Pub Date : 2024-08-02DOI: 10.1007/s10055-024-01040-w
Inoussa Ouedraogo, Huyen Nguyen, Patrick Bourdot
Although Augmented Reality (AR) has been extensively studied in supporting Immersive Analytics (IA), there are still many challenges in visualising and interacting with big and complex datasets. To deal with these datasets, most AR applications utilise NoSQL databases for storing and querying data, especially for managing large volumes of unstructured or semi-structured data. However, NoSQL databases have limitations in their reasoning and inference capabilities, which can result in insufficient support for certain types of queries. To fill this gap, we aim to explore and evaluate whether an intelligent approach based on ontology and linked data can facilitate visual analytics tasks with big datasets on AR interface. We designed and implemented a prototype of this method for meteorological data analytics. An experiment was conducted to evaluate the use of a semantic database with linked data compared to a conventional approach in an AR-based immersive analytics system. The results significantly highlight the performance of semantic approach in helping the users analysing meteorological datasets and their subjective appreciation in working with the AR interface, which is enhanced with ontology and linked data.
尽管在支持沉浸式分析(IA)方面对增强现实(AR)进行了广泛研究,但在大型复杂数据集的可视化和交互方面仍存在许多挑战。为了处理这些数据集,大多数 AR 应用程序都利用 NoSQL 数据库来存储和查询数据,尤其是管理大量非结构化或半结构化数据。然而,NoSQL 数据库在推理和推论能力方面存在局限性,可能导致对某些类型的查询支持不足。为了填补这一空白,我们旨在探索和评估一种基于本体和链接数据的智能方法能否促进 AR 界面上的大数据集可视化分析任务。我们为气象数据分析设计并实现了这种方法的原型。我们进行了一项实验,以评估在基于 AR 的沉浸式分析系统中使用语义数据库和链接数据与传统方法的对比情况。实验结果极大地突出了语义方法在帮助用户分析气象数据集方面的性能,以及用户对使用本体和链接数据增强的 AR 界面的主观评价。
{"title":"Immersive analytics with augmented reality in meteorology: an exploratory study on ontology and linked data","authors":"Inoussa Ouedraogo, Huyen Nguyen, Patrick Bourdot","doi":"10.1007/s10055-024-01040-w","DOIUrl":"https://doi.org/10.1007/s10055-024-01040-w","url":null,"abstract":"<p>Although Augmented Reality (AR) has been extensively studied in supporting Immersive Analytics (IA), there are still many challenges in visualising and interacting with big and complex datasets. To deal with these datasets, most AR applications utilise NoSQL databases for storing and querying data, especially for managing large volumes of unstructured or semi-structured data. However, NoSQL databases have limitations in their reasoning and inference capabilities, which can result in insufficient support for certain types of queries. To fill this gap, we aim to explore and evaluate whether an intelligent approach based on ontology and linked data can facilitate visual analytics tasks with big datasets on AR interface. We designed and implemented a prototype of this method for meteorological data analytics. An experiment was conducted to evaluate the use of a semantic database with linked data compared to a conventional approach in an AR-based immersive analytics system. The results significantly highlight the performance of semantic approach in helping the users analysing meteorological datasets and their subjective appreciation in working with the AR interface, which is enhanced with ontology and linked data.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"14 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141881479","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}
Pub Date : 2024-08-01DOI: 10.1007/s10055-024-01039-3
Woojin Cho, Taewook Ha, Ikbeom Jeon, Jinwoo Jeon, Tae-Kyun Kim, Woontack Woo
We propose a robust 3D hand tracking system in various hand action environments, including hand-object interaction, which utilizes a single color image and a previous pose prediction as input. We observe that existing methods deterministically exploit temporal information in motion space, failing to address realistic diverse hand motions. Also, prior methods paid less attention to efficiency as well as robust performance, i.e., the balance issues between time and accuracy. The Temporally Enhanced Graph Convolutional Network (TE-GCN) utilizes a 2-stage framework to encode temporal information adaptively. The system establishes balance by adopting an adaptive GCN, which effectively learns the spatial dependency between hand mesh vertices. Furthermore, the system leverages the previous prediction by estimating the relevance across image features through the attention mechanism. The proposed method achieves state-of-the-art balanced performance on challenging benchmarks and demonstrates robust results on various hand motions in real scenes. Moreover, the hand tracking system is integrated into a recent HMD with an off-loading framework, achieving a real-time framerate while maintaining high performance. Our study improves the usability of a high-performance hand-tracking method, which can be generalized to other algorithms and contributes to the usage of HMD in everyday life. Our code with the HMD project will be available at https://github.com/UVR-WJCHO/TEGCN_on_Hololens2.
