首页 > 最新文献

Virtual Reality最新文献

英文 中文
Towards overcoming barriers to the clinical deployment of mixed reality image-guided navigation systems supporting percutaneous ablation of liver focal lesions 克服支持肝脏病灶经皮消融的混合现实图像引导导航系统的临床应用障碍
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-18 DOI: 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.

近年来,治疗肝脏肿瘤的微创手术越来越受欢迎,经皮热消融术就是其中之一。然而,这种方法的应用需要对所使用的系统进行充分的培训。在我们的研究中,我们评估了哪些技能是进行此类手术的最大挑战。文章提出了一个以创新方法为特点的培训模块:可以在腹腔放射模型上练习诊断、计划、执行阶段以及执行阶段的物理可能性。通过设计一套与上述 3 个阶段相对应的 4 个练习,对所提出的方法进行了评估。研究小组包括 10 名放射科医生和 5 名住院医生。根据 20 例接受经皮热消融术的肝脏肿瘤临床病例,我们制定了评估任务,对四个技能类别进行评估:头戴式显示器(HMD)、超声(US)/计算机断层扫描(CT)图像融合判读、跟踪系统使用和插针能力。研究结果采用李克特量表。我们的研究结果表明,对于放射科专家来说,最具挑战性的方面是适应 HMD 手势控制,而住院医生则指出术中图像融合和肝脏呼吸运动是最棘手的问题。在提高对新患者进行手术的能力方面,该模块还允许您为不同的临床病例创建新的全息图。
{"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}
引用次数: 0
Intersecting realms: a cross-disciplinary examination of VR quality of experience research 交叉领域:VR 体验质量研究的跨学科考察
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-10 DOI: 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.

虚拟现实(VR)技术的出现要求对体验质量(QoE)模型进行重新评估。虽然最近有许多人致力于创建全面的 QoE 框架,但作为 QoE 潜在影响因素的大多数研究因素似乎往往局限于单一学科观点或与用户相关的特定方面。此外,该领域的大多数文献综述似乎主要集中在学术方面,忽略了行业方面的见解。为了解决这些问题,目前的研究采用了跨学科文献综述的方法,对来自不同领域(如心理学、人体工程学、用户体验、通信科学和工程学)的学术和行业 QoE 文献进行了研究。基于这一丰富的数据集,我们创建了一个 QoE 模型,其中包含 252 个因素,分为用户、系统、情境和内容四个分支。本综述的主要发现强调了当前研究领域存在的巨大差距,即在虚拟现实中,用户、系统、情境和内容因素之间的复杂互动被忽视了。当前的研究不仅发现了现有 QoE 研究中存在的这一重要差异,还提供了一个包含 200 多个 QoE 相关因素的大型在线资源库。该资源库是未来研究人员构建更全面的 QoE 理解不可或缺的工具。
{"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}
引用次数: 0
The impact of virtual and augmented reality on presence, user experience and performance of Information Visualisation 虚拟现实和增强现实对信息可视化的存在、用户体验和性能的影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-09 DOI: 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}
引用次数: 0
Usability of visualizing position and orientation deviations for manual precise manipulation of objects in augmented reality 可视化位置和方向偏差的可用性,以便在增强现实中手动精确操作物体
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-09 DOI: 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}
引用次数: 0
Robot remote control using virtual reality headset: studying sense of agency with subjective distance estimates 使用虚拟现实耳机进行机器人遥控:利用主观距离估计研究代入感
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-06 DOI: 10.1007/s10055-024-01028-6
Artem S. Yashin, Daniil S. Lavrov, Eugeny V. Melnichuk, Valery V. Karpov, Darisy G. Zhao, Ignat A. Dubynin

