scholarly journals A Virtual Environment-Based Training System for a Blind Wheelchair User Through Use of Three-Dimensional Audio Supported by Electroencephalography

2018 ◽  
Vol 24 (8) ◽  
pp. 614-620
Author(s):  
Everton Silva de Souza ◽  
Alexandre Cardoso ◽  
Edgard Lamounier
2008 ◽  
Vol 575-578 ◽  
pp. 709-715 ◽  
Author(s):  
Zhen Xin Liang ◽  
Jian Xun Zhang ◽  
Yi Pei

Gas shield Tungsten Arc Welding (GTAW) is an important process method in material processing. Welding quality is vital for the product quality. It is an important way to improve the quality of product by raising the personal capability and handling technique of the welder. In this investigation, because of the deficiency in classic welding training scheme, some new technology were introduced into classic welding training field to improve the efficiency of welding training and reduce training cost. A computer simulation system that can be used to train primary welders was developed combined with three-dimensional stereoscopic vision and API interface of OpenGL, virtual reality is the kernel technology. In this system, welders were trained not in the real operating environment but in the virtual environment where has experience personally effect that simulated by computer. There is unnecessary with welding material and welding energy in virtual environment simulated by computer. It has highly automatic and intelligent and lower required to welding teachers. It is healthy to welder because that intensive arc and harmful dust are disappeared in virtual environment. It is a lower cost and high efficiency method by use of virtual training system to training new welder.


2017 ◽  
Author(s):  
Everton S de Souza ◽  
Edgard EL Lamounier ◽  
Alexandre AC Cardoso

Many difficulties are encountered by people with disabilities, especially when a diagnosis is made up of more than one dysfunction, as is the case of visually impaired wheelchair users. In fact, this scenario generates a degree of incapacity in terms of the performing of basic activities on the part of the wheelchair user. The treatment of disabled patients is performed in an individualized manner according to their particular clinical aspects. People with visual and motor disabilities are restricted in independent navigation. In this navigation scenario, there is a requirement for interaction, this requirement justifies the use of Virtual Reality (VR). In addition, locomotion needs to possess natural control, in order to be successfully incorporated. Based on such a condition, Electroencephalography (EEG) has shown great advances in the area of health, concerning spontaneous brain signals. This research demonstrates through experiment, the use of a wheelchair adapted with support of VR and EEG for the training of locomotion and individualized interaction of wheelchair users with visual impairment. The objective being to provide efficient interactions, thus allowing social inclusion of patients considered otherwise incapacitated. This project was based on the following criteria natural control, feedback, stimuli and safety. A multi-layer computer rehabilitation system was developed incorporating natural interaction supported by EEG, which activates the movements in the Virtual Environment and real wheelchair through adequately performed experiments. This research consists of elaborating a suitable approach for blind wheelchair user patients. The results demonstrated that the use of Virtual Reality with EEG signals has the potential for improving the quality of life and independence of blind wheelchair users.


2017 ◽  
Author(s):  
Everton S de Souza ◽  
Edgard EL Lamounier ◽  
Alexandre AC Cardoso

Many difficulties are encountered by people with disabilities, especially when a diagnosis is made up of more than one dysfunction, as is the case of visually impaired wheelchair users. In fact, this scenario generates a degree of incapacity in terms of the performing of basic activities on the part of the wheelchair user. The treatment of disabled patients is performed in an individualized manner according to their particular clinical aspects. People with visual and motor disabilities are restricted in independent navigation. In this navigation scenario, there is a requirement for interaction, this requirement justifies the use of Virtual Reality (VR). In addition, locomotion needs to possess natural control, in order to be successfully incorporated. Based on such a condition, Electroencephalography (EEG) has shown great advances in the area of health, concerning spontaneous brain signals. This research demonstrates through experiment, the use of a wheelchair adapted with support of VR and EEG for the training of locomotion and individualized interaction of wheelchair users with visual impairment. The objective being to provide efficient interactions, thus allowing social inclusion of patients considered otherwise incapacitated. This project was based on the following criteria natural control, feedback, stimuli and safety. A multi-layer computer rehabilitation system was developed incorporating natural interaction supported by EEG, which activates the movements in the Virtual Environment and real wheelchair through adequately performed experiments. This research consists of elaborating a suitable approach for blind wheelchair user patients. The results demonstrated that the use of Virtual Reality with EEG signals has the potential for improving the quality of life and independence of blind wheelchair users.


2005 ◽  
Author(s):  
Julio C. Mateo ◽  
Joseph T. Manning ◽  
Jeffrey L. Cowgill ◽  
Thomas J. Moore ◽  
Robert H. Gilkey ◽  
...  

2021 ◽  
Vol 45 (5) ◽  
Author(s):  
Yuri Nagayo ◽  
Toki Saito ◽  
Hiroshi Oyama

AbstractThe surgical education environment has been changing significantly due to restricted work hours, limited resources, and increasing public concern for safety and quality, leading to the evolution of simulation-based training in surgery. Of the various simulators, low-fidelity simulators are widely used to practice surgical skills such as sutures because they are portable, inexpensive, and easy to use without requiring complicated settings. However, since low-fidelity simulators do not offer any teaching information, trainees do self-practice with them, referring to textbooks or videos, which are insufficient to learn open surgical procedures. This study aimed to develop a new suture training system for open surgery that provides trainees with the three-dimensional information of exemplary procedures performed by experts and allows them to observe and imitate the procedures during self-practice. The proposed system consists of a motion capture system of surgical instruments and a three-dimensional replication system of captured procedures on the surgical field. Motion capture of surgical instruments was achieved inexpensively by using cylindrical augmented reality (AR) markers, and replication of captured procedures was realized by visualizing them three-dimensionally at the same position and orientation as captured, using an AR device. For subcuticular interrupted suture, it was confirmed that the proposed system enabled users to observe experts’ procedures from any angle and imitate them by manipulating the actual surgical instruments during self-practice. We expect that this training system will contribute to developing a novel surgical training method that enables trainees to learn surgical skills by themselves in the absence of experts.


Perception ◽  
10.1068/p5190 ◽  
2004 ◽  
Vol 33 (3) ◽  
pp. 259-276 ◽  
Author(s):  
Clifford F Lewis ◽  
Michael K McBeath

Author(s):  
Wei Liu ◽  
John Kovaleski ◽  
Marcus Hollis

Robotic assisted rehabilitation, taking advantage of neuroplasticity, has been shown to be helpful in regaining some degree of gait performance. Robot-applied movement along with voluntary efferent motor commands coordinated with the robot allows optimization of motion training. We present the design and characteristics of a novel foot-based 6-degree-of-freedom (DOF) robot-assisted gait training system where the limb trajectory mirrored the normal walking gait. The goal of this study was to compare robot-assisted gait to normal walking gait, where the limb moved independently without robotics. Motion analysis was used to record the three-dimensional kinematics of the right lower extremity. Walking motion data were determined and transferred to the robotic motion application software for inclusion in the robotic trials where the robot computer software was programmed to produce a gait pattern in the foot equivalent to the gait pattern recorded from the normal walking gait trial. Results demonstrated that ankle; knee and hip joint motions produced by the robot are consistent with the joint motions in walking gait. We believe that this control algorithm provides a rationale for use in future rehabilitation, targeting robot-assisted training in people with neuromuscular disabilities such as stroke.


2016 ◽  
Vol 13 (122) ◽  
pp. 20160414 ◽  
Author(s):  
Mehdi Moussaïd ◽  
Mubbasir Kapadia ◽  
Tyler Thrash ◽  
Robert W. Sumner ◽  
Markus Gross ◽  
...  

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


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