ANCOVA analysis of Total Score against years of surgical, interventional radiology (IR) experience and cumulative number of P-Lab or VR-Lab sessions was conducted. Inter-rater reliability (IRR) was determined by comparing proctored scores with the video assessors in only the VR-Lab. RESULTS: VR-Lab sessions improved the VR-Lab Total Score (beta = 3.029, p = 0.0015) and P-Lab Total Score (beta = 1.814, p = 0.0452). P-Lab sessions increased the P-Lab Total Score (beta = 4.074, p < 0.0001) but had no effect on the VR-Lab Total Score. In the general statistical model, both P-Lab sessions (beta = 2.552, p = 0.0010) and VR-Lab sessions (beta = 2.435, p = 0.0032) significantly improved Total Score. Neither previous surgical experience nor IR experience predicted Total Score. VR-Lab scores were consistently higher than the P-Lab scores (Delta = 6.659, p < 0.0001). VR-Lab IRR was substantial (r = 0.649, p < 0.0008). CONCLUSIONS: Endovascular skills learned in the virtual environment may be transferable to the real catheterization laboratory as modeled in the P-Lab.

Adult↗

Distance cognition in virtual environmental space: further investigations to clarify the route-angularity effect.

Two experiments with 72 participants in total investigated the route-angularity effect. This effect is shown when a greater number of turns along a route increase the estimated length of this route. In this study it was shown that the route-angularity effect is likely to be a memory-based effect depending on task difficulty. The important factor seems to be how heavily memory is loaded during learning. The route-angularity effect even appears in intentional learning, when memory is loaded heavily. Under this learning condition participants know beforehand that they have to estimate distances. All experiments were conducted in a controlled virtual environment, which allows a reliable investigation of distance estimations in environmental space.

Adult↗

Evidence against integration of spatial maps in humans.

A dynamic 3-D virtual environment was constructed for humans as an open-field analogue of Blaisdell and Cook's (2005) pigeon foraging task to determine if humans, like pigeons, were capable of integrating separate spatial maps. Participants used keyboard keys and a mouse to search for a hidden goal in a 4x4 grid of raised cups. During Phase 1 training, a goal was consistently located between two landmarks (Map 1: blue T and red L). During Phase 2 training, a goal was consistently located down and left of a single landmark (Map 2: blue T). Transfer trials were then conducted in which participants were required to make choices in the presence of the red L alone. Cup choices during transfer assessed participants' strategies: association (from Map 1), generalization (from Map 2), or integration (combining Map 1 and 2). During transfer, cup choices increased to a location which suggested an integration strategy and was consistent with results obtained with pigeons. However, additional analyses of the human data suggested participants initially used a generalization strategy followed by a progressive shift in search behavior away from the red L. This shift in search behavior during transfer was responsible for the changes in cup choices across transfer trials and was confirmed by a control condition. These new analyses offer an alternative explanation to the spatial integration account proposed for pigeons.

Adult↗

A markerless motion capture system to study musculoskeletal biomechanics: visual hull and simulated annealing approach.

Human motion capture is frequently used to study musculoskeletal biomechanics and clinical problems, as well as to provide realistic animation for the entertainment industry. The most popular technique for human motion capture uses markers placed on the skin, despite some important drawbacks including the impediment to the motion by the presence of skin markers and relative movement between the skin where the markers are placed and the underlying bone. The latter makes it difficult to estimate the motion of the underlying bone, which is the variable of interest for biomechanical and clinical applications. A model-based markerless motion capture system is presented in this study, which does not require the placement of any markers on the subject's body. The described method is based on visual hull reconstruction and an a priori model of the subject. A custom version of adapted fast simulated annealing has been developed to match the model to the visual hull. The tracking capability and a quantitative validation of the method were evaluated in a virtual environment for a complete gait cycle. The obtained mean errors, for an entire gait cycle, for knee and hip flexion are respectively 1.5 degrees (+/-3.9 degrees ) and 2.0 degrees (+/-3.0 degrees ), while for knee and hip adduction they are respectively 2.0 degrees (+/-2.3 degrees ) and 1.1 degrees (+/-1.7 degrees ). Results for the ankle and shoulder joints are also presented. Experimental results captured in a gait laboratory with a real subject are also shown to demonstrate the effectiveness and potential of the presented method in a clinical environment.