Mobile robots have many applications in the modern world. The autonomy of robots is increasing, but critical cases like search and rescue missions must involve the possibility of human intervention for ethical reasons and safety. To achieve effective human–robot interaction, the operator needs to have a sense of agency (SoA) over the activities of the robot. One possible way to increase one's SoA in remote control could be the use of VR technology. The remote control situation has some important features, so indicators of SoA need to be reproduced there independently. In our study, participants controlled a mobile robot using either a monitor or a VR-headset as an output device. In both cases, active control was contrasted with passive observation of the robot's movement. In each trial, participants estimated the distance traveled by the robot—a putative implicit indicator of SoA. A significant difference between subjective distance estimates was found in the active and passive conditions with the monitor, but not in the active and passive conditions with VR. The effect obtained in the monitor conditions suggests that distance estimates can be used as an implicit indicator of SoA in robot remote control. We believe that the lack of difference between the active and passive conditions in VR was caused by motion sickness due to a mismatch of visual and vestibular sensory cues, leading to a weakened SoA.

移动机器人在现代社会中应用广泛。机器人的自主性在不断提高,但出于道德和安全考虑,搜救任务等关键任务必须有人类干预的可能性。为了实现有效的人机交互,操作员需要对机器人的活动有一种代入感(SoA)。在远程控制过程中,提高操作者代入感的一个可行方法就是使用虚拟现实技术。遥控情境具有一些重要特征,因此需要独立地再现SoA指标。在我们的研究中,参与者使用显示器或 VR 头显作为输出设备来控制移动机器人。在这两种情况下,主动控制与被动观察机器人的运动形成了鲜明对比。在每次试验中,参与者都会估算机器人行进的距离--这可能是SoA的隐性指标。在使用监视器的主动和被动条件下,主观距离估计值之间存在明显差异,但在使用 VR 的主动和被动条件下,主观距离估计值之间没有明显差异。在监视器条件下获得的效果表明,在机器人遥控中,距离估计值可用作SoA的隐性指标。我们认为,在 VR 条件下,主动和被动条件之间没有差异是由于视觉和前庭感觉线索不匹配导致的晕动病,从而削弱了 SoA。
{"title":"Robot remote control using virtual reality headset: studying sense of agency with subjective distance estimates","authors":"Artem S. Yashin, Daniil S. Lavrov, Eugeny V. Melnichuk, Valery V. Karpov, Darisy G. Zhao, Ignat A. Dubynin","doi":"10.1007/s10055-024-01028-6","DOIUrl":"https://doi.org/10.1007/s10055-024-01028-6","url":null,"abstract":"<p>Mobile robots have many applications in the modern world. The autonomy of robots is increasing, but critical cases like search and rescue missions must involve the possibility of human intervention for ethical reasons and safety. To achieve effective human–robot interaction, the operator needs to have a sense of agency (SoA) over the activities of the robot. One possible way to increase one's SoA in remote control could be the use of VR technology. The remote control situation has some important features, so indicators of SoA need to be reproduced there independently. In our study, participants controlled a mobile robot using either a monitor or a VR-headset as an output device. In both cases, active control was contrasted with passive observation of the robot's movement. In each trial, participants estimated the distance traveled by the robot—a putative implicit indicator of SoA. A significant difference between subjective distance estimates was found in the active and passive conditions with the monitor, but not in the active and passive conditions with VR. The effect obtained in the monitor conditions suggests that distance estimates can be used as an implicit indicator of SoA in robot remote control. We believe that the lack of difference between the active and passive conditions in VR was caused by motion sickness due to a mismatch of visual and vestibular sensory cues, leading to a weakened SoA.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"87 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141573939","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
Spatial resolution measurement method for 3D displays from contrast modulation 通过对比度调制测量 3D 显示器空间分辨率的方法
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-02 DOI: 10.1007/s10055-024-01026-8
Tae Hee Lee, Young Ju Jeong

