916 resultados para interactive Virtual Reality


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The study shows that social anxiety and persecutory ideation share many of the same predictive factors. Non-clinical paranoia may be a type of anxious fear. However, perceptual anomalies are a distinct predictor of paranoia. In the context of an individual feeling anxious, the occurrence of odd internal feelings in social situations may lead to delusional ideas through a sense of" things not seeming right". The study illustrates the approach of focusing on experiences such as paranoid thinking rather than diagnoses such as schizophrenia.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Diplomityossa kartoitetaan Visualisointiympäristön rakentamiseen ja toteuttamiseen soveltuvia tekniikoita. Kartoituksen perusteella laadittiin lista tarvittavista komponenteista Visualisointiympäristön toteuttamiseksi Lappeenrannan teknillisen yliopiston konetekniikan osastolle mekatroniikan ja virtuaalisuunnittelun laboratoriolle. Työssä tarkastellaan keinotodellisuuden ulottuvuuksia ja esitellään sen hyödyntämismahdollisuuksia eri aloilla nyt ja tulevaisuudessa. Keinotodellisuuteen liittyvät tekniikat eri toteuttamistapoineen esitellaan käyttäen esimerkkeinä tällä hetkellä markkinoilla olevia tuotteita. Lopuksi arvioitiin virtuaalitekniikan kehitystä ja sen merkitystä tulevaisuudessa. Tutkimus osoittaa, etta keinotodellisuudelle löytyy runsaasti sovelluksia eri aloilla, ja edullisen PC-tekniikan kehittyessä kustannukset laskevat jatkuvasti, jolloin vähitellen keinotodellisuus yleistyy.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Työn tarkoituksena oli kehittää kuuden vapausasteen liikesimulaattorialusta virtuaaliprototyypin avulla siten, että alustan dynamiikka mallinnetaan Adams-ohjelmistolla ja ohjaus- ja säätöpiiri Matlab Simulink:llä. Tarkoituksena oli tutkia dynaamisen mallin ja säätöteknisen mallin yhdistämistä ja niiden yhteen toimimista. Tarkoituksena oli myös selvittää tulevaisuudessa rakennettavan Stewart:n alustan mekaniikan mitat ja hydraulikomponenttien koot. Työssä tutkittiin alustan käyttäytymistä halutulla liikealueella, nopeuksia joita saavutetaan ja mekaanisia rajoitteita. Työn tuloksesta on tarkoitus rakentaa fyysinen prototyyppi liittyen KONSI-projektiin, jossa kehitetään satamanosturisimulaattori nosturiohjaajan koulutuksen tueksi. Malli tullaan kytkemään Teppo Lehtisen diplomityönä tehtyyn satamanosturi kontin simulointimalliin ja koko järjestelmän on tarkoitus toimia reaaliaikaisena.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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In the health domain, the field of rehabilitation suffers from a lack specialized staff while hospital costs only increase. Worse, almost no tools are dedicated to motivate patients or help the personnel to carry out monitoring of therapeutic exercises. This paper demonstrates the high potential that can bring the virtual reality with a platform of serious games for the rehabilitation of the legs involving a head-mounted display and haptic robot devices. We first introduce SG principles and the current context regarding rehabilitation interventions followed by the description of an original haptic device called Lambda Health System. The architecture of the model is then detailed, including communication specifications showing that lag is imperceptible for user (60Hz). Finally, four serious games for rehabilitation using haptic robots and/or HMD were tested by 33 health specialists.

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Background: Being physically assaulted is known to increase the risk of the occurrence of post-traumatic stress disorder (PTSD) symptoms but it may also skew judgements about the intentions of other people. The objectives of the study were to assess paranoia and PTSD after an assault and to test whether theory-derived cognitive factors predicted the persistence of these problems. Method: At 4 weeks after hospital attendance due to an assault, 106 people were assessed on multiple symptom measures (including virtual reality) and cognitive factors from models of paranoia and PTSD. The symptom measures were repeated 3 and 6 months later. Results: Factor analysis indicated that paranoia and PTSD were distinct experiences, though positively correlated. At 4 weeks, 33% of participants met diagnostic criteria for PTSD, falling to 16% at follow-up. Of the group at the first assessment, 80% reported that since the assault they were excessively fearful of other people, which over time fell to 66%. Almost all the cognitive factors (including information-processing style during the trauma, mental defeat, qualities of unwanted memories, self-blame, negative thoughts about self, worry, safety behaviours, anomalous internal experiences and cognitive inflexibility) predicted later paranoia and PTSD, but there was little evidence of differential prediction. Conclusions: Paranoia after an assault may be common and distinguishable from PTSD but predicted by a strikingly similar range of factors.