{"title":"Temporally enhanced graph convolutional network for hand tracking from an egocentric camera","authors":"Woojin Cho, Taewook Ha, Ikbeom Jeon, Jinwoo Jeon, Tae-Kyun Kim, Woontack Woo","doi":"10.1007/s10055-024-01039-3","DOIUrl":"https://doi.org/10.1007/s10055-024-01039-3","url":null,"abstract":"<p>We propose a robust 3D hand tracking system in various hand action environments, including hand-object interaction, which utilizes a single color image and a previous pose prediction as input. We observe that existing methods deterministically exploit temporal information in motion space, failing to address realistic diverse hand motions. Also, prior methods paid less attention to efficiency as well as robust performance, i.e., the balance issues between time and accuracy. The Temporally Enhanced Graph Convolutional Network (TE-GCN) utilizes a 2-stage framework to encode temporal information adaptively. The system establishes balance by adopting an adaptive GCN, which effectively learns the spatial dependency between hand mesh vertices. Furthermore, the system leverages the previous prediction by estimating the relevance across image features through the attention mechanism. The proposed method achieves state-of-the-art balanced performance on challenging benchmarks and demonstrates robust results on various hand motions in real scenes. Moreover, the hand tracking system is integrated into a recent HMD with an off-loading framework, achieving a real-time framerate while maintaining high performance. Our study improves the usability of a high-performance hand-tracking method, which can be generalized to other algorithms and contributes to the usage of HMD in everyday life. Our code with the HMD project will be available at https://github.com/UVR-WJCHO/TEGCN_on_Hololens2.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"2019 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141866649","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}
Pub Date : 2024-07-27DOI: 10.1007/s10055-024-01041-9
Ruowei Xiao, Rongzheng Zhang, Oğuz Buruk, Juho Hamari, Johanna Virkki
Mixed reality (MR) games refer to games that integrate physical entities with digitally mediated contents. Currently, it entails game creators to integrate heterogeneous virtual and physical components, which is often time-consuming and labor-intensive, without the support of a coherent technology stack. The underlying technodiversity manifested by the research corpus suggests a complicated, multi-dimensional design space that goes beyond merely technical concerns. In this research, we adopted a research-through-design approach and proposed an MR game technology stack that facilitates flexible, low-code game development. As design grounding, we first surveyed 34 state-of-the-art studies, and results were synergized into three different spectra of technological affordances, respectively activity range, user interface and feedback control, to inform our next design process. We then went through an iterative prototyping phase and implemented an MR game development toolset. A co-design workshop was conducted, where we invited 15 participants to try the prototype tools and co-ideate the potential use scenarios for the proposed technology stack. First-hand user feedback was collected via questionnaires and semi-structured interviews. As a result, four conceptual game designs with three major design implications were generated, which conjointly reflect a broader understanding on MR gameful experience and contribute fresh insights to this emerging research domain.
{"title":"Toward next generation mixed reality games: a research through design approach","authors":"Ruowei Xiao, Rongzheng Zhang, Oğuz Buruk, Juho Hamari, Johanna Virkki","doi":"10.1007/s10055-024-01041-9","DOIUrl":"https://doi.org/10.1007/s10055-024-01041-9","url":null,"abstract":"<p>Mixed reality (MR) games refer to games that integrate physical entities with digitally mediated contents. Currently, it entails game creators to integrate heterogeneous virtual and physical components, which is often time-consuming and labor-intensive, without the support of a coherent technology stack. The underlying technodiversity manifested by the research corpus suggests a complicated, multi-dimensional design space that goes beyond merely technical concerns. In this research, we adopted a research-through-design approach and proposed an MR game technology stack that facilitates flexible, low-code game development. As design grounding, we first surveyed 34 state-of-the-art studies, and results were synergized into three different spectra of technological affordances, respectively activity range, user interface and feedback control, to inform our next design process. We then went through an iterative prototyping phase and implemented an MR game development toolset. A co-design workshop was conducted, where we invited 15 participants to try the prototype tools and co-ideate the potential use scenarios for the proposed technology stack. First-hand user feedback was collected via questionnaires and semi-structured interviews. As a result, four conceptual game designs with three major design implications were generated, which conjointly reflect a broader understanding on MR gameful experience and contribute fresh insights to this emerging research domain.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"63 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141781336","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}