Augmented Reality 3D head-up displays use a autostereoscopic 3D display as a panel. The 3D optical unit of autostereoscopic 3D displays controls the direction of the light rays in each pixel, allowing the users enjoy 3D world without glasses. However, these 3D optics cause image quality degradation. Deterioration of resolution has a serious impact on 3D image quality. Therefore, it is important to properly measure the 3D resolution according to 3D optics and analyze its impact. In this study, a method for measuring spatial resolution in 3D displays using contrast modulation is proposed. We describe a conventional 2D resolution measurement methods that are standardized. Based on the existing 2D resolution methods, we propose a 3D resolution method. The spatial and frequency signal responses of 3D displays were investigated. The first method is determined by the predominant frequency series. The second method is conducted by contrast modulation. Through experiments with 3D displays, 3D resolution was measured using the proposed method, and the relationship between the parameters and resolution of 3D optics was examined.

增强现实 3D 抬头显示器使用自动立体 3D 显示器作为面板。自动立体 3D 显示器的 3D 光学单元可控制每个像素的光线方向,让用户无需佩戴眼镜就能享受 3D 世界。然而,这些 3D 光学元件会导致图像质量下降。分辨率下降会严重影响 3D 图像质量。因此,根据 3D 光学技术正确测量 3D 分辨率并分析其影响非常重要。本研究提出了一种利用对比度调制测量 3D 显示器空间分辨率的方法。我们介绍了标准化的传统 2D 分辨率测量方法。在现有 2D 分辨率方法的基础上,我们提出了一种 3D 分辨率方法。我们对 3D 显示器的空间和频率信号响应进行了研究。第一种方法由主要频率序列决定。第二种方法通过对比度调制进行。通过三维显示器的实验,使用所提出的方法测量了三维分辨率,并研究了三维光学参数与分辨率之间的关系。
{"title":"Spatial resolution measurement method for 3D displays from contrast modulation","authors":"Tae Hee Lee, Young Ju Jeong","doi":"10.1007/s10055-024-01026-8","DOIUrl":"https://doi.org/10.1007/s10055-024-01026-8","url":null,"abstract":"<p>Augmented Reality 3D head-up displays use a autostereoscopic 3D display as a panel. The 3D optical unit of autostereoscopic 3D displays controls the direction of the light rays in each pixel, allowing the users enjoy 3D world without glasses. However, these 3D optics cause image quality degradation. Deterioration of resolution has a serious impact on 3D image quality. Therefore, it is important to properly measure the 3D resolution according to 3D optics and analyze its impact. In this study, a method for measuring spatial resolution in 3D displays using contrast modulation is proposed. We describe a conventional 2D resolution measurement methods that are standardized. Based on the existing 2D resolution methods, we propose a 3D resolution method. The spatial and frequency signal responses of 3D displays were investigated. The first method is determined by the predominant frequency series. The second method is conducted by contrast modulation. Through experiments with 3D displays, 3D resolution was measured using the proposed method, and the relationship between the parameters and resolution of 3D optics was examined.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"154 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141530627","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
Analysis of MR–VR tele-operation methods for legged-manipulator robots 腿部机械手机器人的 MR-VR 远程操作方法分析
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-02 DOI: 10.1007/s10055-024-01021-z
Christyan Cruz Ulloa, David Domínguez, Jaime del Cerro, Antonio Barrientos

The development of immersive technologies in recent years has facilitated the control and execution of tasks at a high level of complexity in robotic systems. On the other hand, exploration and manipulation tasks in unknown environments have been one of the main challenges in search and rescue (SAR) robotics. Due to the complexity and uncertainty involved in autonomous manipulation tasks in unstructured environments, these are usually tele-operated initially. This article addresses a comparative study between Mixed Reality (MR—Hololens) and Virtual Reality (VR—HTC-Vive) methods for teleoperating legged-manipulator robots in the context of search and rescue. For this purpose, a teleoperation robotics method was established to address the comparison, developing VR–MR interfaces with the same contextualization and operational functionality for mission management and robot control of a robotic set composed of a quadrupedal robot equipped with a 6 degrees of freedom (6DoF) manipulator, by a user using hand gestures. A set of metrics is proposed for the comparative evaluation of the interfaces considering parameters that allow analyzing operability in the context of the mission (latencies, physical parameters of the equipment, etc.), as well as from the aspect of operator performance (required training, confidence levels, etc.). The experimental phase was conducted using both on-site and remote operations to evaluate and categorize the advantages and disadvantages of each method.

