首页 > 最新文献

Virtual Reality最新文献

英文 中文
Reaching further in VR: a comparative study with a novel velocity-based technique. 在虚拟现实中更进一步:一种基于速度的新技术的比较研究。
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-01 Epub Date: 2025-11-27 DOI: 10.1007/s10055-025-01189-y
Filip Škola, Fotis Liarokapis

Out-of-reach interaction in virtual reality has primarily relied on raycasting (selection using the laser pointer metaphor). However, as bare-hand tracking becomes increasingly prevalent, there is a growing need to explore and optimize hand-based out-of-reach interaction techniques. To address this, we introduce Hand Gliding and Laser Gliding, novel out-of-reach interaction techniques that use velocity-to-velocity mapping to control virtual hands through physical movements, and implement Go-Go and HOMER, position-to-position methods. First, a pilot study evaluated the feasibility of Hand Gliding. Next, we conducted a within-subject comparison of the four interaction techniques using selection and translation tasks while assessing speed, comfort, and subjective responses. The best results were achieved with both raycasting-aided techniques (HOMER, Laser Gliding) in terms of both performance and user comfort. Position-to-position mapping performed slightly better in tasks requiring rapid selection, while velocity-to-velocity techniques facilitated interaction at greater distances. The feasibility of velocity-to-velocity approaches to out-of-reach interaction was confirmed by this study. Due to their simple implementation (compared to position-based techniques, they do not require torso tracking data), velocity-based interaction methods have the potential for wide adoption in current VR systems.

虚拟现实中遥不可及的交互主要依赖于光线投射(使用激光笔比喻的选择)。然而,随着徒手跟踪变得越来越普遍,越来越需要探索和优化基于手的遥不可及的交互技术。为了解决这个问题,我们介绍了Hand Gliding和Laser Gliding,这是一种新颖的遥不可及的交互技术,使用速度到速度映射通过物理运动来控制虚拟的手,并实现了Go-Go和HOMER,位置到位置方法。首先,一项试点研究评估了手动滑翔的可行性。接下来,我们使用选择和翻译任务对四种交互技术进行了主题内比较,同时评估了速度、舒适度和主观反应。在性能和用户舒适度方面,两种射线浇铸辅助技术(HOMER, Laser Gliding)都取得了最好的效果。位置到位置映射在需要快速选择的任务中表现稍好,而速度到速度技术促进了远距离的交互。本研究证实了用速度-速度方法研究非接触相互作用的可行性。由于实现简单(与基于位置的技术相比,它们不需要躯干跟踪数据),基于速度的交互方法在当前的VR系统中具有广泛采用的潜力。
{"title":"Reaching further in VR: a comparative study with a novel velocity-based technique.","authors":"Filip Škola, Fotis Liarokapis","doi":"10.1007/s10055-025-01189-y","DOIUrl":"10.1007/s10055-025-01189-y","url":null,"abstract":"<p><p>Out-of-reach interaction in virtual reality has primarily relied on raycasting (selection using the laser pointer metaphor). However, as bare-hand tracking becomes increasingly prevalent, there is a growing need to explore and optimize hand-based out-of-reach interaction techniques. To address this, we introduce Hand Gliding and Laser Gliding, novel out-of-reach interaction techniques that use velocity-to-velocity mapping to control virtual hands through physical movements, and implement Go-Go and HOMER, position-to-position methods. First, a pilot study evaluated the feasibility of Hand Gliding. Next, we conducted a within-subject comparison of the four interaction techniques using selection and translation tasks while assessing speed, comfort, and subjective responses. The best results were achieved with both raycasting-aided techniques (HOMER, Laser Gliding) in terms of both performance and user comfort. Position-to-position mapping performed slightly better in tasks requiring rapid selection, while velocity-to-velocity techniques facilitated interaction at greater distances. The feasibility of velocity-to-velocity approaches to out-of-reach interaction was confirmed by this study. Due to their simple implementation (compared to position-based techniques, they do not require torso tracking data), velocity-based interaction methods have the potential for wide adoption in current VR systems.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 1","pages":"1"},"PeriodicalIF":5.0,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12660419/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145649495","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
From "skype on wheels" to embodied telepresence: a holistic approach to improving the user experience of telepresence robots. 从“车轮上的skype”到具体化的远程呈现:改善远程呈现机器人用户体验的整体方法。
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-09-25 DOI: 10.1007/s10055-025-01222-0
Ivan A Aguilar, Markku Suomalainen, Steven M LaValle, Timo Ojala, Bernhard E Riecke

Telepresence robots offer the promise of remote presence, but user experience, usability, and performance challenges hinder widespread adoption. This study introduces a novel and low-cost user interface for telepresence robots that integrates insights from virtual reality (VR) and robotics to address these limitations. The novel setup was designed holistically, considering several different factors: an inclined rotating chair for embodied rotation, a joystick for precise translation, dual displays for enhanced spatial awareness, and an immersive setup with controlled lighting and audio. A user study (N = 42) with a simulated robot in a virtual environment compared this novel setup with a standard setup, that mimicked the typical user interface of commercial telepresence robots. Results showed that this novel setup significantly improved the user experience, particularly increasing presence, enjoyment, and engagement. This novel setup also improved task performance over time, reducing obstacle collisions and distance traveled. These findings highlight the potential for combining and incorporating insights from VR and robotics to design more effective and user-friendly interfaces for telepresence robots, paving the way for increased adoption.

Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01222-0.

远程呈现机器人提供了远程呈现的希望,但用户体验、可用性和性能方面的挑战阻碍了其广泛采用。本研究为远程呈现机器人引入了一种新颖且低成本的用户界面,该界面集成了虚拟现实(VR)和机器人技术的见解,以解决这些限制。这个新颖的装置是整体设计的,考虑了几个不同的因素:一个倾斜的旋转椅,一个精确平移的操纵杆,增强空间意识的双显示器,以及一个具有控制照明和音频的沉浸式设置。一项在虚拟环境中模拟机器人的用户研究(N = 42)将这种新设置与模仿商业远程呈现机器人典型用户界面的标准设置进行了比较。结果表明,这种新颖的设置显著改善了用户体验,特别是增加了存在感、乐趣和参与度。随着时间的推移,这种新颖的设置也提高了任务性能,减少了障碍物碰撞和行驶距离。这些发现强调了将VR和机器人技术的见解结合起来,为远程呈现机器人设计更有效、用户友好的界面的潜力,为更多的采用铺平了道路。补充资料:在线版本提供补充资料,网址为10.1007/s10055-025-01222-0。
{"title":"From \"skype on wheels\" to embodied telepresence: a holistic approach to improving the user experience of telepresence robots.","authors":"Ivan A Aguilar, Markku Suomalainen, Steven M LaValle, Timo Ojala, Bernhard E Riecke","doi":"10.1007/s10055-025-01222-0","DOIUrl":"10.1007/s10055-025-01222-0","url":null,"abstract":"<p><p>Telepresence robots offer the promise of remote presence, but user experience, usability, and performance challenges hinder widespread adoption. This study introduces a novel and low-cost user interface for telepresence robots that integrates insights from virtual reality (VR) and robotics to address these limitations. The novel setup was designed holistically, considering several different factors: an inclined rotating chair for embodied rotation, a joystick for precise translation, dual displays for enhanced spatial awareness, and an immersive setup with controlled lighting and audio. A user study (N = 42) with a simulated robot in a virtual environment compared this novel setup with a standard setup, that mimicked the typical user interface of commercial telepresence robots. Results showed that this novel setup significantly improved the user experience, particularly increasing presence, enjoyment, and engagement. This novel setup also improved task performance over time, reducing obstacle collisions and distance traveled. These findings highlight the potential for combining and incorporating insights from VR and robotics to design more effective and user-friendly interfaces for telepresence robots, paving the way for increased adoption.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01222-0.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 4","pages":"161"},"PeriodicalIF":5.0,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12464061/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145186822","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Obstacle avoidance of physical, stereoscopic, and pictorial objects. 避免物理的、立体的和图形物体的障碍。
IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-03-01 DOI: 10.1007/s10055-025-01119-y
Martin Giesel, Daniela Ruseva, Constanze Hesse

Simulated environments, e.g., virtual or augmented reality environments, are becoming increasingly popular for the investigation and training of motor actions. Yet, so far it remains unclear if results of research and training in those environments transfer in the expected way to natural environments. Here, we investigated the types of visual cues that are required to ensure naturalistic hand movements in simulated environments. We compared obstacle avoidance of physical objects with obstacle avoidance of closely matched 2D and 3D images of the physical objects. Participants were asked to reach towards a target position without colliding with obstacles of varying height that were placed in the movement path. Using a pre-test post-test design, we tested obstacle avoidance for 2D and 3D images of obstacles both before and after exposure to the physical obstacles. Consistent with previous findings, we found that participants initially underestimated the magnitude differences between the obstacles, but after exposure to the physical obstacles avoidance performance for the 3D images became similar to performance for the physical obstacles. No such change was found for 2D images. Our findings highlight the importance of disparity cues for naturalistic motor actions in personal space. Furthermore, they suggest that the observed change in obstacle avoidance for 3D images resulted from a calibration of the disparity cues in the 3D images using an accurate estimate of the egocentric distance to the obstacles gained from the interaction with the physical obstacles.

