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Feedback-Based Technologies for Adult Physical Rehabilitation
Published in Christopher M. Hayre, Dave J. Muller, Marcia J. Scherer, Everyday Technologies in Healthcare, 2019
Leanne Hassett, Natalie Allen, Maayken van den Berg
In addition to video gaming systems, immersive technologies, using 3D displays such as head-mounted displays or cave systems have recently been introduced. Head-mounted displays have now become commercially available, e.g. Oculus Rift, HTC Vive and Samsung Gear VR. These systems place the patient inside the virtual environment creating a sense of immersion and can be used in conjunction with treadmill walking (in a harness) or activities performed while seated.
Augmented Reality for Reducing Intraoperative Radiation Exposure to Patients and Clinicians during X-Ray Guided Procedures
Published in Terry M. Peters, Cristian A. Linte, Ziv Yaniv, Jacqueline Williams, Mixed and Augmented Reality in Medicine, 2018
Nicolas Loy Rodas, Nicolas Padoy
With the advent of modern optical see-through head-mounted displays (OST-HMD), the typical challenges encountered by mobile AR technologies (indoor mapping, relocalization issues) have now been solved, and commercial devices suitable for medical applications are now available. Indeed, a recent study showed that OST-HMD displays, such as Microsoft’s HoloLens, are now suitable enough in terms of contrast perception, task load, and frame rate, for mixed reality surgical interventions (Qian et al. 2017). It is also highlighted that such devices are already used to augment fluoroscopic images directly into the surgeon’s view during orthopedics surgery. Indeed, the use of OST-HMDs in surgical scenarios can also reduce the number of performed x-rays and/or fluoroscopy time by facilitating surgical navigation. Furthermore, protective eyewear is commonly used in interventional radiology/cardiology procedures, as the eyes are radiosensitive anatomical structures and even low levels of exposure may induce lens opacities or cataracts (Carinou et al. 2011). An OST-HMD could be designed specifically to simultaneously protect the eyes while also providing an enhanced AR visualization either for radiation awareness (augmenting radiation exposure maps) or for facilitating surgical guidance (augmenting intraoperative images).
Brain–Computer Interfaces for Mediating Interaction in Virtual and Augmented Reality
Published in Chang S. Nam, Anton Nijholt, Fabien Lotte, Brain–Computer Interfaces Handbook, 2018
Josef Faller, Neil Weiss, Nicholas Waytowich, Paul Sajda
At a minimum, most VR/AR setups manipulate the input to the user’s sense of vision. The least immersive technique is “desktop-based VR,” where three-dimensional (3D) objects are rendered to a 2D computer monitor (e.g., Scherer et al. 2012). This technique has the advantage of being the least expensive and simplest to implement. Some 2D monitors support the use of shutter-glasses or other techniques to create a 3D illusion by presenting an adjusted image for both the left and right eyes (Marathe et al. 2008). 3D projection walls typically create a 3D illusion in a similar way, but offer a larger field of view (Slobounov et al. 2015). Head-mounted displays (HMDs) generally have a higher level of immersion. They are fixed to the user’s head and present separately rendered images for each eye. HMDs track the movement of the user’s head so that the images adapt to the orientation of the head (e.g., Faller et al. 2016; see also Figure 12.1a). At a similar, high level of immersion, CAVE audiovisual experience automatic virtual environments (CAVE; Cruz-Neira et al. 1992; see also Figure 12.1b) position the user in a box, where images are projected onto each wall. Like with HMDs, the images are dynamically rendered and take into account head orientation.
A study of the use of virtual reality headsets in Chinese adolescents with intellectual disability
Published in International Journal of Developmental Disabilities, 2023
Xiao Wang, Xuan Liang, Junyi Yao, Tingzhao Wang, Jianxin Feng
It is, therefore, important to further investigate these technologies for specific user groups, as VR technology offers more possibilities for special individuals. With the development of virtual technology, head-mounted displays (HMDs) are increasingly advanced, lightweight, and low-cost. However, one remaining question is whether the newer, smaller, and easier-to-use HMDs (e.g. HTC VIVE) can be accepted by users with ID. In current studies, HMDs have been found to have a negative effect (Steinicke and Bruder 2014), and people may experience ‘cybersickness’ in the form of headaches, dizziness, and nausea caused by HMDs (Cobb et al.1999). In contrast, Newbutt et al. (2016) showed that HMDs were generally accepted by ASD populations with and without ID and had low negative effects. In 2020, Newbutt et al. arrived at the same conclusion in experiments with children with ASD in a school setting. Cherix et al. (2020) found that 15 young people with ID had very good acceptability of HMDs and a noticeable learning effect after only a brief training session.
The impact of teacher’s presence on learning basic surgical tasks with virtual reality headset among medical students
Published in Medical Education Online, 2022
Sofianna Ojala, Joonas Sirola, Timo Nykopp, Heikki Kröger, Henrik Nuutinen
Virtual Reality (VR) allows the user to learn and operate in computer-generated environments in real time to gain hands-on experience that can be used later in clinical work [1,2]. VR was first used in healthcare in the early 1990s to visualize complex medical structures during surgeries and preoperatively in planning surgeries [2]. The most studied VR application is screen-based display, also known as simulation. In this study, however, we focus on HMD (head-mounted display), which is a less-studied form of VR in medical teaching. There are many publications on training with a VR simulator, but only a few on training with HMD. VR simulation has been shown to enhance clinical and surgical training [1]. However, there are also some drawbacks associated with simulators, such as lack of realistic haptics (feeling in VR), that may be challenging with respect to immersion [3].
Managing limb pain using virtual reality: a systematic review of clinical and experimental studies
Published in Disability and Rehabilitation, 2019
Priscilla G. Wittkopf, Donna M. Lloyd, Mark I. Johnson
Seven studies (186 participants) were included for review and all used a within-subject repeated measures design (Table 5). Mean age of participants ranged from 21.1 to 24.9 years. Head-mounted displays were used to deliver virtual reality tasks in all studies. Experimental pain was induced using a variety of noxious stimuli including contact thermal heat [10,32–34,36], non-invasive blunt needle [35], and electrical stimulation [37]. Participants observed a virtual object touching the virtual body and received tactile stimulation on the real body [10,35]; observed the virtual limb moving in synchrony or asynchronously with their real limb being passively moved by the experimenter [33]; observed movements of the virtual hand whilst controlling its movements by moving their real hand [37]; or observed the virtual body part [34,36].