Ronni Nielsen, Bartal Henriksen, M. Kraus, Bo Geng
{"title":"Comparison of Body Positions in Virtual Reality Mirror Box Therapy for Treatment of Phantom Limb Pain in Lower Limb Amputees","authors":"Ronni Nielsen, Bartal Henriksen, M. Kraus, Bo Geng","doi":"10.1145/3110292.3110307","DOIUrl":"https://doi.org/10.1145/3110292.3110307","url":null,"abstract":"This paper describes the implementation of two virtual reality (VR) games based on the traditional mirror box therapy (MBT) for lower limb amputees. The games are displayed in VR using a head mounted display (HMD) and two motion controllers attached to the intact leg. Two games were developed which both include a sitting and lying version with the purpose of testing the possibilities for enabling more freedom of leg movement. The games were tested on 8 healthy subjects to compare the sitting and lying versions. The results indicated that the lying position was preferred in one game, whereas the sitting position was preferred in the other game. This suggests that VR can enable more freedom of movement.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"750 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116124708","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bartal Henriksen, Ronni Nielsen, M. Kraus, Bo Geng
{"title":"A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Tactile Feedback","authors":"Bartal Henriksen, Ronni Nielsen, M. Kraus, Bo Geng","doi":"10.1145/3110292.3110306","DOIUrl":"https://doi.org/10.1145/3110292.3110306","url":null,"abstract":"Phantom Limb Pain (PLP) affects many amputees and many conventional treatment methods have been proven unreliable. This paper describes the implementation of a PLP treatment system for upper-limb amputees, using Virtual Reality (VR) to create an illusion that they regain and can control both hands again, which may suppress PLP. The system uses motion capture sensors to track the movement of the intact hand and arm, and mirrors the hand movement to the amputated side in the Virtual Environment (VE). Electrical stimulation was used to provide haptic feedback. The system consists of three games: (1) a bending game where the user has to grab, move, bend and release a 'nunchuck' to encourage hand rotations, (2) a frequency discrimination game, where the user has to distinguish between haptic frequencies, by pressing different buttons, and (3) a location discrimination game, where the user has to distinguish between stimulation locations. The system was tested on three amputees with PLP over the span of three weeks. For two participants, the games encouraged the use of both intact and amputated hand while playing. These two participants also felt an increased control of the amputated limb.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115788140","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards an upper limb self-rehabilitation assistance system after stroke","authors":"L. David, Guillaume Bouyer, S. Otmane","doi":"10.1145/3110292.3110313","DOIUrl":"https://doi.org/10.1145/3110292.3110313","url":null,"abstract":"We designed an interactive system to assist motor rehabilitation of the upper limb after stroke. This work is based on an iterative design methodology centered on the users (patients and therapists). Our prototype makes it possible to carry out a repetitive pointing task with the natural manipulation of a virtual hand. The monitoring of the paretic hand is carried out via a low-cost capture device. Measures of performance are carried out and visual feedbacks are proposed to patients and therapists. The first tests are encouraging. The ultimate goal is to retain the medical benefits of traditional post-stroke methods, while reducing human costs (usable in semi-autonomy) and materials (general public), and facilitating active patient participation.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127969161","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"VR model of bridge construction: a didactic application","authors":"A. Sampaio, O. P. Martins","doi":"10.1145/3110292.3110314","DOIUrl":"https://doi.org/10.1145/3110292.3110314","url":null,"abstract":"Virtual Reality (VR) technology is regularly applied in education as a complement to three-dimensional (3D) models, leading to better communication between teachers and students. In a construction environment, the user visualizes a virtual world that is not real, following the interaction with virtual objects representing construction components and equipment needed to support construction. A didactic interactive model showing launching methodology of constructing deck bridges was developed. The 4D application allow the visual simulation of the physical progression of this type of work and also assist in the study of the necessary equipment needed and how it functions on site. The 4D/VR model allows the visual and interactive transmission of information related to the construction defined as a function of the time variable. The main objective of the practical application of the didactic models is to support class-based learning. The use of the didactic VR application makes the advantage of using techniques of virtual reality more self-evident.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126610639","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Development of Wheelchair Dance Game using Wheel Rotation Speed as Input","authors":"M. Takeda, Shigenori Mochizuki, K. Minamizawa","doi":"10.1145/3110292.3110312","DOIUrl":"https://doi.org/10.1145/3110292.3110312","url":null,"abstract":"A wheelchair is often caught as a tool for substitution to walk and to move; however in recent years, another type of wheelchair superior in design to fascinate onlookers appears. Following and pushing forward this tendency, we aim to create a wheelchair that provides an amusing riding experience - not only for moving -- for changing perspectives for disability. To realize this concept, we developed a dance game system using the wheel rotation as input, referencing a game design of music video game. Players can behave as if they are dancing just by moving according to the music (Figure 1). For concept proof, in exhibition \"Super Welfare Expo 2016\" in Shibuya, Japan, we held the experience meeting of this dance game for both actual wheelchair users and healthy persons and get the feedback.