Simulation and Visualization of Volcanic Phenomena Using Microsoft Hololens: Case of Vulcano Island (Italy)

2020 ◽  
Vol 67 (3) ◽  
pp. 545-553
Author(s):  
Ali Asgary ◽  
Costanza Bonadonna ◽  
Corine Frischknecht
Author(s):  
Ali Asgary

"This paper describes an interactive holographic simulation of volcanic eruption. The aim of the project is to use Augmented Reality (AR) technology to visualize different volcanic eruptions for public education, emergency training, and preparedness planning purposes. To achieve this goal, a 3D model of the entire Vulcano Island in Italy has been created using real elevation data. Unity game engine and Microsoft Visual Studio have been used to develop HoloVulcano augmented/virtual reality simulation application. The current version of HoloVulcano simulates normal and unrest situations, single and long lasting Vulcanian, Plinian, and Strombolian eruptions. HoloVulcano has been developed for Microsoft HoloLens AR device. Wearing the HoloLens, users can interact with the volcano through voice, gazing, and gestures and view different eruptions from different points in the island. HoloVulcano will be used for training emergency exercises and public education."


Author(s):  
Christen E. Sushereba ◽  
Laura G. Militello

In this session, we will demonstrate the Virtual Patient Immersive Trainer (VPIT). The VPIT system uses augmented reality (AR) to allow medics and medical students to experience a photorealistic, life-sized virtual patient. The VPIT supports learners in obtaining the perceptual skills required to recognize and interpret subtle perceptual cues critical to assessing a patient’s condition. We will conduct an interactive demonstration of the virtual patient using both a tablet (for group interaction) and an AR-enabled headset (Microsoft HoloLens) for individual interaction. In addition, we will demonstrate use of the instructor tablet to control what the learner sees (e.g., injury types, severity of injury) and to monitor student performance.


Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2234
Author(s):  
Sebastian Kapp ◽  
Michael Barz ◽  
Sergey Mukhametov ◽  
Daniel Sonntag ◽  
Jochen Kuhn

Currently an increasing number of head mounted displays (HMD) for virtual and augmented reality (VR/AR) are equipped with integrated eye trackers. Use cases of these integrated eye trackers include rendering optimization and gaze-based user interaction. In addition, visual attention in VR and AR is interesting for applied research based on eye tracking in cognitive or educational sciences for example. While some research toolkits for VR already exist, only a few target AR scenarios. In this work, we present an open-source eye tracking toolkit for reliable gaze data acquisition in AR based on Unity 3D and the Microsoft HoloLens 2, as well as an R package for seamless data analysis. Furthermore, we evaluate the spatial accuracy and precision of the integrated eye tracker for fixation targets with different distances and angles to the user (n=21). On average, we found that gaze estimates are reported with an angular accuracy of 0.83 degrees and a precision of 0.27 degrees while the user is resting, which is on par with state-of-the-art mobile eye trackers.


2021 ◽  
Vol 18 (2) ◽  
pp. 1-16
Author(s):  
Holly C. Gagnon ◽  
Carlos Salas Rosales ◽  
Ryan Mileris ◽  
Jeanine K. Stefanucci ◽  
Sarah H. Creem-Regehr ◽  
...  

Augmented reality ( AR ) is important for training complex tasks, such as navigation, assembly, and medical procedures. The effectiveness of such training may depend on accurate spatial localization of AR objects in the environment. This article presents two experiments that test egocentric distance perception in augmented reality within and at the boundaries of action space (up to 35 m) in comparison with distance perception in a matched real-world ( RW ) environment. Using the Microsoft HoloLens, in Experiment 1, participants in two different RW settings judged egocentric distances (ranging from 10 to 35 m) to an AR avatar or a real person using a visual matching measure. Distances to augmented targets were underestimated compared to real targets in the two indoor, RW contexts. Experiment 2 aimed to generalize the results to an absolute distance measure using verbal reports in one of the indoor environments. Similar to Experiment 1, distances to augmented targets were underestimated compared to real targets. We discuss these findings with respect to the importance of methodologies that directly compare performance in real and mediated environments, as well as the inherent differences present in mediated environments that are “matched” to the real world.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Amalia Piro ◽  
Letizia Bernardo ◽  
Ilia Anna Serra ◽  
Isabel Barrote ◽  
Irene Olivé ◽  
...  

AbstractSeagrass Cymodocea nodosa was sampled off the Vulcano island, in the vicinity of a submarine volcanic vent. Leaf samples were collected from plants growing in a naturally acidified site, influenced by the long-term exposure to high CO2 emissions, and compared with others collected in a nearby meadow living at normal pCO2 conditions. The differential accumulated proteins in leaves growing in the two contrasting pCO2 environments was investigated. Acidified leaf tissues had less total protein content and the semi-quantitative proteomic comparison revealed a strong general depletion of proteins belonging to the carbon metabolism and protein metabolism. A very large accumulation of proteins related to the cell respiration and to light harvesting process was found in acidified leaves in comparison with those growing in the normal pCO2 site. The metabolic pathways linked to cytoskeleton turnover also seemed affected by the acidified condition, since a strong reduction in the concentration of cytoskeleton structural proteins was found in comparison with the normal pCO2 leaves. Results coming from the comparative proteomics were validated by the histological and cytological measurements, suggesting that the long lasting exposure and acclimation of C. nodosa to the vents involved phenotypic adjustments that can offer physiological and structural tools to survive the suboptimal conditions at the vents vicinity.


2021 ◽  
Vol 1 ◽  
pp. 2107-2116
Author(s):  
Agnese Brunzini ◽  
Alessandra Papetti ◽  
Michele Germani ◽  
Erica Adrario

AbstractIn the medical education field, the use of highly sophisticated simulators and extended reality (XR) simulations allow training complex procedures and acquiring new knowledge and attitudes. XR is considered useful for the enhancement of healthcare education; however, several issues need further research.The main aim of this study is to define a comprehensive method to design and optimize every kind of simulator and simulation, integrating all the relevant elements concerning the scenario design and prototype development.A complete framework for the design of any kind of advanced clinical simulation is proposed and it has been applied to realize a mixed reality (MR) prototype for the simulation of the rachicentesis. The purpose of the MR application is to immerse the trainee in a more realistic environment and to put him/her under pressure during the simulation, as in real practice.The application was tested with two different devices: the headset Vox Gear Plus for smartphone and the Microsoft Hololens. Eighteen students of the 6th year of Medicine and Surgery Course were enrolled in the study. Results show the comparison of user experience related to the two different devices and simulation performance using the Hololens.


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