Pub Date : 2024-07-24DOI: 10.1007/s10055-024-01033-9
Ali Buwaider, Victor Gabriel El-Hajj, Alessandro Iop, Mario Romero, Walter C Jean, Erik Edström, Adrian Elmi-Terander
External ventricular drain (EVD) insertion using the freehand technique is often associated with misplacements resulting in unfavorable outcomes. Augmented Reality (AR) has been increasingly used to complement conventional neuronavigation. The accuracy of AR guided EVD insertion has been investigated in several studies, on anthropomorphic phantoms, cadavers, and patients. This review aimed to assess the current knowledge and discuss potential benefits and challenges associated with AR guidance in EVD insertion. MEDLINE, EMBASE, and Web of Science were searched from inception to August 2023 for studies evaluating the accuracy of AR guidance for EVD insertion. Studies were screened for eligibility and accuracy data was extracted. The risk of bias was assessed using the Cochrane Risk of Bias Tool and the quality of evidence was assessed using the Newcastle-Ottawa-Scale. Accuracy was reported either as the average deviation from target or according to the Kakarla grading system. Of the 497 studies retrieved, 14 were included for analysis. All included studies were prospectively designed. Insertions were performed on anthropomorphic phantoms, cadavers, or patients, using several different AR devices and interfaces. Deviation from target ranged between 0.7 and 11.9 mm. Accuracy according to the Kakarla grading scale ranged between 82 and 96%. Accuracy was higher for AR compared to the freehand technique in all studies that had control groups. Current evidence demonstrates that AR is more accurate than free-hand technique for EVD insertion. However, studies are few, the technology developing, and there is a need for further studies on patients in relevant clinical settings.
使用徒手技术插入心室外引流管(EVD)经常会发生错位,导致不良后果。增强现实技术(AR)被越来越多地用于补充传统的神经导航。多项研究已在拟人模型、尸体和患者身上对 AR 引导 EVD 插入的准确性进行了调查。本综述旨在评估现有知识,并讨论与 AR 引导 EVD 插入相关的潜在优势和挑战。从开始到 2023 年 8 月,我们在 MEDLINE、EMBASE 和 Web of Science 上检索了评估 AR 引导 EVD 插入准确性的研究。对研究进行了资格筛选,并提取了准确性数据。使用 Cochrane 偏倚风险工具评估偏倚风险,使用纽卡斯尔-渥太华量表评估证据质量。准确性以平均偏离目标值或根据卡卡拉分级系统进行报告。在检索到的 497 项研究中,有 14 项被纳入分析。所有纳入的研究均为前瞻性设计。使用几种不同的 AR 设备和界面,在拟人化模型、尸体或患者身上进行了植入。与目标的偏差在 0.7 至 11.9 毫米之间。根据卡卡拉分级标准,准确率在 82% 到 96% 之间。在所有有对照组的研究中,AR 的精确度均高于徒手技术。目前的证据表明,在插入 EVD 时,AR 比徒手技术更准确。然而,研究还很少,技术还在发展中,还需要在相关临床环境中对患者进行进一步研究。
{"title":"Augmented reality navigation in external ventricular drain insertion—a systematic review and meta-analysis","authors":"Ali Buwaider, Victor Gabriel El-Hajj, Alessandro Iop, Mario Romero, Walter C Jean, Erik Edström, Adrian Elmi-Terander","doi":"10.1007/s10055-024-01033-9","DOIUrl":"https://doi.org/10.1007/s10055-024-01033-9","url":null,"abstract":"<p>External ventricular drain (EVD) insertion using the freehand technique is often associated with misplacements resulting in unfavorable outcomes. Augmented Reality (AR) has been increasingly used to complement conventional neuronavigation. The accuracy of AR guided EVD insertion has been investigated in several studies, on anthropomorphic phantoms, cadavers, and patients. This review aimed to assess the current knowledge and discuss potential benefits and challenges associated with AR guidance in EVD insertion. MEDLINE, EMBASE, and Web of Science were searched from inception to August 2023 for studies evaluating the accuracy of AR guidance for EVD insertion. Studies were screened for eligibility and accuracy data was extracted. The risk of bias was assessed using the Cochrane Risk of Bias Tool and the quality of evidence was assessed using the Newcastle-Ottawa-Scale. Accuracy was reported either as the average deviation from target or according to the Kakarla grading system. Of the 497 studies retrieved, 14 were included for analysis. All included studies were prospectively designed. Insertions were performed on anthropomorphic phantoms, cadavers, or patients, using several different AR devices and interfaces. Deviation from target ranged between 0.7 and 11.9 mm. Accuracy according to the Kakarla grading scale ranged between 82 and 96%. Accuracy was higher for AR compared to the freehand technique in all studies that had control groups. Current evidence demonstrates that AR is more accurate than free-hand technique for EVD insertion. However, studies are few, the technology developing, and there is a need for further studies on patients in relevant clinical settings.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"47 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141781331","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}
Pub Date : 2024-07-23DOI: 10.1007/s10055-024-01035-7
H. A. T. van Limpt-Broers, M. Postma, E. van Weelden, S. Pratesi, M. M. Louwerse