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"57 31","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114006265","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"MitsuDomoe: Ecosystem Simulation of Virtual Creatures in Petri Dish","authors":"Toshikazu Ohshima, Kenzo Kojima","doi":"10.1145/3110292.3110295","DOIUrl":"https://doi.org/10.1145/3110292.3110295","url":null,"abstract":"In this study, we propose the use of mixed reality (MR) for the purposes of biological education. Our objective is to create an interactive edutainment MR framework for users to learn about nature and human beings. MtsuDomoe, an interactive ecosystem simulator of virtual creatures in a petri dish, comprises three species of primitive artificial creatures. MitsuDomoe simulates the predation chain of the virtual creatures in the petri dish, and users can interact with this ecosystem via the petri dish interface. Users can also experience immersive observation by wearing HMD. By combining the MR petri dish and immersive virtual reality (VR) interfaces, we synergistically improve user understanding of the experience.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121068777","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"4D/BIM model linked to VR technology","authors":"A. Sampaio","doi":"10.1145/3110292.3110298","DOIUrl":"https://doi.org/10.1145/3110292.3110298","url":null,"abstract":"The potential of Building Information Modeling (BIM) to support a transformation of the processes of design and construction has been evident in the construction industry. A current BIM topic that requires attention is the integration of BIM with Virtual Reality (VR), where the user visualizes a virtual world through interactive devices or a total immersion. VR combines several devices for interaction, creating virtual environment, and this must followed by studies concerning how to use devices or how to establish links for the presentation of information contained in a BIM model. By adding VR, the BIM solution can address retrieving and presenting information and increasing efficiency on communication and problem solving in an interactive and collaborative project. The text presents a review of actual perspective of the use of VR applied in 4D/BIM models.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124960108","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Grammar of VR Storytelling: Visual Cues","authors":"Jayesh S. Pillai, Azif Ismail, Herold P. Charles","doi":"10.1145/3110292.3110300","DOIUrl":"https://doi.org/10.1145/3110292.3110300","url":null,"abstract":"Visual storytelling is an integral part of the experience in media such as comic books, movies, video games and virtual reality. The grammar of storytelling that has been explored abundantly in virtual reality has close relationship with that of video games. However, while designing content for virtual reality video experiences one must understand and consider the fundamental distinctions between 360° panoramic storytelling and a traditional frame-bound visual narrative. In this study, we attempt to understand the visual cues in a virtual reality space and propose guidelines that would guide the viewer in orienting towards the intended point-of-view.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"44 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128875259","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Virtual Reality Flythrough of Program Code Structures","authors":"R. Oberhauser, C. Lecon","doi":"10.1145/3110292.3110303","DOIUrl":"https://doi.org/10.1145/3110292.3110303","url":null,"abstract":"The abstract nature of program code structures is inherently challenging to visualize. As virtual reality (VR) hardware and software become mainstream, VR visualization of program code structures becomes feasible. This application paper describes and evaluates our VR approach for visualizing software code structures that creates an immersive fly-through experience with multiple metaphors. Results show metaphor frame rate differences while interface usability efficiency was equivalent to non-VR.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120961406","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abdelkader Bellarbi, S. Otmane, N. Zenati-Henda, Hayet Belghit
{"title":"Design and Evaluation of Zoom-based 3D Interaction Technique for Augmented Reality","authors":"Abdelkader Bellarbi, S. Otmane, N. Zenati-Henda, Hayet Belghit","doi":"10.1145/3110292.3110310","DOIUrl":"https://doi.org/10.1145/3110292.3110310","url":null,"abstract":"Real-time 3D interaction with augmented reality environments is one of the main features of any AR system. However, selecting and manipulating distal 3D virtual objects in AR still suffer from lack of accuracy and precision. In this paper, we propose an alternate 3D interaction technique called \"Zoom-in\" for selection and manipulation distant objects in immersive video see-through augmented reality. Zoom-in interaction technique is based on the idea of zooming the captured images. This allows bringing closer both of real and virtual distant objects, while keeping the spatial registration between the virtual and the real scenes thanks to a robust real-time computer vision algorithm for pose estimation. An evaluation and comparison with other well-known technique are given at the end of this paper, in order to validate our proposed approach.","PeriodicalId":360498,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual 2017","volume":"236 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133578806","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}