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 559 records · Page 31Linked to original sources

Nanorobotics control design: a collective behavior approach for medicine.

The authors present a new approach using genetic algorithms, neural networks, and nanorobotics concepts applied to the problem of control design for nanoassembly automation and its application in medicine. As a practical approach to validate the proposed design, we have elaborated and simulated a virtual environment focused on control automation for nanorobotics teams that exhibit collective behavior. This collective behavior is a suitable way to perform a large range of tasks and positional assembly manipulation in a complex three-dimensional workspace. We emphasize the application of such techniques as a feasible approach for the investigation of nanorobotics system design in nanomedicine. Theoretical and practical analyses of control modeling is one important aspect that will enable rapid development in the emerging field of nanotechnology.

Algorithms↗

A real-time articulated human motion tracking using tri-axis inertial/magnetic sensors package.

A basic requirement in virtual environments is the tracking of objects, especially humans. A real time motion-tracking system was presented and evaluated in this paper. System sensors were built using tri-axis microelectromechanical accelerometers, rate gyros, and magnetometers. A Kalman-based fusion algorithm was applied to obtain dynamic orientations and further positions of segments of the subject's body. The system with the proposed algorithm was evaluated via dynamically measuring Euler orientation and comparing with other two conventional methods. An arm motion experiment was demonstrated using the developed system and algorithm. The results validated the effectiveness of the proposed method.

Acceleration↗

A generalized framework for interactive dynamic simulation for MultiRigid bodies.

This paper presents a generalized framework for dynamic simulation realized in a prototype simulator called the Interactive Generalized Motion Simulator (I-GMS), which can simulate motions of multirigid-body systems with contact interaction in virtual environments. I-GMS is designed to meet two important goals: generality and interactivity. By generality, we mean a dynamic simulator which can easily support various systems of rigid bodies, ranging from a single free-flying rigid object to complex linkages such as those needed for robotic systems or human body simulation. To provide this generality, we have developed I-GMS in an object-oriented framework. The user interactivity is supported through a haptic interface for articulated bodies, introducing interactive dynamic simulation schemes. This user-interaction is achieved by performing push and pull operations via the PHANToM haptic device, which runs as an integrated part of I-GMS. Also, a hybrid scheme was used for simulating internal contacts (between bodies in the multirigid-body system) in the presence of friction, which could avoid the nonexistent solution problem often faced when solving contact problems with Coulomb friction. In our hybrid scheme, two impulse-based methods are exploited so that different methods are applied adaptively, depending on whether the current contact situation is characterized as "bouncing" or "steady." We demonstrate the user-interaction capability of I-GMS through on-line editing of trajectories of a 6-degree of freedom (dof) articulated structure.

Algorithms↗

Visualizing a sphere eversion.

The mathematical process of everting a sphere (turning it inside-out allowing self-intersections) is a grand challenge for visualization because of the complicated, ever-changing internal structure. We have computed an optimal minimax eversion, requiring the least bending energy. Here, we discuss techniques we used to help visualize this eversion for visitors to virtual environments and viewers of our video The Optiverse.

Algorithms↗

Six degree-of-freedom haptic rendering using spatialized normal cone search.

This paper describes a haptic rendering algorithm for arbitrary polygonal models using a six degree-of-freedom haptic interface. The algorithm supports activities such as virtual prototyping of complex polygonal models and adding haptic interaction to virtual environments. The underlying collision system computes local extrema in distance between the model controlled by the haptic device and the rest of the scene. The haptic rendering computes forces and torques on the moving model based on these local extrema. The system is demonstrated on models with tens of thousands of triangles and developed in an accessibility application for finding collision-free paths.

Computer Simulation↗

Using visual cues of contact to improve interactive manipulation of virtual objects in industrial assembly/maintenance simulations.

This paper describes a set of visual cues of contact designed to improve the interactive manipulation of virtual objects in industrial assembly/maintenance simulations. These visual cues display information of proximity, contact and effort between virtual objects when the user manipulates a part inside a digital mock-up. The set of visual cues encloses the apparition of glyphs (arrow, disk, or sphere) when the manipulated object is close or in contact with another part of the virtual environment. Light sources can also be added at the level of contact points. A filtering technique is proposed to decrease the number of glyphs displayed at the same time. Various effects--such as change in color, change in size, and deformation of shape- can be applied to the glyphs as a function of proximity with other objects or amplitude of the contact forces. A preliminary evaluation was conducted to gather the subjective preference of a group of participants during the simulation of an automotive assembly operation. The collected questionnaires showed that participants globally appreciated our visual cues of contact. The changes in color appeared to be preferred concerning the display of distances and proximity information. Size changes and deformation effects appeared to be preferred in terms of perception of contact forces between the parts. Last, light sources were selected to focus the attention of the user on the contact areas.