近年来,身临其境技术的发展为机器人系统控制和执行复杂度较高的任务提供了便利。另一方面,在未知环境中探索和操纵任务一直是搜救(SAR)机器人技术的主要挑战之一。由于非结构化环境中的自主操纵任务具有复杂性和不确定性,因此最初通常采用遥控操作。本文对混合现实(MR-Hololens)和虚拟现实(VR-HTC-Vive)方法进行了比较研究,以便在搜救背景下远程操作腿部机械手机器人。为此,建立了一种远程操作机器人的方法来进行比较,开发了具有相同情境化和操作功能的 VR-MR 界面,用于任务管理和机器人控制,该机器人集由配备 6 自由度(6DoF)机械手的四足机器人组成,由用户使用手势操作。考虑到在任务背景下分析可操作性的参数(延迟、设备的物理参数等),以及操作员的表现(所需的培训、信心水平等),提出了一套对界面进行比较评估的指标。实验阶段采用现场操作和远程操作两种方法,对每种方法的优缺点进行评估和分类。
{"title":"Analysis of MR–VR tele-operation methods for legged-manipulator robots","authors":"Christyan Cruz Ulloa, David Domínguez, Jaime del Cerro, Antonio Barrientos","doi":"10.1007/s10055-024-01021-z","DOIUrl":"https://doi.org/10.1007/s10055-024-01021-z","url":null,"abstract":"<p>The development of immersive technologies in recent years has facilitated the control and execution of tasks at a high level of complexity in robotic systems. On the other hand, exploration and manipulation tasks in unknown environments have been one of the main challenges in search and rescue (SAR) robotics. Due to the complexity and uncertainty involved in autonomous manipulation tasks in unstructured environments, these are usually tele-operated initially. This article addresses a comparative study between Mixed Reality (MR—Hololens) and Virtual Reality (VR—HTC-Vive) methods for teleoperating legged-manipulator robots in the context of search and rescue. For this purpose, a teleoperation robotics method was established to address the comparison, developing VR–MR interfaces with the same contextualization and operational functionality for mission management and robot control of a robotic set composed of a quadrupedal robot equipped with a 6 degrees of freedom (6DoF) manipulator, by a user using hand gestures. A set of metrics is proposed for the comparative evaluation of the interfaces considering parameters that allow analyzing operability in the context of the mission (latencies, physical parameters of the equipment, etc.), as well as from the aspect of operator performance (required training, confidence levels, etc.). The experimental phase was conducted using both on-site and remote operations to evaluate and categorize the advantages and disadvantages of each method.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"121 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141514373","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
Effectiveness of immersive virtual reality in teaching empathy to medical students: a mixed methods study 沉浸式虚拟现实技术在医学生移情教学中的效果:一项混合方法研究
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-07-01 DOI: 10.1007/s10055-024-01019-7
Riham Alieldin, Sarah Peyre, Anne Nofziger, Raffaella Borasi