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Tutkimukseni aiheena on tarkastella datanomiopiskelijoita sosiaalisen median käyttäjinä. Sosiaalisen median käyttö opetuksessa on nykypäivänä jo aika yleistä. Erilaisia sosiaalisen median keinoja käytetään jo kaikilla oppiasteilla. Opettajan on tärkeää tuntea eri palvelujen tarkoitukset ja soveltuvuus opetustilanteeseen. Työn tarkoitus on tutkia sosiaalisen median palveluja kuudesta eri näkökulmasta, jotka tukevat opetusta ja oppimista. Näitä ovat verkostoitumispalvelut, virtuaalimaailmat, sisällöllinen kirjoittaminen, verkko-oppimisympäristöt, videoverkkopalvelut ja verkkoviestintäpalvelut. Työssä tutkitaan Lappeenrannan Palvelualojen koulun datanomiopiskelijoiden sosiaalisen median palvelujen käyttämistä sekä kysytään käyttöaktiivisuutta ja mielipidettä palvelujen käyttämiseen opetuksessa. Tutkimustulokset antavat kuvan siitä, minkälaisia sosiaalisen median palveluja opiskelijat käyttävät. Tutkimus osoittaa, että datanomiopiskelijat käyttävät sosiaalisen median palveluja ahkerasti, erityisesti wikiä, blogia ja pikaviestimiä sekä Moodle-oppimisympäristöä. Tutkimuksen perusteella voidaan kehittää opetuksen laatua ja opetusmenetelmiä sosiaalisen median opetuskäyttöä tukevaksi. Opettajan rooli muuttuu sosiaalisen median palvelujen käytön myötä yhä enemmän ohjaavaksi ja tasa-arvoiseksi opiskelijoiden kanssa. Opetus muuttuu yhteisöllisemmäksi ja verkostoituneemmaksi. Opettajan ja opiskelijoiden vuorovaikutustaitojen merkitys korostuu. Myös tulevaisuuden haasteet ja ennen kaikkea mahdollisuudet nousevat esiin. Opetuksen suunnittelussa on hyvä pystyä huomioimaan uudet mahdollisuudet ja käyttää niitä kattavasti.

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We present a participant study that compares biological data exploration tasks using volume renderings of laser confocal microscopy data across three environments that vary in level of immersion: a desktop, fishtank, and cave system. For the tasks, data, and visualization approach used in our study, we found that subjects qualitatively preferred and quantitatively performed better in the cave compared with the fishtank and desktop. Subjects performed real-world biological data analysis tasks that emphasized understanding spatial relationships including characterizing the general features in a volume, identifying colocated features, and reporting geometric relationships such as whether clusters of cells were coplanar. After analyzing data in each environment, subjects were asked to choose which environment they wanted to analyze additional data sets in - subjects uniformly selected the cave environment.