Journal Article↗

Virtual reality or real virtuality: the space of flows and nursing practice.

The use of virtual environments for the provision of health-care is on the increase, and with each new development brings debates about their impact on care, nursing and nursing practice. Such environments offer opportunities for extending care and improvements in communication. Others believe these developments threaten aspects of nursing they hold sacrosanct. This paper explores the development of an assemblage of computer networks, databases, information systems, software programs and management systems that together work to manage health-care in Australia, namely casemix. We contend that spatial theories on network society show how this assemblage co-ordinates and operates to manage care. We discuss how this assemblage affects care and suggest that changes in organisation may be a part of the shift in how bodily organisation occurs more generally, but more specifically in health-care. We also suggest how nurses are enrolled in and by such networks, leading to transformation in nurses' practices. Finally, we argue that using spatial forms of analysis allows an interpretation of such assemblages that may account for their strengths and their shortcomings.

Australia↗

Visual control of action without retinal optic flow.

In everyday life, the optic flow associated with the performance of complex actions, like walking through a field of obstacles and catching a ball, entails retinal flow with motion energy (first-order motion). We report the results of four complex action tasks performed in virtual environments without any retinal motion energy. Specifically, we used dynamic random-dot stereograms with single-frame lifetimes (cyclopean stimuli) such that in neither eye was there retinal motion energy or other monocular information about the actions being performed. Performance on the four tasks with the cyclopean stimuli was comparable to performance with luminance stimuli, which do provide retinal optic flow. The near equivalence of the two types of stimuli indicates that if optic flow is involved in the control of action, it is not tied to first-order retinal motion.

Avoidance Learning↗

Working together: supporting projects through action learning.

Recent years have seen tremendous growth in knowledge management projects within the NHS. Project staff must acquire rapidly a wide range of task-related skills. Conventional training courses may be inappropriately timed or unavailable to project staff. Action learning provides a group-based means of meeting skills deficits associated with project management and delivery. This paper describes an action learning set for project staff on five knowledge management projects within Trent Region. A brief evaluation aimed to identify most and least useful and most and least enjoyable features of the action learning set. Comments on the facilitation and the content of the action learning sessions are analysed. Action learning is feasible in meeting the training needs of project staff. It may also provide a means of meeting the shared learning needs of communities of practice within a virtual environment. Knowledge management does not merely involve management and delivery within innovative projects but also requires exploiting shared learning across projects.

Cooperative Behavior↗

Guide to the Internet. Logging in, fetching files, reading news.

Aside from email and the world wide web, there are several other systems for distributing information on the Internet. Telnet is a system that allows you to log on to a remote computer from anywhere on the Internet and affords access to many useful biomedical sites on the Internet. File transfer protocol (FTP) is a method of transferring files from one computer to another over the Internet. It can be used to download files, including software, from numerous publiclly accessible "anonymous FTP archives" around the world. Such archives can be searched using a tool known as Archie. Network News is a system of electronic discussion groups covering almost every imaginable subject, including many areas of medicine and the biomedical sciences; MOOs are virtual environments that allow real time electronic conferencing and teaching over the Internet. It is difficult to predict the future of medicine on the Internet. However, the net opens up many possibilities not available through previous technologies. It is now up to medical practitioners to realise the Internet's full potential.

Computer Communication Networks↗

Rationale for a model of human systems integration: the need of a theoretical framework.

Human systems integration (HSI) involves augmented human design with the objectives of augmenting human capabilities and improving human performance using behavioral technologies. The fundamental matter of human systems integration and augmented human design is the organization and the nature of interactions that couple physiological systems, humans- and engineered systems, artifacts. By this definition, augmented human consists of interactive artefacts linked to physiological systems. This paper focuses on the rationale of a HSI model based on specific experiments (comparison of dynamical sensorimotor integration and motor performances in real and virtual environments) that confirm the hypothesis of functional interaction in the framework of Chauvet's mathematical theory of integrative physiology (MTIP). Epistemological constraints for HSI and the role of MTIP are briefly discussed in this context.

Adult↗

Diabetic Retinopathy Analysis.