模拟环境,例如虚拟或增强现实环境,在运动行为的调查和训练中越来越受欢迎。然而,到目前为止,尚不清楚在这些环境中进行的研究和训练的结果是否能以预期的方式转移到自然环境中。在这里,我们研究了在模拟环境中确保手部自然运动所需的视觉线索类型。我们将物理物体的避障与物理物体紧密匹配的二维和三维图像的避障进行了比较。参与者被要求在到达目标位置时不与放置在运动路径上的不同高度的障碍物发生碰撞。使用前测后测设计,我们测试了障碍物在接触物理障碍物之前和之后的2D和3D障碍物图像的避障情况。与之前的研究结果一致,我们发现参与者最初低估了障碍物之间的大小差异,但在接触到物理障碍物之后,他们对3D图像的回避表现与对物理障碍物的回避表现相似。2D图像没有发现这种变化。我们的研究结果强调了差异线索对个人空间自然运动行为的重要性。此外,他们认为,观察到的3D图像避障的变化是由于对3D图像中的视差线索进行了校准,使用了从与物理障碍物的相互作用中获得的以自我为中心的距离的准确估计。
{"title":"Obstacle avoidance of physical, stereoscopic, and pictorial objects.","authors":"Martin Giesel, Daniela Ruseva, Constanze Hesse","doi":"10.1007/s10055-025-01119-y","DOIUrl":"10.1007/s10055-025-01119-y","url":null,"abstract":"<p><p>Simulated environments, e.g., virtual or augmented reality environments, are becoming increasingly popular for the investigation and training of motor actions. Yet, so far it remains unclear if results of research and training in those environments transfer in the expected way to natural environments. Here, we investigated the types of visual cues that are required to ensure naturalistic hand movements in simulated environments. We compared obstacle avoidance of physical objects with obstacle avoidance of closely matched 2D and 3D images of the physical objects. Participants were asked to reach towards a target position without colliding with obstacles of varying height that were placed in the movement path. Using a pre-test post-test design, we tested obstacle avoidance for 2D and 3D images of obstacles both before and after exposure to the physical obstacles. Consistent with previous findings, we found that participants initially underestimated the magnitude differences between the obstacles, but after exposure to the physical obstacles avoidance performance for the 3D images became similar to performance for the physical obstacles. No such change was found for 2D images. Our findings highlight the importance of disparity cues for naturalistic motor actions in personal space. Furthermore, they suggest that the observed change in obstacle avoidance for 3D images resulted from a calibration of the disparity cues in the 3D images using an accurate estimate of the egocentric distance to the obstacles gained from the interaction with the physical obstacles.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"45"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11872779/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143558201","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Experiential learning through virtual reality by-proxy. 通过代理虚拟现实进行体验式学习。
IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-02-08 DOI: 10.1007/s10055-025-01106-3
Nicola Veitch, Claire Donald, Andrew Judge, Christopher Carman, Pamela Scott, Sonya Taylor, Leah Marks, Avril Edmond, Nathan Kirkwood, Neil McDonnell, Fiona Macpherson

Virtual reality (VR) is increasingly being used as a teaching and learning tool, however scaling this technology is difficult due to technological and cost considerations. An alternative approach that helps to address these problems is VR-by-proxy, where teaching takes place within a VR environment that is controlled by one lecturer and broadcast to students online. This allows the content to be accessed without specialist equipment while still offering an immersive and interactive experience. Taking advantage of the enforced move to online learning during the COVID-19 pandemic, this study evaluates the implementation of a novel VR-by-proxy disease diagnostic laboratory VR simulation within an undergraduate life sciences course in a higher education setting. Student participants were randomly allocated into two groups: the test group, who took part in a VR-by-proxy lesson; and a control group, who worked with interactive online lab manual material. We assessed improvement in learning and enjoyment through questionnaires before and after these tasks and collected qualitative data on student attitudes towards VR through focus groups. Our results indicate that although there is no observable difference in learning outcomes between the two groups, students in the test group reported an improved learning experience, confidence and enjoyment of learning. In our focus groups, confidence was understood in two ways by participants: firstly, as 'understanding' of the various steps involved in conducting a quantitative polymerase chain reaction experiment and secondly as a more general 'familiarity' with the laboratory setting. This study adds to the growing body of research into the effectiveness of VR for learning and teaching, highlighting that VR-by-proxy may provide many of the same benefits.

Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01106-3.

