scholarly journals TECHNOLOGY AND PSYCHOLOGY: THE APPLICATION OF VR TECHNOLOGY

2021 ◽  
Vol 14 (2) ◽  
pp. 269-281
Author(s):  
Natasha Virmozelova Angelova

The development of technologies and their use in various fields of life and for different purposes have recently increased because of mandatory restrictive measures implemented by worldwide governments (to limit the spread of Covid-19). In this editorial are presented some notions about artificial reality and virtually created environments. It is discussed the opportunity to experience authentic emotions through virtual scenarios where people immerse themselves for teaching, training skills, or even when the real environment cannot be reproduced and only a simulated environment can help to enrich the experience and overcome some fears. It is shown that personal experience in a simulated reality, not only as an observer but also as a protagonist, stimulates and helps to acquire specific practical skills, and develop behavioral models leading to better learning and psychotherapeutic outcomes. 

1997 ◽  
Vol 6 (4) ◽  
pp. 413-432 ◽  
Author(s):  
Richard L. Holloway

Augmented reality (AR) systems typically use see-through head-mounted displays (STHMDs) to superimpose images of computer-generated objects onto the user's view of the real environment in order to augment it with additional information. The main failing of current AR systems is that the virtual objects displayed in the STHMD appear in the wrong position relative to the real environment. This registration error has many causes: system delay, tracker error, calibration error, optical distortion, and misalignment of the model, to name only a few. Although some work has been done in the area of system calibration and error correction, very little work has been done on characterizing the nature and sensitivity of the errors that cause misregistration in AR systems. This paper presents the main results of an end-to-end error analysis of an optical STHMD-based tool for surgery planning. The analysis was done with a mathematical model of the system and the main results were checked by taking measurements on a real system under controlled circumstances. The model makes it possible to analyze the sensitivity of the system-registration error to errors in each part of the system. The major results of the analysis are: (1) Even for moderate head velocities, system delay causes more registration error than all other sources combined; (2) eye tracking is probably not necessary; (3) tracker error is a significant problem both in head tracking and in system calibration; (4) the World (or reference) coordinate system adds error and should be omitted when possible; (5) computational correction of optical distortion may introduce more delay-induced registration error than the distortion error it corrects, and (6) there are many small error sources that will make submillimeter registration almost impossible in an optical STHMD system without feedback. Although this model was developed for optical STHMDs for surgical planning, many of the results apply to other HMDs as well.


AI Magazine ◽  
2011 ◽  
Vol 32 (2) ◽  
pp. 107 ◽  
Author(s):  
David J. Stracuzzi ◽  
Alan Fern ◽  
Kamal Ali ◽  
Robin Hess ◽  
Jervis Pinto ◽  
...  

Automatic transfer of learned knowledge from one task or domain to another offers great potential to simplify and expedite the construction and deployment of intelligent systems. In practice however, there are many barriers to achieving this goal. In this article, we present a prototype system for the real-world context of transferring knowledge of American football from video observation to control in a game simulator. We trace an example play from the raw video through execution and adaptation in the simulator, highlighting the system's component algorithms along with issues of complexity, generality, and scale. We then conclude with a discussion of the implications of this work for other applications, along with several possible improvements.


Author(s):  
A.I. Zagranichny

The article presents the results of a research of different types of activity depending on the frequency of transfer of social activity from the real environment to the virtual environment and vice versa. In the course of the research the following types of activity were identified: play activity; educational activity; work; communicative activity. 214 respondents from the following cities participated in the research: Balakovo, Saratov, Moscow. They were at the age of 15 to 24 years. 52% of them were women. They had the following social statuses: "pupil", "student", "young specialist". The correlation interrelation between the specified types of activity and the frequency of transfer of social activity from one environment into another has been analyzed and interpreted. In the course of the research the following results were received: the frequency of transfer of social activity from the real environment to the virtual environment has a direct positive link with such types of activity as play activity (r=0.221; p <0.01); educational activity (r=0.228; p <0.01) and communicative activity (r=0.346; p <0.01). The frequency of transfer of social activity from the virtual environment to the real one has a direct positive link only with two types of activity: educational activity (r=0.188; p <0.05) and communicative activity (r=0.331; p <0.01).


2020 ◽  
Author(s):  
Edwin Fernando Mejía Peñafiel1 ◽  
Raul Rosero Miranda ◽  
Eduardo Villa Villa

This article aims to give an idea of the stages through which the teaching of programming has passed in the ESPOCH, Industrial Engineering School, with the support of ICTs. We describe each stage, making known the results obtained after  its application. In the real environment where we are with students, a diagnosis is made first, to then show the work done. The purpose is to use this principle reflecting the actions to be carried out as well as the results we expect. Resumen: Este artículo pretende dar una idea de las etapas por las cuales ha transcurrido la enseñanza de la programación en la ESPOCH, Carrera de Ingeniería Industrial, con el apoyo de  las TICs.  Describimos cada etapa, dando  a conocer   los resultados obtenidos tras su aplicación. En el medio real donde estamos con estudiantes, se hace primero un diagnóstico, para luego mostrar el trabajo realizado. El propósito es utilizar este principio reflejando las acciones a realizarse así como los resultados que esperamos.