Diabetic retinopathy is one of the common complications of diabetes. Unfortunately, in many cases the patient is not aware of any symptoms until it is too late for effective treatment. Through analysis of evoked potential response of the retina, the optical nerve, and the optical brain center, a way will be paved for early diagnosis of diabetic retinopathy and prognosis during the treatment process. In this paper, we present an artificial-neural-network-based method to classify diabetic retinopathy subjects according to changes in visual evoked potential spectral components and an anatomically realistic computer model of the human eye under normal and retinopathy conditions in a virtual environment using 3D Max Studio and Windows Movie Maker.

Journal Article↗

How can we determine if the sense of presence affects task performance?

The question of whether the sense of presence in virtual environments (or telepresence with respect to teleoperator systems) is causally related to task performance remains un-answered because the appropriate studies have yet to be carried out. In this brief report, the author describes a strategy for resolving this issue and the results of a pilot study in which this strategy was implemented.

Equipment Design↗

A study of the simulated evolution of the spectral sensitivity of visual agent receptors.

In this article we study a model for the evolution of the spectral sensitivity of visual receptors for agents in a continuous virtual environment. The model uses a genetic algorithm (GA) to evolve the agent sensors along with the control of the agents by requiring the agents to solve certain tasks in the simulation environment. The properties of the evolved sensors are analyzed for different scenarios. In particular, it is shown that the GA is able to find a balance between sensor costs and agent performance in such a way that the spectral sensor sensitivity reflects the emission spectrum of the target objects and that the capability of the sensors to evolve can help the agents significantly in adapting to their task.

Algorithms↗

Supernormal auditory localization. I. General background.

In this series of papers, we consider human auditory localization and how its deficiencies can be reduced by appropriate processing and coding of acoustical signals in teleoperator and virtual-environment systems. Attention is given to how localization cues can be altered to improve the just-noticeable-difference (JND) in spatial position and to phenomena related to the use of such altered localization cues for the identification of spatial position. Unlike most current studies of synthetic auditory localization, our study includes consideration of distance as well as direction. In this first paper of the series, we provide general background material. In subsequent papers, we will present a variety of empirical results.

Auditory Perception↗

Dynamic response of electromagnetic spatial displacement trackers.

Overall system latency--the elapsed time from input human motion until the immediate consequences of that input are available in the display--is one of the most frequently cited shortcoming of current virtual environment (VE) technology. Given that spatial displacement trackers are employed to monitor head and hand position and orientation in many VE applications, the dynamic response intrinsic to these devices is an unavoidable contributor to overall system latency. In this paper, we describe a testbed and method for measurement of tracker dynamic response that use a motorized rotary swing arm to sinusoidally displace the VE sensor at a number of frequencies spanning the bandwidth of volitional human movement. During the tests, actual swing arm angle and VE sensor reports are collected and time stamped. By calibrating the time stamping technique, the tracker's internal transduction and processing time are separated from data transfer and host computer software execution latencies. We have used this test-bed to examine several VE sensors--most recently to compare latency, gain, and noise characteristics of two commercially available electromagnetic trackers: Ascension Technology Corp.'s Flock of Birds(TM) and Polhemus Inc.'s Fastrak(TM).

Computer Systems↗

Casualty modeling for real-time medical training.

We present a model for simulating casualties in virtual environments for real-time medical training. It allows a user to choose diagnostic and therapeutic actions to carry out on a simulated casualty who will manifest appropriate physiological, behavioral, and physical responses. Currently, the user or a "stealth instructor" can specify one or more injuries that the casualty has sustained. The model responds by continuously determining the state of the casualty, responding appropriately to medical assessment and treatment procedures. So far, we have modeled four medical conditions and over 20 procedures. The model has been designed to handle the addition of other injuries and medical procedures.

Computer Simulation↗

Spatial memory and saccadic targeting in a natural task.

Previous work on transsaccadic memory and change blindness suggests that only a small part of the information in the visual scene is retained following a change in eye position. However, some visual representation across different fixation positions seems necessary to guide body movements. To understand what information is retained across gaze positions, it seems necessary to consider the functional demands of vision in ordinary behavior. We therefore examined eye and hand movements in a naturalistic task, where subjects copied a toy model in a virtual environment. Saccadic targeting performance was examined to see if subjects took advantage of regularities in the environment. During the first trials the spatial arrangement of the pieces used to copy the model was kept stable. In subsequent trials this arrangement was changed randomly every time the subject looked away. Results showed that about 20% of saccades went either directly to the location of the next component to be copied or to its old location before the change. There was also a significant increase in the total number of fixations required to locate a piece after a change, which could be accounted for by the corrective movements required after fixating the (incorrect) old location. These results support the idea that a detailed representation of the spatial structure of the environment is typically retained across fixations and used to guide eye movements.

Adult↗