虚拟现实(VR)越来越多地被用作教学和学习工具,但由于技术和成本的考虑,这项技术很难扩展。另一种有助于解决这些问题的方法是VR-by-proxy,在VR环境中进行教学,由一名讲师控制,并在线向学生广播。这使得在没有专业设备的情况下访问内容,同时仍然提供身临其境的互动体验。利用COVID-19大流行期间强制在线学习的优势,本研究评估了在高等教育环境下的本科生命科学课程中新型VR-代理疾病诊断实验室VR模拟的实施情况。学生参与者被随机分为两组:测试组,他们参加虚拟现实代理课程;另一个控制组,他们使用交互式在线实验室手册材料。我们在这些任务前后通过问卷调查评估了学习和享受的改善,并通过焦点小组收集了学生对VR态度的定性数据。我们的研究结果表明,虽然两组之间的学习成果没有明显差异,但实验组的学生报告了学习体验,信心和学习乐趣的改善。在我们的焦点小组中,参与者以两种方式理解信心:首先,“理解”进行定量聚合酶链反应实验所涉及的各个步骤,其次是对实验室环境的更普遍的“熟悉”。这项研究增加了越来越多关于虚拟现实在学习和教学中的有效性的研究,强调虚拟现实代理可能提供许多相同的好处。补充信息:在线版本包含补充资料,下载地址:10.1007/s10055-025-01106-3。
{"title":"Experiential learning through virtual reality by-proxy.","authors":"Nicola Veitch, Claire Donald, Andrew Judge, Christopher Carman, Pamela Scott, Sonya Taylor, Leah Marks, Avril Edmond, Nathan Kirkwood, Neil McDonnell, Fiona Macpherson","doi":"10.1007/s10055-025-01106-3","DOIUrl":"https://doi.org/10.1007/s10055-025-01106-3","url":null,"abstract":"<p><p>Virtual reality (VR) is increasingly being used as a teaching and learning tool, however scaling this technology is difficult due to technological and cost considerations. An alternative approach that helps to address these problems is VR-by-proxy, where teaching takes place within a VR environment that is controlled by one lecturer and broadcast to students online. This allows the content to be accessed without specialist equipment while still offering an immersive and interactive experience. Taking advantage of the enforced move to online learning during the COVID-19 pandemic, this study evaluates the implementation of a novel VR-by-proxy disease diagnostic laboratory VR simulation within an undergraduate life sciences course in a higher education setting. Student participants were randomly allocated into two groups: the test group, who took part in a VR-by-proxy lesson; and a control group, who worked with interactive online lab manual material. We assessed improvement in learning and enjoyment through questionnaires before and after these tasks and collected qualitative data on student attitudes towards VR through focus groups. Our results indicate that although there is no observable difference in learning outcomes between the two groups, students in the test group reported an improved learning experience, confidence and enjoyment of learning. In our focus groups, confidence was understood in two ways by participants: firstly, as 'understanding' of the various steps involved in conducting a quantitative polymerase chain reaction experiment and secondly as a more general 'familiarity' with the laboratory setting. This study adds to the growing body of research into the effectiveness of VR for learning and teaching, highlighting that VR-by-proxy may provide many of the same benefits.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01106-3.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"38"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11906506/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143651010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Evaluation of XR device's real-world tracking accuracy and depth perception from an industrial point of view. 从工业角度评估XR设备的真实跟踪精度和深度感知。
IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-07-22 DOI: 10.1007/s10055-025-01192-3
Shubham Singh, Yash Sharma, Amer Liaqat, Roy S Kalawsky

The advancements in the field of XR devices and systems are interesting from an industrial point of view, as they present new opportunities for improving productivity and operations through-smart tooling, digitally enhanced assembly and maintenance, inspection, remote collaborations, etc. Typically, the XR headsets claim to provide a full 6-DoF tracking, while this may be good enough for consumer or entertainment applications; for an industrial application, we need to determine the exact errors and tolerances of the tracking for practical applications. In this paper, we present our methods and critical measurements from evaluating HTC Vive XR Elite and Magic Leap 2 for full 6-DoF tracking, depth perception accuracy, and drift accumulation over time. Through these tests, we measured a significant difference between individual XR devices' tracking accuracy, depth perception, and drifts, which could range from moderate to severe impact for the on-job deployment of these devices. By systematically analyzing error margins and tracking fidelity, this study aims to provide new valuable insights into the strengths and limitations of tracking capabilities of these XR devices, and the methodology which can be adopted to evaluate others. Further, this study could also help design AR symbology and user experience for an industrial application.

从工业的角度来看,XR设备和系统领域的进步是有趣的,因为它们为通过智能工具、数字化增强的装配和维护、检查、远程协作等提高生产力和运营提供了新的机会。通常,XR头显声称提供完整的6自由度跟踪,而这对于消费或娱乐应用来说可能已经足够好了;对于工业应用,我们需要确定实际应用中跟踪的精确误差和公差。在本文中,我们介绍了评估HTC Vive XR Elite和Magic Leap 2的方法和关键测量,以实现完整的6自由度跟踪,深度感知精度和随时间的漂移积累。通过这些测试,我们测量了各个XR设备在跟踪精度、深度感知和漂移方面的显著差异,这些差异可能对这些设备的工作部署产生中度到严重的影响。通过系统地分析误差范围和跟踪保真度,本研究旨在为这些XR设备的跟踪能力的优势和局限性提供新的有价值的见解,以及可用于评估其他设备的方法。此外,该研究还可以帮助设计AR符号学和工业应用的用户体验。
{"title":"Evaluation of XR device's real-world tracking accuracy and depth perception from an industrial point of view.","authors":"Shubham Singh, Yash Sharma, Amer Liaqat, Roy S Kalawsky","doi":"10.1007/s10055-025-01192-3","DOIUrl":"10.1007/s10055-025-01192-3","url":null,"abstract":"<p><p>The advancements in the field of XR devices and systems are interesting from an industrial point of view, as they present new opportunities for improving productivity and operations through-smart tooling, digitally enhanced assembly and maintenance, inspection, remote collaborations, etc. Typically, the XR headsets claim to provide a full 6-DoF tracking, while this may be good enough for consumer or entertainment applications; for an industrial application, we need to determine the exact errors and tolerances of the tracking for practical applications. In this paper, we present our methods and critical measurements from evaluating HTC Vive XR Elite and Magic Leap 2 for full 6-DoF tracking, depth perception accuracy, and drift accumulation over time. Through these tests, we measured a significant difference between individual XR devices' tracking accuracy, depth perception, and drifts, which could range from moderate to severe impact for the on-job deployment of these devices. By systematically analyzing error margins and tracking fidelity, this study aims to provide new valuable insights into the strengths and limitations of tracking capabilities of these XR devices, and the methodology which can be adopted to evaluate others. Further, this study could also help design AR symbology and user experience for an industrial application.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 3","pages":"118"},"PeriodicalIF":5.0,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12283432/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144709087","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Reduced field of view alters scanning behaviour. 缩小的视野改变了扫描行为。
IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-03-22 DOI: 10.1007/s10055-025-01125-0
E M J L Postuma, F W Cornelissen, M Pahlevan, J Heutink, G A de Haan

