首页 > 最新文献

Virtual Reality Intelligent Hardware最新文献

英文 中文
Framework for adaptive multimodal serious games for early intervention of autistic children 自适应多模态严肃游戏对自闭症儿童早期干预的框架
Q1 Computer Science Pub Date : 2025-10-01 DOI: 10.1016/j.vrih.2025.08.002
Zhiqi XU , Yuyong ZHAO , Jie WANG , Jian CHANG , Yuetian ZHANG

Background

Autism spectrum disorder (ASD) is a pervasive developmental disorder characterized by difficulties in social communication and restricted, repetitive behaviors. Early intervention is essential to improve developmental outcomes in children with ASD. Serious games, which combine educational objectives with game-based interactions, have shown potential as tools for early intervention in patients with ASD. However, in China, the development of serious games specifically designed for children with ASD remains in its infancy, with significant gaps in technical frameworks and effective data management methods.

Method

This paper proposes a framework aimed at facilitating the development of multimodal serious games designed for ASD interventions. We demonstrated the feasibility of the framework by developing and integrating several components, such as web applications, mobile games, and augmented reality games. These tools are interconnected to achieve data connectivity and management. Additionally, adaptive mechanics were employed within the framework to analyze real-time player data, which allowed the game difficulty to be dynamically adjusted and provide a personalized experience for each child.Results The framework successfully integrated various multimodal games, ensuring that real-time data management supported personalized game experiences. This approach ensured that the interventions remained appropriately challenging while still achievable.