Empathy in healthcare has been associated with positive outcomes such as increased patient satisfaction and reduced medical errors. However, research has indicated a decline in empathy among medical professionals. This study examined the effectiveness of Immersive Virtual Reality (IVR) for empathy training in medical education. A convergent mixed methods pretest posttest design was utilized. Participants were 1st-year medical students who engaged in an empathy training IVR educational intervention around a scenario depicting older adults struggling with social isolation. Jefferson Scale of Empathy (JSE) questionnaire was administered before and after the intervention to measure the change in empathy levels. Data were analyzed using a paired sample t-test on the pre-/post-test JSE empathy scores to assess the change in empathy scores. Nineteen qualitative semi structured interviews were conducted immediately after the IVR experience and follow-up interviews were conducted six months later. Qualitative data collected from the interviews’ transcripts were analyzed using a thematic and content analysis approach to capture individual experiences. Students (n = 19) scored 5.94 points higher on the posttest JSE questionnaire compared to pretest (p < 0.01) indicating an improvement in empathy levels. Qualitative analysis showed that the IVR training was well received by the students as a valuable empathy-teaching tool. Immersion, presence, and embodiment were identified as the main features of IVR technology that enhanced empathy and understanding of patients’ experiences. The debriefing sessions were identified as a key element of the training. IVR-based training could be an effective teaching tool for empathy training in medical education and one that is well received by learners. Results from the study offer preliminary evidence that using IVR to evoke empathy is achievable.

医疗保健中的同理心与提高患者满意度和减少医疗失误等积极成果有关。然而,研究表明,医疗专业人员的移情能力有所下降。本研究考察了沉浸式虚拟现实(IVR)在医学教育中进行移情训练的效果。研究采用了前测后测的聚合混合方法设计。参与者为一年级医学生,他们围绕老年人在社会孤立中挣扎的情景,参与了移情培训 IVR 教育干预。在干预前后进行了杰斐逊移情量表(JSE)问卷调查,以测量移情水平的变化。数据分析采用配对样本 t 检验法,对 JSE 移情量表测试前后的得分进行分析,以评估移情得分的变化。在 IVR 体验结束后立即进行了 19 次半结构式定性访谈,并在 6 个月后进行了后续访谈。从访谈记录中收集的定性数据采用主题和内容分析方法进行分析,以捕捉个人体验。学生(n = 19)在测试后的 JSE 问卷中的得分比测试前高 5.94 分(p < 0.01),表明移情水平有所提高。定性分析显示,IVR 培训作为一种宝贵的移情教学工具受到了学生的欢迎。沉浸感、存在感和体现感被认为是 IVR 技术的主要特点,它们增强了对病人经历的移情和理解。汇报环节被认为是培训的关键要素。基于 IVR 的培训可以成为医学教育中同理心培训的有效教学工具,而且深受学员欢迎。研究结果初步证明,使用 IVR 唤起同理心是可行的。
{"title":"Effectiveness of immersive virtual reality in teaching empathy to medical students: a mixed methods study","authors":"Riham Alieldin, Sarah Peyre, Anne Nofziger, Raffaella Borasi","doi":"10.1007/s10055-024-01019-7","DOIUrl":"https://doi.org/10.1007/s10055-024-01019-7","url":null,"abstract":"<p>Empathy in healthcare has been associated with positive outcomes such as increased patient satisfaction and reduced medical errors. However, research has indicated a decline in empathy among medical professionals. This study examined the effectiveness of Immersive Virtual Reality (IVR) for empathy training in medical education. A convergent mixed methods pretest posttest design was utilized. Participants were 1st-year medical students who engaged in an empathy training IVR educational intervention around a scenario depicting older adults struggling with social isolation. Jefferson Scale of Empathy (JSE) questionnaire was administered before and after the intervention to measure the change in empathy levels. Data were analyzed using a paired sample t-test on the pre-/post-test JSE empathy scores to assess the change in empathy scores. Nineteen qualitative semi structured interviews were conducted immediately after the IVR experience and follow-up interviews were conducted six months later. Qualitative data collected from the interviews’ transcripts were analyzed using a thematic and content analysis approach to capture individual experiences. Students (n = 19) scored 5.94 points higher on the posttest JSE questionnaire compared to pretest (p &lt; 0.01) indicating an improvement in empathy levels. Qualitative analysis showed that the IVR training was well received by the students as a valuable empathy-teaching tool. Immersion, presence, and embodiment were identified as the main features of IVR technology that enhanced empathy and understanding of patients’ experiences. The debriefing sessions were identified as a key element of the training. IVR-based training could be an effective teaching tool for empathy training in medical education and one that is well received by learners. Results from the study offer preliminary evidence that using IVR to evoke empathy is achievable.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"52 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141509036","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
Enabling personalized VR experiences: a framework for real-time adaptation and recommendations in VR environments 实现个性化的 VR 体验:VR 环境中的实时适应和推荐框架
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-06-26 DOI: 10.1007/s10055-024-01020-0
Sergio Valmorisco, Laura Raya, Alberto Sanchez