Introduction: Virtual reality environments presented through head mounted displays (HMDs) hold promise for training or studying mobility activities, such as cycling, walking, and street crossing. Yet, the limited field of view (FoV) of HMDs may influence scanning behaviour, reducing the translatability of findings to real-life situations. This study aims to (i) investigate how a reduced FoV influences scanning behaviour during mobility activities, and (ii) whether these alterations in scanning vary across these activities.

Method: Sixteen participants performed a real-life walking, cycling and street crossing activity twice; once with and once without a reduced FoV. A mobile eye-tracker with a built in gyroscope recorded scanning behaviour. Scanning behaviour was evaluated in terms of saccadic frequency and amplitude, horizontal head movement frequency and amplitude, and the horizontal and vertical eye position.

Results: The participants performed more horizontal head movements with larger amplitudes during the reduced FoV compared to the normal FoV. Additionally, they distributed their horizontal eye position more towards the central regions and less towards their peripheral regions. Overall, the range of both horizontal and vertical eye position decreased. The impact of the reduced FoV on horizontal head movement amplitude, horizontal eye position, and vertical eye position varied across activities.

Conclusion: Generally, individuals seem to compensate for a reduced FoV by making more horizontal head movements with large amplitudes, while reducing the eye position distribution. Consequently, caution is advised when translating outcomes on scanning behaviour observed in HMDs to those expected in real-life situations.

Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01125-0.

导读:通过头戴式显示器(hmd)呈现的虚拟现实环境有望用于训练或研究移动活动,如骑自行车、步行和过马路。然而,hmd有限的视场(FoV)可能会影响扫描行为,降低结果在现实生活中的可翻译性。本研究旨在(i)调查视场减少如何影响移动活动期间的扫描行为,以及(ii)这些扫描变化是否在这些活动中有所不同。方法:16名参与者进行了两次真实的步行、骑自行车和过马路的活动;一次减少FoV,一次没有。一个内置陀螺仪的移动眼动仪记录了扫描行为。扫描行为是根据跳动频率和振幅、水平头部运动频率和振幅以及水平和垂直眼睛位置来评估的。结果:与正常视场相比,被试在视场减小时进行了更多幅度更大的水平头部运动。此外,他们的水平眼位置更多地向中心区域分布,而更少地向外围区域分布。总的来说,眼睛水平和垂直位置的范围都减小了。视场减小对水平头部运动幅度、水平眼位和垂直眼位的影响在不同的活动中有所不同。结论:一般来说,人们似乎通过更多的大幅度水平头部运动来补偿视场的减少,同时减少眼睛的位置分布。因此,在将在头显中观察到的扫描行为结果转换为现实生活中预期的结果时,建议谨慎。补充信息:在线版本包含补充资料,下载地址为10.1007/s10055-025-01125-0。
{"title":"Reduced field of view alters scanning behaviour.","authors":"E M J L Postuma, F W Cornelissen, M Pahlevan, J Heutink, G A de Haan","doi":"10.1007/s10055-025-01125-0","DOIUrl":"10.1007/s10055-025-01125-0","url":null,"abstract":"<p><strong>Introduction: </strong>Virtual reality environments presented through head mounted displays (HMDs) hold promise for training or studying mobility activities, such as cycling, walking, and street crossing. Yet, the limited field of view (FoV) of HMDs may influence scanning behaviour, reducing the translatability of findings to real-life situations. This study aims to (i) investigate how a reduced FoV influences scanning behaviour during mobility activities, and (ii) whether these alterations in scanning vary across these activities.</p><p><strong>Method: </strong>Sixteen participants performed a real-life walking, cycling and street crossing activity twice; once with and once without a reduced FoV. A mobile eye-tracker with a built in gyroscope recorded scanning behaviour. Scanning behaviour was evaluated in terms of saccadic frequency and amplitude, horizontal head movement frequency and amplitude, and the horizontal and vertical eye position.</p><p><strong>Results: </strong>The participants performed more horizontal head movements with larger amplitudes during the reduced FoV compared to the normal FoV. Additionally, they distributed their horizontal eye position more towards the central regions and less towards their peripheral regions. Overall, the range of both horizontal and vertical eye position decreased. The impact of the reduced FoV on horizontal head movement amplitude, horizontal eye position, and vertical eye position varied across activities.</p><p><strong>Conclusion: </strong>Generally, individuals seem to compensate for a reduced FoV by making more horizontal head movements with large amplitudes, while reducing the eye position distribution. Consequently, caution is advised when translating outcomes on scanning behaviour observed in HMDs to those expected in real-life situations.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01125-0.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 2","pages":"55"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11928371/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143693587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
PreVISE: an efficient virtual reality system for SEEG surgical planning. precise: SEEG手术计划的高效虚拟现实系统。
IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2024-12-26 DOI: 10.1007/s10055-024-01088-8
Pascal Spiegler, Haitham Abdelsalam, Owen Hellum, Aristides Hadjinicolaou, Alexander G Weil, Yiming Xiao