Conclusion

The results indicate that the proposed framework enhances collaboration among therapists, parents, and developers while also improving the effectiveness of ASD interventions. By delivering personalized gameplay experiences that are both challenging and achievable, the framework offers a scalable platform for the future development of serious games.
自闭症谱系障碍(ASD)是一种普遍的发育障碍,其特征是社会沟通困难和限制性重复行为。早期干预对于改善自闭症儿童的发育结果至关重要。严肃游戏结合了教育目标和基于游戏的互动,已经显示出作为ASD患者早期干预工具的潜力。然而,在中国,专门为ASD儿童设计的严肃游戏的开发仍处于起步阶段,在技术框架和有效的数据管理方法方面存在重大差距。方法提出了一个框架,旨在促进针对ASD干预设计的多模式严肃游戏的开发。我们通过开发和集成几个组件(如web应用程序、移动游戏和增强现实游戏)来演示该框架的可行性。这些工具相互连接以实现数据连接和管理。此外,该框架还采用了自适应机制来分析实时玩家数据,从而可以动态调整游戏难度,为每个孩子提供个性化体验。结果该框架成功集成了多种多模式游戏,确保实时数据管理支持个性化游戏体验。这种做法确保了干预措施既具有适当的挑战性,又可以实现。结论本研究框架增强了治疗师、家长和开发者之间的协作,同时也提高了ASD干预的有效性。通过提供具有挑战性和可实现的个性化游戏体验,该框架为严肃游戏的未来发展提供了一个可扩展的平台。
{"title":"Framework for adaptive multimodal serious games for early intervention of autistic children","authors":"Zhiqi XU ,&nbsp;Yuyong ZHAO ,&nbsp;Jie WANG ,&nbsp;Jian CHANG ,&nbsp;Yuetian ZHANG","doi":"10.1016/j.vrih.2025.08.002","DOIUrl":"10.1016/j.vrih.2025.08.002","url":null,"abstract":"<div><h3>Background</h3><div>Autism spectrum disorder (ASD) is a pervasive developmental disorder characterized by difficulties in social communication and restricted, repetitive behaviors. Early intervention is essential to improve developmental outcomes in children with ASD. Serious games, which combine educational objectives with game-based interactions, have shown potential as tools for early intervention in patients with ASD. However, in China, the development of serious games specifically designed for children with ASD remains in its infancy, with significant gaps in technical frameworks and effective data management methods.</div></div><div><h3>Method</h3><div>This paper proposes a framework aimed at facilitating the development of multimodal serious games designed for ASD interventions. We demonstrated the feasibility of the framework by developing and integrating several components, such as web applications, mobile games, and augmented reality games. These tools are interconnected to achieve data connectivity and management. Additionally, adaptive mechanics were employed within the framework to analyze real-time player data, which allowed the game difficulty to be dynamically adjusted and provide a personalized experience for each child.<strong>Results</strong> The framework successfully integrated various multimodal games, ensuring that real-time data management supported personalized game experiences. This approach ensured that the interventions remained appropriately challenging while still achievable.</div></div><div><h3>Conclusion</h3><div>The results indicate that the proposed framework enhances collaboration among therapists, parents, and developers while also improving the effectiveness of ASD interventions. By delivering personalized gameplay experiences that are both challenging and achievable, the framework offers a scalable platform for the future development of serious games.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 5","pages":"Pages 523-542"},"PeriodicalIF":0.0,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145448547","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Urgent needs, opportunities and challenges of virtual reality in healthcare and medicine in the era of large language models 大语言模型时代虚拟现实在医疗保健领域的迫切需求、机遇与挑战
Q1 Computer Science Pub Date : 2025-10-01 DOI: 10.1016/j.vrih.2025.08.001
Xinming XU , Haoxuan LI , Zhouyu GUAN , Dian ZENG , Qingqing ZHENG , Yiming QIN , Yang WEN , Huating LI , Chwee Teck LIM , Tien Yin WONG , Enhua WU , Weiping JIA , Bin SHENG
The convergence of large language models (LLMs) and virtual reality (VR) technologies has led to significant breakthroughs across multiple domains, particularly in healthcare and medicine. Owing to its immersive and interactive capabilities, VR technology has demonstrated exceptional utility in surgical simulation, rehabilitation, physical therapy, mental health, and psychological treatment. By creating highly realistic and precisely controlled environments, VR not only enhances the efficiency of medical training but also enables personalized therapeutic approaches for patients. The convergence of LLMs and VR extends the potential of both technologies. LLM-empowered VR can transform medical education through interactive learning platforms and address complex healthcare challenges using comprehensive solutions. This convergence enhances the quality of training, decision-making, and patient engagement, paving the way for innovative healthcare delivery. This study aims to comprehensively review the current applications, research advancements, and challenges associated with these two technologies in healthcare and medicine. The rapid evolution of these technologies is driving the healthcare industry toward greater intelligence and precision, establishing them as critical forces in the transformation of modern medicine.
大型语言模型(llm)和虚拟现实(VR)技术的融合导致了多个领域的重大突破,特别是在医疗保健和医学领域。由于其身临其境和互动的能力,虚拟现实技术在手术模拟、康复、物理治疗、心理健康和心理治疗方面表现出了卓越的实用性。通过创造高度逼真和精确控制的环境,VR不仅提高了医疗培训的效率,而且为患者提供了个性化的治疗方法。法学硕士和虚拟现实的融合扩展了这两种技术的潜力。法学硕士授权的VR可以通过互动学习平台改变医学教育,并使用综合解决方案解决复杂的医疗保健挑战。这种融合提高了培训、决策和患者参与的质量,为创新的医疗保健服务铺平了道路。本研究旨在全面回顾这两种技术在医疗保健和医学领域的应用现状、研究进展和挑战。这些技术的快速发展正在推动医疗保健行业向更高的智能和精度发展,使它们成为现代医学转型的关键力量。