The Overview Effect is a complex experience reported by astronauts after viewing Earth from space. Numerous accounts suggest that it leads to increased interconnectedness to other human beings and environmental awareness, comparable to self-transcendence. It can cause fundamental changes in mental models of the world, improved well-being, and stronger appreciation of, and responsibility for Earth. From a cognitive perspective, it is closely linked to the emotion of awe, possibly triggered by the overwhelming perceived vastness of the universe. Given that most research in the domain focuses on self-reports, little is known about potential neurophysiological markers of the Overview Effect. In the experiment reported here, participants viewed an immersive Virtual Reality simulation of a space journey while their brain activity was recorded using electroencephalography (EEG). Post-experimental self-reports confirmed they were able to experience the Overview Effect in the simulated environment. EEG recordings revealed lower spectral power in beta and gamma frequency bands during the defining moments of the Overview Effect. The decrease in spectral power can be associated with reduced mental processing, and a disruption of known mental structures in this context, thereby providing more evidence for the cognitive effects of the experience.
{"title":"Neurophysiological evidence for the overview effect: a virtual reality journey into space","authors":"H. A. T. van Limpt-Broers, M. Postma, E. van Weelden, S. Pratesi, M. M. Louwerse","doi":"10.1007/s10055-024-01035-7","DOIUrl":"https://doi.org/10.1007/s10055-024-01035-7","url":null,"abstract":"<p>The Overview Effect is a complex experience reported by astronauts after viewing Earth from space. Numerous accounts suggest that it leads to increased interconnectedness to other human beings and environmental awareness, comparable to self-transcendence. It can cause fundamental changes in mental models of the world, improved well-being, and stronger appreciation of, and responsibility for Earth. From a cognitive perspective, it is closely linked to the emotion of awe, possibly triggered by the overwhelming perceived vastness of the universe. Given that most research in the domain focuses on self-reports, little is known about potential neurophysiological markers of the Overview Effect. In the experiment reported here, participants viewed an immersive Virtual Reality simulation of a space journey while their brain activity was recorded using electroencephalography (EEG). Post-experimental self-reports confirmed they were able to experience the Overview Effect in the simulated environment. EEG recordings revealed lower spectral power in beta and gamma frequency bands during the defining moments of the Overview Effect. The decrease in spectral power can be associated with reduced mental processing, and a disruption of known mental structures in this context, thereby providing more evidence for the cognitive effects of the experience.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"245 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141781332","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}
Pub Date : 2024-07-19DOI: 10.1007/s10055-024-01027-7
Mantaj Singh, Peter Smitham, Suyash Jain, Christopher Day, Thomas Nijman, Dan George, David Neilly, Justin de Blasio, Michael Gilmore, Tiffany K. Gill, Susanna Proudman, Gavin Nimon
Knee arthrocentesis is a simple procedure commonly performed by general practitioners and junior doctors. As such, doctors should be competent and comfortable in performing the technique by themselves; however, they need to be adequately trained. The best method to ensure practitioner proficiency is by optimizing teaching at an institutional level, thus, educating all future doctors in the procedure. However, the Coronavirus Disease 19 (COVID-19) pandemic caused significant disruption to hospital teaching for medical students which necessitated investigating the effectiveness of virtual reality (VR) as a platform to emulate hospital teaching of knee arthrocentesis. A workshop was conducted with 100 fourth year medical students divided into three Groups: A, B and C, each receiving a pre-reading online lecture. Group A was placed in an Objective Structured Clinical Examination (OSCE) station where they were assessed by a blinded orthopaedic surgeon using the OSCE assessment rubric. Group B undertook a hands-on practice station prior to assessment, while Group C received a VR video (courtesy of the University of Adelaide’s Health Simulation) in the form of VR headset or 360° surround immersion room and hands-on station followed by the OSCE. Upon completion of the workshop, students completed a questionnaire on their confidence with the procedure and the practicality of the VR station. OSCE scores were compared between Groups B and C to investigate the educational value of VR teaching. On average, students with VR headsets reported higher confidence with the procedure and were more inclined to undertake it on their own. Students in Group C who used the VR station prior to assessment scored higher than the non-VR Groups (Group A, 56%; Group B, 67%; Group C 83%). Students in Group A had statistically significant results on average compared to those in Group B (t(69) = 3.003, p = 0.003), as do students in Group B compared to Group C (t(62) = 5.400, p < 0.001). Within Group C students who were given VR headsets scored higher than immersion room students. The VR headset was beneficial in providing students with a representation of how knee arthrocentesis may be conducted in the hospital setting. While VR will not replace conventional in-hospital teaching, given current technological limitations, it serves as an effective teaching aid for arthrocentesis and has many other potential applications for a wide scope of medicine and surgical training.