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Tässä työssä keskitytään Metso Mineralsin valmistamien tuotteiden suunnitteluympäristöön ja erityisesti sen kehittämismahdollisuuksiin uusien teknologioiden avulla. Käyttövarmuuden parantamiseksi yksi potentiaalisimmista keinoista on parantaa laitteiden huollettavuutta. Tyypillisesti huollettavuuden verifiointi tapahtuu vasta prototyyppien testauksessa työmaaolosuhteissa, jolloin havaittujen ongelmien muuttaminen on hankalaa. Siksi huollettavuuteen tulisi kiinnittää enemmän huomiota jo tuotekehitysvaiheessa. Tässä työssä selvitetään virtuaalitekniikoiden tarjoamia mahdollisuuksia em. asioiden parantamiseksi. Työn toisena osakokonaisuutena tutkitaan riskianalyysien kehittämismahdollisuuksia. Tavoitteena on kehittää toimiva menetelmä riskianalyysin suorittamiseen virtuaaliprototyyppien avulla ja testata kaupallisten riskianalyysiin tarkoitettujen sovellusten käyttöä. Lopuksi tarkastellaan vielä uusien menetelmien integrointia osaksi tuotekehitysprosessia. Tehtyjen Case-tutkimusten perusteella havaittiin, että virtuaaliympäristöjen ja -tekniikoiden avulla saavutetaan hyötyä tuotekehityksen varhaisessa vaiheessa. Kyselytutkimuksesta saadun palautteen perusteella virtuaalitekniikoiden sovelluksille annettiin asteikolla 1–5 yleisarvosanaksi keskimäärin kolme. Virtuaalitekniikoiden ja riskianalyysien yhteiskäyttöä testattiin onnistuneesti, mutta tämä vaatii vielä kehittämistä.

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Brain computer interface (BCI) is a kind of human machine interface, which provides a new interaction method between human and computer or other equipment. The most significant characteristic of BCI system is that its control input is brain electrical activities acquired from the brain instead of traditional input such as hands or eyes. BCI technique has rapidly developed during last two decades and it has mainly worked as an auxiliary technique to help the disable people improve their life qualities. With the appearance of low cost novel electrical devices such as EMOTIV, BCI technique has been applied to the general public through many useful applications including video gaming, virtual reality and virtual keyboard. The purpose of this research is to be familiar with EMOTIV EPOC system and make use of it to build an EEG based BCI system for controlling an industrial manipulator by means of human thought. To build a BCI system, an acquisition program based on EMOTIV EPOC system is designed and a MFC based dialog that works as an operation panel is presented. Furthermore, the inverse kinematics of RV-3SB industrial robot was solved. In the last part of this research, the designed BCI system with human thought input is examined and the results indicate that the system is running smoothly and displays clearly the motion type and the incremental displacement of the motion.

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Tässä opinnäytetyössä on toteutettu ja arvioitu virtuaalitodellisuuteen soveltuvaa käyttöliittymää. Motivaationa työlle oli Google Cardboardin mahdollistama todentuntuinen virtuaalikokemus älypuhelimen hinnalla. Cardboard-ympäristöön ei kuitenkaan ollut olemassa kattavaa käyttöliittymää ja tämän työn tavoitteena olikin selvittää, onko älypuhelimen kameraa mahdollista käyttää eleohjauksen toteuttamiseen niin että ohjaus on käytettävyydeltään kelvollinen ja se tukee läsnäolon tunteen syntymistä. Asian selvittämiseksi kehitettiin testipeli, jolla eleohjausta verrattiin Cardboardin oletuskäyttöliittymään. Koehenkilöt saavuttivat ehdotetulla käyttöliittymällä testipelissä keskimäärin 45-% korkeampia pistemääriä ja lisäksi he arvioivat sen olleen toimiva ja sen synnyttämän läsnäolon tunteen olleen voimakkaampaa.

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Tämä työ on kirjallisuuskatsaus digitaalisen teräväpiirtoresoluution historiaan, nykyhetkeen ja tulevaisuuteen. Lisäksi käydään läpi eri medioista löytyviä termejä ja pyritään selvittämään näiden termien merkitys lukijalle. Työ on tehty Lappeenrannan teknillisen yliopiston Tietotekniikan osastolle. Teräväpiirtotelevision historia alkaa jo 1960-luvulta ja ensimmäiset teräväpiirtoresoluutiot kehitettiin 1970-luvulla. Kun resoluutiota kasvatetaan, myös kuvatiedoston ja vaadittavan tallennustilan koko kasvaa. Se aiheuttaa uusia haasteita muun muassa lähetys-, pakkaus- ja vastaanotintekniikoille. 4K-resoluutiot ovat jo täällä, mutta miten käy 16K-resoluution. Onko suuresta resoluutiosta hyötyä esimerkiksi Virtual Reality –sovelluksissa?