Biomechanical Phenomena↗

Individual difference factors in risky driving: the roles of anger/hostility, conscientiousness, and sensation-seeking.

Motor vehicle crashes claim the lives of more Americans than any other cause of injury. One factor long recognized as relevant to predicting dangerous driver behavior is the driver's personality. This study examines the independent and combined roles of three personality traits--sensation-seeking, conscientiousness, and anger/hostility--in predicting risky driving behavior. Seventy-three participants completed personality and driving history questionnaires, and also engaged in a virtual environment (VE) task designed to assess risk-taking driving behavior. Each facet of personality was correlated to risky driving behavior in independent univariate analyses. In multivariate analyses, sensation-seeking emerged as the best predictor of self-reported driving violations. Anger/hostility and the interactive effect of anger/hostility by sensation-seeking also emerged in a multivariate analysis predicting one measure of self-reported driving violations. No personality trait predicted risky driving in the VE in multivariate analyses. Results are discussed with respect to previous work in the field, challenges involved in measuring the constructs of interest, and implications to prevention.

Accidents, Traffic↗

An efficient and scalable deformable model for virtual reality-based medical applications.

Modeling of tissue deformation is of great importance to virtual reality (VR)-based medical simulations. Considerable effort has been dedicated to the development of interactively deformable virtual tissues. In this paper, an efficient and scalable deformable model is presented for virtual-reality-based medical applications. It considers deformation as a localized force transmittal process which is governed by algorithms based on breadth-first search (BFS). The computational speed is scalable to facilitate real-time interaction by adjusting the penetration depth. Simulated annealing (SA) algorithms are developed to optimize the model parameters by using the reference data generated with the linear static finite element method (FEM). The mechanical behavior and timing performance of the model have been evaluated. The model has been applied to simulate the typical behavior of living tissues and anisotropic materials. Integration with a haptic device has also been achieved on a generic personal computer (PC) platform. The proposed technique provides a feasible solution for VR-based medical simulations and has the potential for multi-user collaborative work in virtual environment.

Algorithms↗

Geometric determinants of human spatial memory.

Geometric alterations to the boundaries of a virtual environment were used to investigate the representations underlying human spatial memory. Subjects encountered a cue object in a simple rectangular enclosure, with distant landmarks for orientation. After a brief delay, during which they were removed from the arena, subjects were returned to it at a new location and orientation and asked to mark the place where the cue had been. On some trials the geometry (size, aspect ratio) of the arena was varied between presentation and testing. Responses tended to lie somewhere between a location that maintained fixed distances from nearby walls and a location that maintained fixed ratios of the distances between opposing walls. The former were more common after expansions and for cued locations nearer to the edge while the latter were more common after contractions and for locations nearer to the center. The spatial distributions of responses predicted by various simple geometric models were compared to the data. The best fitting model was one derived from the response properties of 'place cells' in the rat hippocampus, which matches the 'proximities' 1/(d+c) of the cue to the four walls of the arena, where d is the distance to a wall and c is a global constant. Subjects also tended to adopt the same orientation at presentation and testing, although this was not due to using a view matching strategy, which could be ruled out in 50% of responses. Disoriented responses were most often seen where the cued location was near the center of the arena or where the long axis of a rectangular arena was changed between presentation and testing, suggesting that the geometry of the arena acts as a weak cue to orientation. Overall, the results suggest a process of visual landmark matching to determine orientation, combined with an abstract representation of the proximity of the cued location to the walls of the arena consistent with the neural representation of location in the hippocampus.

Adult↗

Virtual reality exposure therapy of anxiety disorders: a review.

Virtual reality exposure therapy (VRET) is an altered form of behavioral therapy and may be a possible alternative to standard in vivo exposure. Virtual reality integrates real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse patients in a computer-generated virtual environment. Research on this type of treatment for anxiety disorders is discussed in this article, and the mediating and moderating variables that influence VR treatment effectiveness as well. Evidence is found that VRET is effective for participants with fear of heights and of flying. For other phobias, research to date is not conclusive. More randomized clinical trials in which VRET is compared with standard exposure are required. Furthermore, studies are needed in which VRET is not just a component of the treatment package evaluated, but in which VRET should be assessed as a stand-alone treatment.

Anxiety Disorders↗