膝关节穿刺术是一种简单的手术,通常由全科医生和初级医生实施。因此,医生应该能够胜任并自如地自行实施该技术,但他们需要接受适当的培训。确保医生熟练掌握的最佳方法是优化机构层面的教学,从而教育所有未来的医生掌握这一程序。然而,冠状病毒疾病 19(COVID-19)大流行严重干扰了医学生的医院教学,因此有必要研究虚拟现实(VR)作为模拟膝关节穿刺术医院教学平台的有效性。100 名四年级医学生被分成三组参加了一个研讨会:A、B、C三组,每组均接受预习在线讲座。A 组被安排在客观结构化临床考试(OSCE)站,由一名骨科医生使用 OSCE 评估标准对他们进行盲法评估。B 组在评估前进行了动手实践,而 C 组则接受了 VR 视频(由阿德莱德大学健康模拟提供),形式为 VR 头显或 360° 环绕沉浸式房间和动手实践站,然后进行 OSCE。研讨会结束后,学生们填写了一份调查问卷,内容涉及他们对程序的信心以及 VR 工作站的实用性。对 B 组和 C 组的 OSCE 分数进行了比较,以研究 VR 教学的教育价值。平均而言,使用 VR 头显的学生对该程序的信心更高,更愿意自己进行操作。在评估前使用 VR 站的 C 组学生的得分高于非 VR 组(A 组,56%;B 组,67%;C 组,83%)。与 B 组相比,A 组学生的平均成绩有显著的统计学意义(t(69) = 3.003,p = 0.003),与 C 组相比,B 组学生的平均成绩也有显著的统计学意义(t(62) = 5.400,p <0.001)。在 C 组中,获得 VR 头显的学生得分高于浸入式教室的学生。VR 头显有利于让学生了解膝关节穿刺术在医院环境中是如何进行的。虽然鉴于目前技术的局限性,VR 无法取代传统的院内教学,但它可以作为关节穿刺术的有效教学辅助工具,并在医学和外科培训的广泛领域中具有许多其他潜在应用。
{"title":"Exploring the viability of Virtual Reality as a teaching method for knee aspiration","authors":"Mantaj Singh, Peter Smitham, Suyash Jain, Christopher Day, Thomas Nijman, Dan George, David Neilly, Justin de Blasio, Michael Gilmore, Tiffany K. Gill, Susanna Proudman, Gavin Nimon","doi":"10.1007/s10055-024-01027-7","DOIUrl":"https://doi.org/10.1007/s10055-024-01027-7","url":null,"abstract":"<p>Knee arthrocentesis is a simple procedure commonly performed by general practitioners and junior doctors. As such, doctors should be competent and comfortable in performing the technique by themselves; however, they need to be adequately trained. The best method to ensure practitioner proficiency is by optimizing teaching at an institutional level, thus, educating all future doctors in the procedure. However, the Coronavirus Disease 19 (COVID-19) pandemic caused significant disruption to hospital teaching for medical students which necessitated investigating the effectiveness of virtual reality (VR) as a platform to emulate hospital teaching of knee arthrocentesis. A workshop was conducted with 100 fourth year medical students divided into three Groups: A, B and C, each receiving a pre-reading online lecture. Group A was placed in an Objective Structured Clinical Examination (OSCE) station where they were assessed by a blinded orthopaedic surgeon using the OSCE assessment rubric. Group B undertook a hands-on practice station prior to assessment, while Group C received a VR video (courtesy of the University of Adelaide’s Health Simulation) in the form of VR headset or 360° surround immersion room and hands-on station followed by the OSCE. Upon completion of the workshop, students completed a questionnaire on their confidence with the procedure and the practicality of the VR station. OSCE scores were compared between Groups B and C to investigate the educational value of VR teaching. On average, students with VR headsets reported higher confidence with the procedure and were more inclined to undertake it on their own. Students in Group C who used the VR station prior to assessment scored higher than the non-VR Groups (Group A, 56%; Group B, 67%; Group C 83%). Students in Group A had statistically significant results on average compared to those in Group B (t(69) = 3.003, <i>p</i> = 0.003), as do students in Group B compared to Group C (t(62) = 5.400, <i>p</i> < 0.001). Within Group C students who were given VR headsets scored higher than immersion room students. The VR headset was beneficial in providing students with a representation of how knee arthrocentesis may be conducted in the hospital setting. While VR will not replace conventional in-hospital teaching, given current technological limitations, it serves as an effective teaching aid for arthrocentesis and has many other potential applications for a wide scope of medicine and surgical training.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"12 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141742636","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}
Pub Date : 2024-07-18DOI: 10.1007/s10055-024-01038-4
Dominik Spinczyk, Grzegorz Rosiak, Krzysztof Milczarek, Dariusz Konecki, Jarosław Żyłkowski, Jakub Franke, Maciej Pech, Karl Rohmer, Karol Zaczkowski, Ania Wolińska-Sołtys, Piotr Sperka, Dawid Hajda, Ewa Piętka