Epilepsy is a neurological disorder characterized by recurring seizures that can cause a wide range of symptoms. Stereo-electroencephalography (SEEG) is a diagnostic procedure where multiple electrodes are stereotactically implanted within predefined brain regions to identify the seizure onset zone, which needs to be surgically removed or disconnected to achieve remission of focal epilepsy. This procedure is complex and challenging due to two main reasons. First, as electrode placement requires good accuracy in desired brain regions, excellent knowledge and understanding of the 3D brain anatomy is required. Second, as typically multiple SEEG electrodes need to be implanted, the positioning of intracerebral electrodes must avoid critical structures (e.g., blood vessels) to ensure patient safety. Traditional SEEG surgical planning relies on 2D display of multi-contrast volumetric medical imaging data, and places a high cognitive demand for surgeons' spatial understanding, resulting in potentially sub-optimal surgical plans and extensive planning time (~ 15 min per electrode). In contrast, virtual reality (VR) presents an intuitive and immersive approach that can offer more intuitive visualization of 3D data as well as potentially enhanced efficiency for neurosurgical planning. Unfortunately, existing VR systems for SEEG surgery only focus on the visualization of post-surgical scans to confirm electrode placement. To address the need, we introduce the first VR system for SEEG planning that integrates user-friendly and efficient visualization and interaction strategies while providing real-time feedback metrics, including distances to nearest blood vessels, angles of insertion, and the overall surgical quality scores. The system reduces the surgical planning time by 91%.

癫痫是一种以反复发作为特征的神经系统疾病,可引起多种症状。立体脑电图(SEEG)是一种诊断方法,将多个电极以立体定向方式植入预定的大脑区域,以确定癫痫发作区域,需要通过手术切除或断开,以实现局灶性癫痫的缓解。由于两个主要原因,这个过程是复杂和具有挑战性的。首先,由于电极放置需要在所需的大脑区域具有良好的准确性,因此需要对3D大脑解剖结构有良好的了解和理解。其次,由于通常需要植入多个SEEG电极,因此脑内电极的定位必须避开关键结构(如血管),以确保患者安全。传统的SEEG手术计划依赖于二维多对比度体积医学成像数据的显示,并且对外科医生的空间理解提出了很高的认知要求,导致潜在的次优手术计划和广泛的计划时间(每个电极约15分钟)。相比之下,虚拟现实(VR)提供了一种直观和沉浸式的方法,可以提供更直观的3D数据可视化,并可能提高神经外科计划的效率。不幸的是,现有的用于SEEG手术的VR系统只关注术后扫描的可视化,以确认电极的放置。为了满足这一需求,我们推出了首个用于SEEG规划的VR系统,该系统集成了用户友好且高效的可视化和交互策略,同时提供实时反馈指标,包括到最近血管的距离、插入角度和整体手术质量评分。该系统将手术计划时间缩短了91%。
{"title":"PreVISE: an efficient virtual reality system for SEEG surgical planning.","authors":"Pascal Spiegler, Haitham Abdelsalam, Owen Hellum, Aristides Hadjinicolaou, Alexander G Weil, Yiming Xiao","doi":"10.1007/s10055-024-01088-8","DOIUrl":"10.1007/s10055-024-01088-8","url":null,"abstract":"<p><p>Epilepsy is a neurological disorder characterized by recurring seizures that can cause a wide range of symptoms. Stereo-electroencephalography (SEEG) is a diagnostic procedure where multiple electrodes are stereotactically implanted within predefined brain regions to identify the seizure onset zone, which needs to be surgically removed or disconnected to achieve remission of focal epilepsy. This procedure is complex and challenging due to two main reasons. First, as electrode placement requires good accuracy in desired brain regions, excellent knowledge and understanding of the 3D brain anatomy is required. Second, as typically multiple SEEG electrodes need to be implanted, the positioning of intracerebral electrodes must avoid critical structures (e.g., blood vessels) to ensure patient safety. Traditional SEEG surgical planning relies on 2D display of multi-contrast volumetric medical imaging data, and places a high cognitive demand for surgeons' spatial understanding, resulting in potentially sub-optimal surgical plans and extensive planning time (~ 15 min per electrode). In contrast, virtual reality (VR) presents an intuitive and immersive approach that can offer more intuitive visualization of 3D data as well as potentially enhanced efficiency for neurosurgical planning. Unfortunately, existing VR systems for SEEG surgery only focus on the visualization of post-surgical scans to confirm electrode placement. To address the need, we introduce the first VR system for SEEG planning that integrates user-friendly and efficient visualization and interaction strategies while providing real-time feedback metrics, including distances to nearest blood vessels, angles of insertion, and the overall surgical quality scores. The system reduces the surgical planning time by 91%.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"13"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11669611/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142903568","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The relationship between a simulated glaucoma impairment and postural threat on quiet stance. 模拟青光眼损伤与静姿姿势威胁的关系。
IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-01-01 Epub Date: 2025-01-31 DOI: 10.1007/s10055-024-01082-0
Lisa K Lavalle, Nora Pourhashemi, Taylor W Cleworth

