Virtual Reality For Android Based Parturition Simulation

Academia Open ◽  
2021 ◽  
Vol 5 ◽  
Author(s):  
Muhammad Sayyi Syeh Putradifa ◽  
Yulian Findawati

The purpose of making this application is to facilitate the practice of learning the parturition process (childbirth) for midwifery academics. The method used is in the form of virtual reality applications, namely technology that has the potential to produce real conditions in the form of 3D objects and virtual environments to the user, in this case the simulation of parturition (childbirth). The results of making this application are used to make it easier for academics in the learning process, because for now what we know for the learning process and practice is still with aids in the form of visual aids that can only be found in hospitals or medical and midwifery schools. The benefits of using this application are to make it easier for midwifery academics in the learning process for parturition(childbirth).

Author(s):  
I Putu Astya Prayudha ◽  
Anak Agung Ketut Agung Cahyawan Wiranatha ◽  
I Made Sunia Raharja

Learning of the solar system is taught since primary school. The learning materials of the solar system are generally explained through blackboards and using books, causing a less of visualization of the solar system that becomes an obstacle in the learning process of the solar system. Develop Virtual Reality Application Learning Media of Solar System in this study aims to facilitate learning with the addition of visualization of the delivery of materials related to the solar system. The application is designed to combine entertainment and knowledge where users interact with virtual environments and see the existence of planets and planets information in the solar system with virtually mode. Application are developed with the delivery of text and voice learning to provide knowledge to users such as the distance the planet to the Sun, diameter, layers, and the constituents of the planet. Users agree Virtual Reality Application Learning Media of Solar System effectively facilitate learning related to the solar system system as evidenced by the questionnaire of 60% for agree value on the content aspect.


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


Author(s):  
Silvia Francesca Maria Pizzoli ◽  
Dario Monzani ◽  
Laura Vergani ◽  
Virginia Sanchini ◽  
Ketti Mazzocco

AbstractIn recent years, virtual reality (VR) has been effectively employed in several settings, ranging from health care needs to leisure and gaming activities. A new application of virtual stimuli appeared in social media: in the documentary ‘I met you’ from the South-Korean Munhwa Broadcasting, a mother made the experience of interacting with the avatar of the seven-year-old daughter, who died four years before. We think that this new application of virtual stimuli should open a debate on its possible implications: it represents contents related to grief, a dramatic and yet natural experience, that can have deep psychological impacts on fragile subjects put in virtual environments. In the present work, possible side-effects, as well as hypothetical therapeutical application of VR for the treatment of mourning, are discussed.


2021 ◽  
pp. 146144482110127
Author(s):  
Marcus Carter ◽  
Ben Egliston

Virtual reality (VR) is an emerging technology with the potential to extract significantly more data about learners and the learning process. In this article, we present an analysis of how VR education technology companies frame, use and analyse this data. We found both an expansion and acceleration of what data are being collected about learners and how these data are being mobilised in potentially discriminatory and problematic ways. Beyond providing evidence for how VR represents an intensification of the datafication of education, we discuss three interrelated critical issues that are specific to VR: the fantasy that VR data is ‘perfect’, the datafication of soft-skills training, and the commercialisation and commodification of VR data. In the context of the issues identified, we caution the unregulated and uncritical application of learning analytics to the data that are collected from VR training.


2021 ◽  
Vol 11 (4) ◽  
pp. 1510
Author(s):  
Charles Morizio ◽  
Maxime Billot ◽  
Jean-Christophe Daviet ◽  
Stéphane Baudry ◽  
Christophe Barbanchon ◽  
...  