In recent years, we have observed a rise in the popularity of minimally invasive procedures for treating liver tumours, with percutaneous thermoablation being one of them, conducted using image-guided navigation systems with mixed reality technology. However, the application of this method requires adequate training in using the employed system. In our study, we assessed which skills pose the greatest challenges in performing such procedures. The article proposes a training module characterized by an innovative approach: the possibility of practicing the diagnosis, planning, execution stages and the physical possibility of performing the execution stage on the radiological phantom of the abdominal cavity. The proposed approach was evaluated by designing a set of 4 exercises corresponding to the 3 phases mentioned. To the research group included 10 radiologists and 5 residents in the study. Based on 20 clinical cases of liver tumors subjected to percutaneous thermoablation, we developed assessment tasks evaluating four skill categories: head-mounted display (HMD), ultrasound (US)/computed tomography (CT) image fusion interpretation, tracking system use, and the ability to insert a needle. The results were presented using the Likert scale. The results of our study indicate that the most challenging aspect for radiology specialists is adapting to HMD gesture control, while residents point to intraoperative images of fusion and respiratory movements in the liver as the most problematic. In terms of improving the ability to perform procedures on new patients, the module also allows you to create a new hologram for a different clinical case.
{"title":"Towards overcoming barriers to the clinical deployment of mixed reality image-guided navigation systems supporting percutaneous ablation of liver focal lesions","authors":"Dominik Spinczyk, Grzegorz Rosiak, Krzysztof Milczarek, Dariusz Konecki, Jarosław Żyłkowski, Jakub Franke, Maciej Pech, Karl Rohmer, Karol Zaczkowski, Ania Wolińska-Sołtys, Piotr Sperka, Dawid Hajda, Ewa Piętka","doi":"10.1007/s10055-024-01038-4","DOIUrl":"https://doi.org/10.1007/s10055-024-01038-4","url":null,"abstract":"<p>In recent years, we have observed a rise in the popularity of minimally invasive procedures for treating liver tumours, with percutaneous thermoablation being one of them, conducted using image-guided navigation systems with mixed reality technology. However, the application of this method requires adequate training in using the employed system. In our study, we assessed which skills pose the greatest challenges in performing such procedures. The article proposes a training module characterized by an innovative approach: the possibility of practicing the diagnosis, planning, execution stages and the physical possibility of performing the execution stage on the radiological phantom of the abdominal cavity. The proposed approach was evaluated by designing a set of 4 exercises corresponding to the 3 phases mentioned. To the research group included 10 radiologists and 5 residents in the study. Based on 20 clinical cases of liver tumors subjected to percutaneous thermoablation, we developed assessment tasks evaluating four skill categories: head-mounted display (HMD), ultrasound (US)/computed tomography (CT) image fusion interpretation, tracking system use, and the ability to insert a needle<b>.</b> The results were presented using the Likert scale. The results of our study indicate that the most challenging aspect for radiology specialists is adapting to HMD gesture control, while residents point to intraoperative images of fusion and respiratory movements in the liver as the most problematic. In terms of improving the ability to perform procedures on new patients, the module also allows you to create a new hologram for a different clinical case.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"70 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141742471","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}
Pub Date : 2024-07-10DOI: 10.1007/s10055-024-01031-x
Aleksandra Zheleva, Lieven De Marez, Durk Talsma, Klaas Bombeke
The advent of virtual reality (VR) technology has necessitated a reevaluation of quality of experience (QoE) models. While numerous recent efforts have been dedicated to creating comprehensive QoE frameworks it seems that the majority of the factors studied as potential influencers of QoE are often limited to single disciplinary viewpoints or specific user-related aspects. Furthermore, the majority of literature reviews in this domain seem to have predominantly focused on academic sources, overlooking industry insights. To address these points, the current research took an interdisciplinary literature review approach to examine QoE literature covering both academic and industry sources from diverse fields (i.e., psychology, ergonomics, user experience, communication science, and engineering). Based on this rich dataset, we created a QoE model that illustrated 252 factors grouped into four branches - user, system, context, and content. The main finding of this review emphasized the substantial gap in the current research landscape, where complex interactions among user, system, context, and content factors in VR are overlooked. The current research not only identified this crucial disparity in existing QoE studies but also provided a substantial online repository of over 200 QoE-related factors. The repository serves as an indispensable tool for future researchers aiming to construct a more holistic understanding of QoE.