Peripheral visual field deficits developed through glaucoma have been shown to contribute to balance deficits and a fear of falling. Currently, there is no work that examines the relationship between fear of falling and quiet stance among glaucoma patients. Therefore, this study aimed to examine the impact of a virtual height-induced postural threat on balance control among healthy individuals exposed to a simulated glaucoma impairment. Participants stood on a force plate to measure kinetic responses while wearing a virtual reality (VR) head-mounted display (HMD) which also tracked head position. Surface electromyography (EMG) was also used to measure muscle activity from ankle stabilizing muscles. Trials were 60 s, with two at ground level and two at 7 virtual meters above ground, each exposing participants to normal vision and a VR-simulated glaucoma impairment. Electrodermal activity was collected, and questionnaires were completed following each trial to evaluate psychological aspects of the postural threat. Overall, while experiencing height-induced fear with normal vision, participants developed a tighter control of upright stance (decreased amplitude and increased frequency of balance-related movement); however, this was not observed for the simulated glaucoma conditions. Therefore, balance deficits among glaucoma patients may be mediated by fear of falling contributing to an unexpected postural strategy.

青光眼引起的周边视野缺损已被证明会导致平衡障碍和对跌倒的恐惧。目前,还没有研究青光眼患者害怕跌倒和安静姿势之间的关系。因此,本研究旨在研究暴露于模拟青光眼损伤的健康个体中,虚拟高度诱导的姿势威胁对平衡控制的影响。参与者站在一个测力板上测量运动反应,同时佩戴虚拟现实(VR)头戴式显示器(HMD),该显示器也跟踪头部位置。表面肌电图(EMG)也用于测量踝关节稳定肌的肌肉活动。试验进行了60次,两次在地面水平,两次在距离地面7米的地方,每次都让参与者暴露在正常视力和vr模拟的青光眼损伤中。收集皮肤电活动,并在每次试验后完成问卷调查,以评估姿势威胁的心理方面。总体而言,当视力正常的参与者经历高度引起的恐惧时,他们对直立姿势的控制更严格(与平衡相关的运动幅度减少,频率增加);然而,在模拟青光眼条件下没有观察到这一点。因此,青光眼患者的平衡缺陷可能是由对跌倒的恐惧介导的,从而导致了意想不到的体位策略。
{"title":"The relationship between a simulated glaucoma impairment and postural threat on quiet stance.","authors":"Lisa K Lavalle, Nora Pourhashemi, Taylor W Cleworth","doi":"10.1007/s10055-024-01082-0","DOIUrl":"10.1007/s10055-024-01082-0","url":null,"abstract":"<p><p>Peripheral visual field deficits developed through glaucoma have been shown to contribute to balance deficits and a fear of falling. Currently, there is no work that examines the relationship between fear of falling and quiet stance among glaucoma patients. Therefore, this study aimed to examine the impact of a virtual height-induced postural threat on balance control among healthy individuals exposed to a simulated glaucoma impairment. Participants stood on a force plate to measure kinetic responses while wearing a virtual reality (VR) head-mounted display (HMD) which also tracked head position. Surface electromyography (EMG) was also used to measure muscle activity from ankle stabilizing muscles. Trials were 60 s, with two at ground level and two at 7 virtual meters above ground, each exposing participants to normal vision and a VR-simulated glaucoma impairment. Electrodermal activity was collected, and questionnaires were completed following each trial to evaluate psychological aspects of the postural threat. Overall, while experiencing height-induced fear with normal vision, participants developed a tighter control of upright stance (decreased amplitude and increased frequency of balance-related movement); however, this was not observed for the simulated glaucoma conditions. Therefore, balance deficits among glaucoma patients may be mediated by fear of falling contributing to an unexpected postural strategy.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"31"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11785643/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143080924","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women 虚拟现实:更好地预测全身幻觉--针对健康年轻女性的中介模型
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-10 DOI: 10.1007/s10055-024-01051-7
Franck-Alexandre Meschberger-Annweiler, Mariarca Ascione, Bruno Porras-Garcia, Maria Teresa Mendoza-Medialdea, Julia Prieto-Perpiña, Adela Fuste-Escolano, Jose Ruiz-Rodriguez, Marta Ferrer-Garcia, Jose Gutierrez-Maldonado