Author(s):  
Leonid Borodavko ◽  
Andrey Ermakov ◽  
Valentina Belyankina

The article discusses some aspects to be taken into account when preparing polygraph examiners in order to form skills for conducting polygraph tests using search tests related to the method of revealing hidden information. Search tests have their own characteristics and differ from other tests, both in the degree of complexity and the composition of the methodological techniques used, and in the degree of accuracy and reliability of the results obtained. The use of search tests assumes that the polygraph examiner has not only knowledge, but also practical skills to perform a certain sequence of actions for their use, as well as the interpretation of the results obtained. Special attention is paid to the consideration of a number of difficulties that arise when using search tests, directly related to the interpretation of the information received and the development of techniques for the formation of skills for solving them. The authors put the main emphasis on the fact that in the process of training polygraph examiners, self-conducting polygraph tests when solving problems modeled on the basis of situations from practical activities, as well as a detailed consideration of the causes of psychophysiological reactions, will contribute to improving the level of professional competence in decision-making in nonstandard situations. In addition, conducting a detailed analysis of the results obtained, taking into account the interpretation of the recorded reactions when using search tests, will help to reduce the likelihood of making errors of various types in the real conditions of the future polygraph examiner’s professional activity.


2020 ◽  
Vol 46 (Supplement_1) ◽  
pp. S315-S316 ◽  
Author(s):  
Emine Ilgın Hoşgelen ◽  
Faik Kartelli ◽  
Markus Berger ◽  
Simay Erinç ◽  
Deniz Yerlikaya ◽  
...  

Abstract Background Emerging new technologies may lead to the discovery of new treatment techniques in psychiatric disorders. Virtual Reality (VR) is being one of the newly developed techniques that has also taken its place in literature very recently. VR is a new technology for treatment of psychiatric symptoms. This is a pilot study that aims to determine the behavioral and symptomatic response of patients to a real recorded VR environment. In this study, a virtual reality laboratory has been established and a psychosocial treatment program through virtual reality has been developed for patients with schizophrenia. The aim of this study is to investigate the effect of VR psychosocial treatment program on psychosocial functioning in schizophrenia. Methods Data were collected from the patients who applied to Dokuz Eylül University School of Medicine, Schizophrenia and Psychosis Outpatient Clinic. Seven schizophrenia patients who met schizophrenia according to DSM-V diagnostic criteria were included into the study. The level of psychosocial functioning was assessed using the Personal and Social Performance Scale (PSP), the positive and negative symptom severity was evaluated using the Positive and Negative Syndrome Scale (PANSS) and social skills were assessed by using the Social Skills Checklist (SSC). The VR psychosocial treatment program included 10 sessions and was carried on for five weeks as twice a week. Each session had different real virtual environment applications including social interaction components such as in a café to buy a beverage, a bazaar or market to do shopping, taking a bus, tram, and/or ferry, etc. Results PSP scores were statistically different after and before virtual reality assessment (p=0,018). SSC scores were trend to be significance after the VR application (p=0,062). After five weeks, patients’ the number of going outside home, the places they go and the activities they do have been increased compared to the numbers at the beginning but did not differ in statistically significance. None of the patients reported motion sickness due to exposure to real environment during or after immersive process of VR. There was no significant difference regarding PANSS scores after the VR psychosocial treatment. In this study real environment VR sessions did not trigger positive symptoms of schizophrenia patients. Discussion In this preliminary study, we found that the real environment VR psychosocial application is eligible for schizophrenia patients to improve their social skills and daily activities. This study helped patients to experience the real environment without being there and encouraged them to be “really” in there. Soon, cognitive remediation programs and psychosocial functioning therapies may be conducted via VR and may help the patients to cope with their symptoms and daily life difficulties.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


2019 ◽  
Vol 27 (1) ◽  
pp. 88-100 ◽  
Author(s):  
Rafa Rahman ◽  
Matthew E. Wood ◽  
Long Qian ◽  
Carrie L. Price ◽  
Alex A. Johnson ◽  
...  

Purpose. We analyzed the literature to determine (1) the surgically relevant applications for which head-mounted display (HMD) use is reported; (2) the types of HMD most commonly reported; and (3) the surgical specialties in which HMD use is reported. Methods. The PubMed, Embase, Cochrane Library, and Web of Science databases were searched through August 27, 2017, for publications describing HMD use during surgically relevant applications. We identified 120 relevant English-language, non-opinion publications for inclusion. HMD types were categorized as “heads-up” (nontransparent HMD display and direct visualization of the real environment), “see-through” (visualization of the HMD display overlaid on the real environment), or “non–see-through” (visualization of only the nontransparent HMD display). Results. HMDs were used for image guidance and augmented reality (70 publications), data display (63 publications), communication (34 publications), and education/training (18 publications). See-through HMDs were described in 55 publications, heads-up HMDs in 41 publications, and non–see-through HMDs in 27 publications. Google Glass, a see-through HMD, was the most frequently used model, reported in 32 publications. The specialties with the highest frequency of published HMD use were urology (20 publications), neurosurgery (17 publications), and unspecified surgical specialty (20 publications). Conclusion. Image guidance and augmented reality were the most commonly reported applications for which HMDs were used. See-through HMDs were the most commonly reported type used in surgically relevant applications. Urology and neurosurgery were the specialties with greatest published HMD use.


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