{"title":"Intersecting realms: a cross-disciplinary examination of VR quality of experience research","authors":"Aleksandra Zheleva, Lieven De Marez, Durk Talsma, Klaas Bombeke","doi":"10.1007/s10055-024-01031-x","DOIUrl":"https://doi.org/10.1007/s10055-024-01031-x","url":null,"abstract":"<p>The advent of virtual reality (VR) technology has necessitated a reevaluation of quality of experience (QoE) models. While numerous recent efforts have been dedicated to creating comprehensive QoE frameworks it seems that the majority of the factors studied as potential influencers of QoE are often limited to single disciplinary viewpoints or specific user-related aspects. Furthermore, the majority of literature reviews in this domain seem to have predominantly focused on academic sources, overlooking industry insights. To address these points, the current research took an interdisciplinary literature review approach to examine QoE literature covering both academic and industry sources from diverse fields (i.e., psychology, ergonomics, user experience, communication science, and engineering). Based on this rich dataset, we created a QoE model that illustrated 252 factors grouped into four branches - user, system, context, and content. The main finding of this review emphasized the substantial gap in the current research landscape, where complex interactions among user, system, context, and content factors in VR are overlooked. The current research not only identified this crucial disparity in existing QoE studies but also provided a substantial online repository of over 200 QoE-related factors. The repository serves as an indispensable tool for future researchers aiming to construct a more holistic understanding of QoE.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"36 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141586942","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}
Pub Date : 2024-07-09DOI: 10.1007/s10055-024-01032-w
Ashlee Gronowski, David Caelum Arness, Jing Ng, Zhonglin Qu, Chng Wei Lau, Daniel Catchpoole, Quang Vinh Nguyen
The fast growth of virtual reality (VR) and augmented reality (AR) head-mounted displays provides a new medium for interactive visualisations and visual analytics. Presence is the experience of consciousness within extended reality, and it has the potential to increase task performance. This project studies the impact that a sense of presence has on data visualisation performance and user experience under AR and VR conditions. A within-subjects design recruited 38 participants to complete interactive visualisation tasks within the novel immersive data analytics system for genomic data in AR and VR, and measured speed, accuracy, preference, presence, and user satisfaction. Open-ended user experience responses were also collected. The results implied that VR was more conducive to efficiency, effectiveness, and user experience as well as offering insight into possible cognitive load benefits for VR users.
虚拟现实(VR)和增强现实(AR)头戴式显示器的快速发展为交互式可视化和视觉分析提供了新的媒介。临场感是在扩展现实中的意识体验,它具有提高任务绩效的潜力。本项目研究在 AR 和 VR 条件下,临场感对数据可视化性能和用户体验的影响。该项目采用主体内设计,招募了 38 名参与者,让他们在新颖的沉浸式数据分析系统中完成交互式可视化任务,以获取 AR 和 VR 中的基因组数据,并测量速度、准确性、偏好、临场感和用户满意度。此外,还收集了开放式用户体验反馈。结果表明,虚拟现实技术更有利于提高效率、有效性和用户体验,同时也为虚拟现实技术用户提供了认知负荷方面可能存在的优势。
{"title":"The impact of virtual and augmented reality on presence, user experience and performance of Information Visualisation","authors":"Ashlee Gronowski, David Caelum Arness, Jing Ng, Zhonglin Qu, Chng Wei Lau, Daniel Catchpoole, Quang Vinh Nguyen","doi":"10.1007/s10055-024-01032-w","DOIUrl":"https://doi.org/10.1007/s10055-024-01032-w","url":null,"abstract":"<p>The fast growth of virtual reality (VR) and augmented reality (AR) head-mounted displays provides a new medium for interactive visualisations and visual analytics. Presence is the experience of consciousness within extended reality, and it has the potential to increase task performance. This project studies the impact that a sense of presence has on data visualisation performance and user experience under AR and VR conditions. A within-subjects design recruited 38 participants to complete interactive visualisation tasks within the novel immersive data analytics system for genomic data in AR and VR, and measured speed, accuracy, preference, presence, and user satisfaction. Open-ended user experience responses were also collected. The results implied that VR was more conducive to efficiency, effectiveness, and user experience as well as offering insight into possible cognitive load benefits for VR users.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"21 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141573938","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}