The application of advanced embodied technologies, particularly virtual reality (VR), has been suggested as a means to induce the full-body illusion (FBI). This technology is employed to modify different facets of bodily self-consciousness, which involves the sense of inhabiting a physical form, and is influenced by cognitive inputs, affective factors like body dissatisfaction, individual personality traits and suggestibility. Specifically, VR-based Mirror Exposure Therapies are used for the treatment of anorexia nervosa (AN). This study aims to investigate whether the “Big Five” personality dimensions, suggestibility, body dissatisfaction and/or body mass index can act as predictors for FBI, either directly or acting as a mediator, in young women of similar gender and age as most patients with AN. The FBI of 156 healthy young women immersed in VR environment was induced through visuomotor and visuo-tactile stimulations, and then assessed using the Avatar Embodiment Questionnaire, comprising four dimensions: Appearance, Ownership, Response, and Multi-Sensory. Data analysis encompassed multiple linear regressions and SPSS PROCESS macro’s mediation model. The findings revealed that the “Big Five” personality dimensions did not directly predict FBI in healthy young women, but Openness to experience, Agreeableness, and Neuroticism exerted an indirect influence on some FBI components through the mediation of suggestibility.

有人认为,应用先进的具身技术,特别是虚拟现实(VR),是诱发全身幻觉(FBI)的一种手段。这种技术被用来改变身体自我意识的不同方面,其中涉及身体形态的居住感,并受到认知输入、身体不满意等情感因素、个人人格特质和暗示性的影响。具体而言,基于虚拟现实的镜像暴露疗法被用于治疗神经性厌食症(AN)。本研究旨在调查 "五大 "人格维度、暗示性、身体不满意度和/或体重指数是否能直接或作为中介因素,对与大多数厌食症患者性别和年龄相似的年轻女性的联邦调查局起到预测作用。通过视觉运动和视觉触觉刺激,诱导 156 名健康年轻女性沉浸在 VR 环境中,然后使用 "阿凡达体现问卷 "对她们的 FBI 进行评估:阿凡达体现问卷包括四个维度:外观、所有权、响应和多感官。数据分析包括多重线性回归和 SPSS PROCESS 宏的中介模型。研究结果表明,"五大 "人格维度并不能直接预测健康年轻女性的联邦调查局,但经验开放性、宜人性和神经质通过暗示性的中介作用对联邦调查局的某些组成部分产生了间接影响。
{"title":"Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women","authors":"Franck-Alexandre Meschberger-Annweiler, Mariarca Ascione, Bruno Porras-Garcia, Maria Teresa Mendoza-Medialdea, Julia Prieto-Perpiña, Adela Fuste-Escolano, Jose Ruiz-Rodriguez, Marta Ferrer-Garcia, Jose Gutierrez-Maldonado","doi":"10.1007/s10055-024-01051-7","DOIUrl":"https://doi.org/10.1007/s10055-024-01051-7","url":null,"abstract":"<p>The application of advanced embodied technologies, particularly virtual reality (VR), has been suggested as a means to induce the full-body illusion (FBI). This technology is employed to modify different facets of bodily self-consciousness, which involves the sense of inhabiting a physical form, and is influenced by cognitive inputs, affective factors like body dissatisfaction, individual personality traits and suggestibility. Specifically, VR-based Mirror Exposure Therapies are used for the treatment of anorexia nervosa (AN). This study aims to investigate whether the “Big Five” personality dimensions, suggestibility, body dissatisfaction and/or body mass index can act as predictors for FBI, either directly or acting as a mediator, in young women of similar gender and age as most patients with AN. The FBI of 156 healthy young women immersed in VR environment was induced through visuomotor and visuo-tactile stimulations, and then assessed using the Avatar Embodiment Questionnaire, comprising four dimensions: Appearance, Ownership, Response, and Multi-Sensory. Data analysis encompassed multiple linear regressions and SPSS PROCESS macro’s mediation model. The findings revealed that the “Big Five” personality dimensions did not directly predict FBI in healthy young women, but Openness to experience, Agreeableness, and Neuroticism exerted an indirect influence on some FBI components through the mediation of suggestibility.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"75 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192703","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content 出版商更正:乘客在飞机上使用 VR 时的晕机现象:湍流和 VR 内容的影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-09 DOI: 10.1007/s10055-024-01047-3
Justin Mittelstaedt, Gerrit Huelmann, Claudia Marggraf-Micheel, Alexander Schiller, Carsten Seehof, Dirk Stelling
{"title":"Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content","authors":"Justin Mittelstaedt, Gerrit Huelmann, Claudia Marggraf-Micheel, Alexander Schiller, Carsten Seehof, Dirk Stelling","doi":"10.1007/s10055-024-01047-3","DOIUrl":"https://doi.org/10.1007/s10055-024-01047-3","url":null,"abstract":"","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"54 30 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142192704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Virtual Reality
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1