People who survive a stroke are often left with long-term neurologic deficits that induce, among other impairments, balance disorders. While virtual reality (VR) is growing in popularity for postural control rehabilitation in post-stroke patients, studies on the effect of challenging virtual environments, simulating common daily situations on postural control in post-stroke patients, are scarce. This study is a first step to document the postural response of stroke patients to different challenging virtual environments. Five subacute stroke patients and fifteen age-matched healthy adults were included. All participants underwent posturographic tests in control conditions (open and closed eyes) and virtual environment without (one static condition) and with avatars (four dynamic conditions) using a head-mounted device for VR. In dynamic environments, we modulated the density of the virtual crowd (dense and light crowd) and the avoidance space with the avatars (near or far). Center of pressure velocity was collected by trial throughout randomized 30-s periods. Results showed that more challenging conditions (dynamic condition) induced greater postural disturbances in stroke patients than in healthy counterparts. Our study suggests that virtual reality environments should be adjusted in light of obtaining more or less challenging conditions.


2018 ◽  
Vol 10 ◽  
pp. 117957351881354 ◽  
Author(s):  
Thais Massetti ◽  
Talita Dias da Silva ◽  
Tânia Brusque Crocetta ◽  
Regiani Guarnieri ◽  
Bruna Leal de Freitas ◽  
...  

Background: Virtual reality (VR) experiences (through games and virtual environments) are increasingly being used in physical, cognitive, and psychological interventions. However, the impact of VR as an approach to rehabilitation is not fully understood, and its advantages over traditional rehabilitation techniques are yet to be established. Method: We present a systematic review which was conducted according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). During February and March of 2018, we conducted searches on PubMed (Medline), Virtual Health Library Search Portal databases (BVS), Web of Science (WOS), and Embase for all VR-related publications in the past 4 years (2015, 2016, 2017, and 2018). The keywords used in the search were “neurorehabilitation” AND “Virtual Reality” AND “devices.” Results: We summarize the literature which highlights that a range of effective VR approaches are available. Studies identified were conducted with poststroke patients, patients with cerebral palsy, spinal cord injuries, and other pathologies. Healthy populations have been used in the development and testing of VR approaches meant to be used in the future by people with neurological disorders. A range of benefits were associated with VR interventions, including improvement in motor functions, greater community participation, and improved psychological and cognitive function. Conclusions: The results from this review provide support for the use of VR as part of a neurorehabilitation program in maximizing recovery.


2003 ◽  
Vol 51 (4) ◽  
pp. 302-315 ◽  
Author(s):  
Evelyn K. Orman

This study is an examination of the effect of computer-generated virtual reality graded exposure on the physiological and psychological responses of performing musicians. Eight university saxophone majors, five men and three women, participated in twelve 15- to 20-minute weekly practice sessions during which they were immersed in one of four different virtual environments designed to elicit various anxiety levels. Baseline heart rates and subjective measurements were taken prior to immersion and continued throughout the exposure period. In addition, heart rate and subjective measurements were recorded for three live performances given by each subject before beginning the virtual reality exposure and after completion of the sixth and the twelfth exposure sessions. Findings indicated that the virtual environments did elicit a sense of presence and may have provided the means for desensitization. Heart-rate readings and psychological indications of anxiety did not always correspond.


Author(s):  
Daniela Janssen ◽  
Christian Tummel ◽  
Anja Richert ◽  
Ingrid Isenhardt

<p class="Abstract"><span lang="EN-US">In light of the increasing technological developments, working life and education is changing and becoming more complex, interconnected and digital. These changed circumstances require new and modified competences of future employees. Education has to respond to the changing requirements in working life. To prepare for this, a technological-oriented teaching and learning process as well as gaining practical experience is crucial for students. In this context, Virtual Reality (VR) technologies provide new opportunities for practical experience in higher education, where they can further intensify the students learning experiences to a more immersive and engaging involvement in the learning process. To evaluate the potential of immersive virtual learning environments (VLE) for higher education and to understand more deeply which kind of experiences students gain while learning in immersive virtual environments (VE) an experimental research study is carried out. The paper describes education in light of industry 4.0 first and gives an overall view of immersive learning and the role of VR Technologies. Then the user study to measure user experience (UX) in immersive VLE is presented. Preliminary results are outlined and discussed with a view of further research.</span></p>


Sign in / Sign up

Export Citation Format

Share Document