Pub Date : 2024-07-09DOI: 10.1007/s10055-024-01030-y
Xiaotian Zhang, Weiping He, Mark Billinghurst, Yunfei Qin, Lingxiao Yang, Daisong Liu, Zenglei Wang
Manual precise manipulation of objects is an essential skill in everyday life, and Augmented Reality (AR) is increasingly being used to support such operations. In this study, we investigate whether detailed visualizations of position and orientation deviations are helpful for AR-assisted manual precise manipulation of objects. We developed three AR instructions with different visualizations of deviations: the logical deviation baseline instruction, the precise numerical deviations-based instruction, and the intuitive color-mapped deviations-based instruction. All three instructions visualized the required directions for manipulation and the logical values of whether the object met the accuracy requirements. Additionally, the latter two instructions provided detailed visualizations of deviations through numerical text and color-mapping respectively. A user study was conducted with 18 participants to compare the three AR instructions. The results showed that there were no significant differences found in speed, accuracy, perceived ease-of-use, and perceived workload between the three AR instructions. We found that the visualizations of the required directions for manipulation and the logical values of whether the object met the accuracy requirements were sufficient to guide manual precise manipulation. The detailed visualizations of the real-time deviations could not improve the speed and accuracy of manual precise manipulation, and although they could improve the perceived ease-of-use and user experience, the effects were not significant. Based on the results, several recommendations were provided for designing AR instructions to support precise manual manipulation.
手动精确操作物体是日常生活中的一项基本技能,而增强现实(AR)正越来越多地被用于支持此类操作。在本研究中,我们调查了位置和方向偏差的详细可视化是否有助于 AR 辅助手动精确操作物体。我们开发了三种具有不同偏差可视化的 AR 指令:逻辑偏差基准指令、基于精确数字偏差的指令和基于直观彩色映射偏差的指令。这三种指令都将所需的操作方向和物体是否符合精度要求的逻辑值可视化。此外,后两种指令还分别通过数字文本和颜色映射提供了详细的偏差可视化。我们对 18 名参与者进行了用户研究,以比较这三种增强现实技术指令。研究结果表明,三种增强现实技术指令在速度、准确性、易用性和工作量方面没有明显差异。我们发现,可视化操作所需的方向以及物体是否符合精度要求的逻辑值足以指导手动精确操作。对实时偏差的详细可视化并不能提高手动精确操作的速度和准确性,虽然可以提高易用性和用户体验,但效果并不显著。根据研究结果,我们为设计支持精确手动操作的 AR 指令提出了若干建议。
{"title":"Usability of visualizing position and orientation deviations for manual precise manipulation of objects in augmented reality","authors":"Xiaotian Zhang, Weiping He, Mark Billinghurst, Yunfei Qin, Lingxiao Yang, Daisong Liu, Zenglei Wang","doi":"10.1007/s10055-024-01030-y","DOIUrl":"https://doi.org/10.1007/s10055-024-01030-y","url":null,"abstract":"<p>Manual precise manipulation of objects is an essential skill in everyday life, and Augmented Reality (AR) is increasingly being used to support such operations. In this study, we investigate whether detailed visualizations of position and orientation deviations are helpful for AR-assisted manual precise manipulation of objects. We developed three AR instructions with different visualizations of deviations: the logical deviation baseline instruction, the precise numerical deviations-based instruction, and the intuitive color-mapped deviations-based instruction. All three instructions visualized the required directions for manipulation and the logical values of whether the object met the accuracy requirements. Additionally, the latter two instructions provided detailed visualizations of deviations through numerical text and color-mapping respectively. A user study was conducted with 18 participants to compare the three AR instructions. The results showed that there were no significant differences found in speed, accuracy, perceived ease-of-use, and perceived workload between the three AR instructions. We found that the visualizations of the required directions for manipulation and the logical values of whether the object met the accuracy requirements were sufficient to guide manual precise manipulation. The detailed visualizations of the real-time deviations could not improve the speed and accuracy of manual precise manipulation, and although they could improve the perceived ease-of-use and user experience, the effects were not significant. Based on the results, several recommendations were provided for designing AR instructions to support precise manual manipulation.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"46 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141573937","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}