The personalization of user experiences through recommendation systems has been extensively explored in Internet applications, but this has yet to be fully addressed in Virtual Reality (VR) environments. The complexity of managing geometric 3D data, computational load, and natural interactions poses significant challenges in real-time adaptation in these immersive experiences. However, tailoring VR environments to individual user needs and interests holds promise for enhancing user experiences. In this paper, we present Virtual Reality Environment Adaptation through Recommendations (VR-EAR), a framework designed to address this challenge. VR-EAR employs customizable object metadata and a hybrid recommendation system modeling implicit user feedback in VR environments. We utilize VR optimization techniques to ensure efficient performance. To evaluate our framework, we designed a virtual store where product locations dynamically adjust based on user interactions. Our results demonstrate the effectiveness of VR-EAR in adapting and personalizing VR environments in real time. domains.

通过推荐系统实现用户体验的个性化已在互联网应用中得到广泛探索,但在虚拟现实(VR)环境中尚未得到充分解决。管理几何 3D 数据、计算负荷和自然交互的复杂性给这些沉浸式体验的实时适应带来了巨大挑战。然而,根据个人用户的需求和兴趣定制 VR 环境有望提升用户体验。在本文中,我们介绍了通过推荐进行虚拟现实环境适应(VR-EAR),这是一个旨在应对这一挑战的框架。VR-EAR 采用了可定制的对象元数据和混合推荐系统,对 VR 环境中的隐式用户反馈进行建模。我们利用虚拟现实优化技术来确保高效的性能。为了评估我们的框架,我们设计了一个虚拟商店,其中的产品位置会根据用户的互动进行动态调整。我们的结果证明了 VR-EAR 在实时调整和个性化 VR 环境方面的有效性。
{"title":"Enabling personalized VR experiences: a framework for real-time adaptation and recommendations in VR environments","authors":"Sergio Valmorisco, Laura Raya, Alberto Sanchez","doi":"10.1007/s10055-024-01020-0","DOIUrl":"https://doi.org/10.1007/s10055-024-01020-0","url":null,"abstract":"<p>The personalization of user experiences through recommendation systems has been extensively explored in Internet applications, but this has yet to be fully addressed in Virtual Reality (VR) environments. The complexity of managing geometric 3D data, computational load, and natural interactions poses significant challenges in real-time adaptation in these immersive experiences. However, tailoring VR environments to individual user needs and interests holds promise for enhancing user experiences. In this paper, we present Virtual Reality Environment Adaptation through Recommendations (<i>VR-EAR</i>), a framework designed to address this challenge. <i>VR-EAR</i> employs customizable object metadata and a hybrid recommendation system modeling implicit user feedback in VR environments. We utilize VR optimization techniques to ensure efficient performance. To evaluate our framework, we designed a virtual store where product locations dynamically adjust based on user interactions. Our results demonstrate the effectiveness of <i>VR-EAR</i> in adapting and personalizing VR environments in real time. domains.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"5 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141509038","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
Designing and evaluation of a mixed reality system for crime scene investigation training: a hybrid approach 设计和评估用于犯罪现场调查培训的混合现实系统:一种混合方法
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-06-25 DOI: 10.1007/s10055-024-01018-8
Meshal Albeedan, Hoshang Kolivanda, Ramy Hammady

