Multiple sclerosis (MS) is a debilitating disease which gradually reduces motor function and mobility. Virtual reality (VR) has been successfully utilised in support of existing therapeutic ...approaches for many different conditions, and new innovative and experimental features could be the future of VR rehabilitation. The Quest is a new headset by Oculus, with its built-in tracking, relatively low cost, portability and lack of reliance on expensive processing heavy PCs to power it, and could be an ideal system to facilitate at-home or clinic-based upper limb rehabilitation. A hand-tracking-based rehabilitation game aimed at people with MS was developed for Oculus Quest using Unity. Two distinct games were made to replicate different types of hand exercises, piano playing for isolated finger flexion and maze tracking for coordination and arm flexion. This pilot study assesses the value of such approach along with evaluating intrinsic and extrinsic methods of providing feedback, namely, positive scoring, negative scoring and audio response. One physiotherapist and two individuals with MS were surveyed. Participant response was positive although small sample size impacts the user testing validity of the results. Future research is recommended to build off the data gathered as a pilot study and increase sample size to collect richer feedback.
The mapping of peatland microtopography (e.g., hummocks and hollows) is key for understanding and modeling complex hydrological and biochemical processes. Here we compare unmanned aerial system (UAS) ...derived structure-from-motion (SfM) photogrammetry and LiDAR point clouds and digital surface models of an ombrotrophic bog, and we assess the utility of these technologies in terms of payload, efficiency, and end product quality (e.g., point density, microform representation, etc.). In addition, given their generally poor accessibility and fragility, peatlands provide an ideal model to test the usability of virtual reality (VR) and augmented reality (AR) visualizations. As an integrated system, the LiDAR implementation was found to be more straightforward, with fewer points of potential failure (e.g., hardware interactions). It was also more efficient for data collection (10 vs. 18 min for 1.17 ha) and produced considerably smaller file sizes (e.g., 51 MB vs. 1 GB). However, SfM provided higher spatial detail of the microforms due to its greater point density (570.4 vs. 19.4 pts/m2). Our VR/AR assessment revealed that the most immersive user experience was achieved from the Oculus Quest 2 compared to Google Cardboard VR viewers or mobile AR, showcasing the potential of VR for natural sciences in different environments. We expect VR implementations in environmental sciences to become more popular, as evaluations such as the one shown in our study are carried out for different ecosystems.
This reprint compiles the articles, communications, and review articles from top researchers describing novel or new cutting-edge designs, developments, and/or applications of unmanned vehicles. This ...reprint encompasses the key topics related to drone design, communications as well as autonomous Flight and Navigation. Special attention is paid to the drones’ applications to environmental and earth sciences, including in agriculture, forestry, water, and marine environments; other innovative applications are also explored including in relation to the field of application, such as the inclusion of new deep learning techniques.
This reprint compiles the articles, communications, and review articles from top researchers describing novel or new cutting-edge designs, developments, and/or applications of unmanned vehicles. This ...reprint encompasses the key topics related to drone design, communications as well as autonomous Flight and Navigation. Special attention is paid to the drones’ applications to environmental and earth sciences, including in agriculture, forestry, water, and marine environments; other innovative applications are also explored including in relation to the field of application, such as the inclusion of new deep learning techniques.
After the success of virtual reality (VR) applications in supporting exposure-based and psychoeducational cognitive behavioural therapy for various mental illnesses, the technology is also gaining ...traction in addiction medicine. This paper will describe the concept behind a custom-developed VR simulation for this application with a particular emphasis on alcohol-related addictive disorders. Using Unreal Engine 4, an exposure simulation and a scenario for learning and applying coping strategies were developed for the Oculus Quest. Because of the common association of supermarkets with the procurement of alcohol among addicts, a small shop was implemented as initial scenario. Since the feeling of presence is an important parameter in the quality assessment of a simulation, the degree of immersion was evaluated in initial practical tests after development. In surveys with ten healthy testers, the majority showed a feeling of immersion. Cybersickness and unrealistic collision physics were identified as disruptive factors to the extent of immersion. This work provides the basis for a novel concept for addiction therapy which focusses on a fusion of playful psychoeducation, adjustable exposure, and the internalization of coping strategies with the help of multisensory biofeedback as well as the documentation of the objective physiological measurements for assessment of therapy success. The aim is to best possible address the specific requirements for clinical and home use in terms of self-containment, immersion, and ease of use. To evaluate and exploit the scientific potential of this concept scientific studies and technical improvements to both simulation and hardware are required.
Critical situations such as the current pandemic produced by the Sars-Cov-2 (COVID-19) are leading to the incorporation of new technologies, such as virtual reality (VR), as a part of the teaching ...and training methods that facilitates the teaching task in contrast with the traditional learning methods that have been used in the academia. In this regard, in this work is proposed the design and development of a VR-based tool that is applied in the teaching and training of condition-based maintenance strategies in induction motors. The design of this tool is performed under Oculus Quest and includes the development of the 3D virtual environments, the creation of the VR learning experience, and finally the necessary adjustments for the VR application to render smoothly on standalone devices. The usability of this experience tool has been experimentally validated with different students by giving to the students practical knowledge but also a learning experience.
The practice of cardiopulmonary resuscitation (CPR) is a life-saving intervention for individuals who have stopped breathing, enabling them to resume breathing immediately. The research in this study ...focuses on CPR training using Virtual Reality (VR) technology, which simulates real-life environments, providing visual, auditory, and tactile feedback. The objective of this research is to develop a prototype CPR training device utilizing VR technology. The research methodology involves problem identification, data analysis, design, and development of equipment. The design process includes storyboarding and modeling using Unity software, as well as character modeling. Hardware design involves the use of a mannequin combined with a microcontroller to integrate with the VR simulation device. The Oculus Quest 2 is used for simulating the virtual environment. The study targets a sample group of 20 participants selected through random sampling. The research quality is evaluated by experts, and participant satisfaction is assessed through a questionnaire. The overall research quality is rated very high with an average score of 4.68 and a standard deviation of 0.37. Participant satisfaction is also high, with an average score of 4.20 and a standard deviation of 0.1.
A Virtual Reality (VR) is a fully immersive computer-simulated environment that provides users with the feeling of being in a real world though they are in a virtual environment. It is widely used to ...train novices in defense, healthcare, automobiles, and other sectors. The essence of VR is in the perception of the real world. To perceive the virtual world as the real world, there are certain key factors. One of such factors is the Head Mounted Displays (HMDs). HMDs are vital for the creation of an immersive experience. One of the most important factors is the selection of an appropriate HMD, with the help of which one can experience the VR applications. Various types of HMDs are available in the market. This article provides a comparative analysis of different types of HMDs and proposes one among them as the most suitable HMDs for research work.
There are many different types of exergaming, but one of the most engaging one is the one with virtual reality. This type of gaming allows you to immerse yourself in a completely different world, and ...it can be a lot of fun. Due to Covid-19 pandemic many people resort to their usual exercise activities and opt to do it at home yet only to find a monotonous and boring fitness routine. VR Real Run is aimed to give a solution on how to have fun and to get fit at the same time. By using the latest and front runner in the VR headsets products, the Oculus Quest 2, we developed an exergame that require user to run in place and jump to play. It also features high score to motivate users in perform better in the next session. A black box test has been well performed and a usability test was came out with a 79 SUS score which translate the application as "good" therefore its usability is acceptable.