A comparative analysis and guide to virtual reality robotic surgical simulators

Author(s):  
Danielle Julian ◽  
Alyssa Tanaka ◽  
Patricia Mattingly ◽  
Mireille Truong ◽  
Manuela Perez ◽  
...  
Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 26
Author(s):  
David González-Ortega ◽  
Francisco Javier Díaz-Pernas ◽  
Mario Martínez-Zarzuela ◽  
Míriam Antón-Rodríguez

Driver’s gaze information can be crucial in driving research because of its relation to driver attention. Particularly, the inclusion of gaze data in driving simulators broadens the scope of research studies as they can relate drivers’ gaze patterns to their features and performance. In this paper, we present two gaze region estimation modules integrated in a driving simulator. One uses the 3D Kinect device and another uses the virtual reality Oculus Rift device. The modules are able to detect the region, out of seven in which the driving scene was divided, where a driver is gazing at in every route processed frame. Four methods were implemented and compared for gaze estimation, which learn the relation between gaze displacement and head movement. Two are simpler and based on points that try to capture this relation and two are based on classifiers such as MLP and SVM. Experiments were carried out with 12 users that drove on the same scenario twice, each one with a different visualization display, first with a big screen and later with Oculus Rift. On the whole, Oculus Rift outperformed Kinect as the best hardware for gaze estimation. The Oculus-based gaze region estimation method with the highest performance achieved an accuracy of 97.94%. The information provided by the Oculus Rift module enriches the driving simulator data and makes it possible a multimodal driving performance analysis apart from the immersion and realism obtained with the virtual reality experience provided by Oculus.


Author(s):  
F J. Carter ◽  
M P. Schijven ◽  
R Aggarwal ◽  
T Grantcharov ◽  
N K. Francis ◽  
...  

2020 ◽  
Vol 34 (3) ◽  
pp. 379-384
Author(s):  
Nicholas Raison ◽  
Andrea Gavazzi ◽  
Takashige Abe ◽  
Kamran Ahmed ◽  
Prokar Dasgupta

2018 ◽  
Vol 10 (10) ◽  
pp. 3475 ◽  
Author(s):  
Chul-Ho Bum ◽  
Tara Mahoney ◽  
Chulhwan Choi

The advanced technology of virtual reality (VR) has brought about significant changes in our society, and leisure sports are no exception. The purpose of this study was to assess how leisure satisfaction with leisure sports and degree of sustainable participation affect men and women in actual sports and virtual reality (VR) sports. Exploratory factor analysis was applied to confirm scale validity and reliability, and multivariate analysis of variance and multiple regression were conducted for comparative analysis and linear relationships between variances. The results showed that while men typically participate in ‘masculine’ sports and women in ‘feminine’ sports, both genders equally enjoy the same types of VR sports. In terms of gender differences, female VR sport participants placed importance on educational leisure satisfaction and the intent of sustainable participation. Interestingly, there were no significant differences in the physical, psychological, or social leisure satisfaction factors, indicating no differences in satisfaction between performing actual sports and those in the VR environment. In addition, all factors except relaxation factor, had a positive impact on intent of sustainable participation. This study implied that VR sports offer an opportunity for people to be together, regardless of gender, and that it is becoming a part of healthy leisure sports culture.


2015 ◽  
Vol 638 ◽  
pp. 344-351 ◽  
Author(s):  
Diana Popescu ◽  
Robert Iacob ◽  
Dan Laptoiu

Nowadays the use of Virtual Reality (VR) based surgical simulators or training environments is becoming more and more spread in the medical world. These are usually dedicated to the development and improvement of novice trainees’ skills by helping them to learn different surgical techniques, to use proper instrumentation or to practice surgical protocols, but also in the training of expert surgeons for conserving their skills, for planning or rehearsing new, complicated or rare procedures. In this general context of interest, our paper aims at answering the following questions: What are the main requirements for a haptic device in order to be successfully used in the virtual training of orthopedic surgeons? What requirements are mandatory to be included in an orthopedic surgery haptic-based training application for providing a realistic user’s experience? These are legitimate questions considering that surgical education can really benefit the advantages offered by such virtual simulators only if they can satisfy a list of requirements among which high level of immersion and interactivity, realistic 3D virtual models and constraints of anatomical structures, good correspondence between real and simulated cases (i.e. a natural ‘behavior’ and ‘feeling’ of simulated anatomy). The focus of the literature review presented in this paper will be on orthopedic VR simulators for drilling, sawing and fixing implants screws, pins and plates, with an emphasize on devices’ characteristics and applications features. This study enrolls in the trend of improving user’s immersion experience at a cost as low as possible, representing the basis on which an innovative and affordable haptic device and an application for training basic orthopedic surgical skills are proposed for development in further research.


Author(s):  
Victoria-Ann Verkerk

AbstractSince 2020, the tourism industry worldwide has been devastated as a result of the COVID-19 pandemic. Governments across the globe imposed strict national lockdowns in order to curb the spread of the pandemic, with negative effects on tourism. This forced many tourism companies and organizations to turn to virtual reality (VR) to survive. As a consequence, numerous tourism scholars began to question whether VR would replace conventional tourism after COVID-19. The study aims is to address this concern and to determine if VR will be a substitute for conventional tourism or whether it can be considered as a tourism niche. It is a conceptional study which adopts a comparative analysis of conventional tourism models and VR. It uses two popular conventional tourism models, namely N. Leiper’s (1979) tourism system model and R.W. Butler’s (1980) destination life-cycle model. Based on this analysis, this paper suggests that VR will never be a substitute for conventional tourism, but should rather be considered a future tourism niche.


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