Police investigation in real-life crime scenes is an essential aspect of forensic science education. However, the practicality of bringing young investigators to actual crime scenes is often hindered by the costs and challenges involved. In order to overcome these obstacles, new technologies such as mixed reality (MR) are being explored as potential solutions. MR technology offers an interactive and cost-effective way to simulate real-life crime scenes, providing a valuable training experience for young investigators. This paper presents a novel design of a MR system using Microsoft HoloLens 2.0, which is tailored to work in a spatial 3D scanned and reconstructed crime scene using FARO point cloud 3D scanner X130 blended with photogrammetry techniques. The system was developed through the lens of Experiential Learning Theory and designed using a participatory approach, providing a cost-effective solution to help trained Kuwaiti police officers enhance their investigative skills. In order to evaluate the system’s user experience and user interaction, the Questionnaire of User Interaction Satisfaction and User Experience Questionnaire were utilised. Forty-four young police officers evaluated the system. Police students showed positive levels of satisfaction with user interaction and overall user experience with minimal negative feedback. Female students showed higher satisfaction with the overall impression compared to male students. Based on the positive feedback regarding the system expansion, the system will be taken into the commercialisation stage in the future to be provided as an essential tool for crime scene education and investigation practices.

警方在真实犯罪现场进行调查是法医学教育的一个重要方面。然而,将年轻调查人员带到真实犯罪现场的实用性往往受到所涉及的成本和挑战的阻碍。为了克服这些障碍,人们正在探索混合现实(MR)等新技术作为潜在的解决方案。混合现实技术为模拟真实犯罪现场提供了一种具有成本效益的互动方式,为年轻调查人员提供了宝贵的培训经验。本文介绍了一种使用微软 HoloLens 2.0 的新型 MR 系统设计,该系统是为在使用 FARO 点云三维扫描仪 X130 并结合摄影测量技术对犯罪现场进行空间三维扫描和重建而量身定制的。该系统是通过体验式学习理论的视角开发的,采用参与式方法设计,提供了一个具有成本效益的解决方案,帮助经过培训的科威特警官提高调查技能。为了评估该系统的用户体验和用户互动,使用了用户互动满意度问卷和用户体验问卷。44 名年轻警官对系统进行了评估。警校学生对用户交互和整体用户体验的满意度较高,负面反馈极少。与男生相比,女生对整体印象的满意度更高。基于对系统扩展的积极反馈,该系统未来将进入商业化阶段,成为犯罪现场教育和调查实践的重要工具。
{"title":"Designing and evaluation of a mixed reality system for crime scene investigation training: a hybrid approach","authors":"Meshal Albeedan, Hoshang Kolivanda, Ramy Hammady","doi":"10.1007/s10055-024-01018-8","DOIUrl":"https://doi.org/10.1007/s10055-024-01018-8","url":null,"abstract":"<p>Police investigation in real-life crime scenes is an essential aspect of forensic science education. However, the practicality of bringing young investigators to actual crime scenes is often hindered by the costs and challenges involved. In order to overcome these obstacles, new technologies such as mixed reality (MR) are being explored as potential solutions. MR technology offers an interactive and cost-effective way to simulate real-life crime scenes, providing a valuable training experience for young investigators. This paper presents a novel design of a MR system using Microsoft HoloLens 2.0, which is tailored to work in a spatial 3D scanned and reconstructed crime scene using FARO point cloud 3D scanner X130 blended with photogrammetry techniques. The system was developed through the lens of Experiential Learning Theory and designed using a participatory approach, providing a cost-effective solution to help trained Kuwaiti police officers enhance their investigative skills. In order to evaluate the system’s user experience and user interaction, the Questionnaire of User Interaction Satisfaction and User Experience Questionnaire were utilised. Forty-four young police officers evaluated the system. Police students showed positive levels of satisfaction with user interaction and overall user experience with minimal negative feedback. Female students showed higher satisfaction with the overall impression compared to male students. Based on the positive feedback regarding the system expansion, the system will be taken into the commercialisation stage in the future to be provided as an essential tool for crime scene education and investigation practices.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"44 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141509037","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