{"title":"Urgent needs, opportunities and challenges of virtual reality in healthcare and medicine in the era of large language models","authors":"Xinming XU ,&nbsp;Haoxuan LI ,&nbsp;Zhouyu GUAN ,&nbsp;Dian ZENG ,&nbsp;Qingqing ZHENG ,&nbsp;Yiming QIN ,&nbsp;Yang WEN ,&nbsp;Huating LI ,&nbsp;Chwee Teck LIM ,&nbsp;Tien Yin WONG ,&nbsp;Enhua WU ,&nbsp;Weiping JIA ,&nbsp;Bin SHENG","doi":"10.1016/j.vrih.2025.08.001","DOIUrl":"10.1016/j.vrih.2025.08.001","url":null,"abstract":"<div><div>The convergence of large language models (LLMs) and virtual reality (VR) technologies has led to significant breakthroughs across multiple domains, particularly in healthcare and medicine. Owing to its immersive and interactive capabilities, VR technology has demonstrated exceptional utility in surgical simulation, rehabilitation, physical therapy, mental health, and psychological treatment. By creating highly realistic and precisely controlled environments, VR not only enhances the efficiency of medical training but also enables personalized therapeutic approaches for patients. The convergence of LLMs and VR extends the potential of both technologies. LLM-empowered VR can transform medical education through interactive learning platforms and address complex healthcare challenges using comprehensive solutions. This convergence enhances the quality of training, decision-making, and patient engagement, paving the way for innovative healthcare delivery. This study aims to comprehensively review the current applications, research advancements, and challenges associated with these two technologies in healthcare and medicine. The rapid evolution of these technologies is driving the healthcare industry toward greater intelligence and precision, establishing them as critical forces in the transformation of modern medicine.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 5","pages":"Pages 453-467"},"PeriodicalIF":0.0,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449298","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Efficient VR rendering: Survey on foveated, stereo, cloud, and low-power rendering techniques 高效的VR渲染:焦点,立体,云和低功耗渲染技术的调查
Q1 Computer Science Pub Date : 2025-10-01 DOI: 10.1016/j.vrih.2025.08.003
Xiao HU , Xiaolong WU , Mingcong MA , Xiang XU , Yiping GU , Gaoyuan WANG , Yanning XU , Xiangxu MENG , Lu WANG
With technological advancements, virtual reality (VR), once limited to high-end professional applications, is rapidly expanding into entertainment and broader consumer domains. However, the inherent contradiction between mobile hardware computing power and the demand for high-resolution, high-refresh-rate rendering has intensified, leading to critical bottlenecks, including frame latency and power overload, which constrain large-scale applications of VR systems. This study systematically analyzes four key technologies for efficient VR rendering: (1) foveated rendering, which dynamically reduces rendering precision in peripheral regions based on the physiological characteristics of the human visual system (HVS), thereby significantly decreasing graphics computation load; (2) stereo rendering, optimized through consistent stereo rendering acceleration algorithms; (3) cloud rendering, utilizing object-based decomposition and illumination-based decomposition for distributed resource scheduling; and (4) low-power rendering, integrating parameter-optimized rendering, super-resolution technology, and frame-generation technology to enhance mobile energy efficiency. Through a systematic review of the core principles and optimization approaches of these technologies, this study establishes research benchmarks for developing efficient VR systems that achieve high fidelity and low latency while providing further theoretical support for the engineering implementation and industrial advancement of VR rendering technologies.
随着技术的进步,曾经局限于高端专业应用的虚拟现实(VR)正在迅速扩展到娱乐和更广泛的消费领域。然而,移动硬件计算能力与高分辨率、高刷新率渲染需求之间的内在矛盾日益加剧,导致帧延迟和功率过载等关键瓶颈,制约了VR系统的大规模应用。本研究系统分析了实现高效VR渲染的四项关键技术:(1)注视点渲染,根据人类视觉系统(HVS)的生理特性动态降低周边区域的渲染精度,从而显著降低图形计算负荷;(2)立体渲染,通过一致的立体渲染加速算法优化;(3)云绘制,利用基于对象的分解和基于光照的分解进行分布式资源调度;(4)低功耗渲染,集成参数优化渲染、超分辨率技术和帧生成技术,提高移动能源效率。本研究通过对这些技术的核心原理和优化方法的系统综述,为开发高保真、低延迟的高效VR系统建立了研究基准,同时为VR渲染技术的工程实现和产业推进提供了进一步的理论支持。
{"title":"Efficient VR rendering: Survey on foveated, stereo, cloud, and low-power rendering techniques","authors":"Xiao HU ,&nbsp;Xiaolong WU ,&nbsp;Mingcong MA ,&nbsp;Xiang XU ,&nbsp;Yiping GU ,&nbsp;Gaoyuan WANG ,&nbsp;Yanning XU ,&nbsp;Xiangxu MENG ,&nbsp;Lu WANG","doi":"10.1016/j.vrih.2025.08.003","DOIUrl":"10.1016/j.vrih.2025.08.003","url":null,"abstract":"<div><div>With technological advancements, virtual reality (VR), once limited to high-end professional applications, is rapidly expanding into entertainment and broader consumer domains. However, the inherent contradiction between mobile hardware computing power and the demand for high-resolution, high-refresh-rate rendering has intensified, leading to critical bottlenecks, including frame latency and power overload, which constrain large-scale applications of VR systems. This study systematically analyzes four key technologies for efficient VR rendering: (1) foveated rendering, which dynamically reduces rendering precision in peripheral regions based on the physiological characteristics of the human visual system (HVS), thereby significantly decreasing graphics computation load; (2) stereo rendering, optimized through consistent stereo rendering acceleration algorithms; (3) cloud rendering, utilizing object-based decomposition and illumination-based decomposition for distributed resource scheduling; and (4) low-power rendering, integrating parameter-optimized rendering, super-resolution technology, and frame-generation technology to enhance mobile energy efficiency. Through a systematic review of the core principles and optimization approaches of these technologies, this study establishes research benchmarks for developing efficient VR systems that achieve high fidelity and low latency while providing further theoretical support for the engineering implementation and industrial advancement of VR rendering technologies.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 5","pages":"Pages 421-452"},"PeriodicalIF":0.0,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449300","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Vibrotactile pattern recognition:Influence of interstimulus intervals 振动触觉模式识别:刺激间隔的影响
Q1 Computer Science Pub Date : 2025-10-01 DOI: 10.1016/j.vrih.2025.06.001
Nashmin YEGANEH , Ivan MAKAROV , Árni KRISTJÁNSSON , Runar UNNTHORSSON

Background

Vibrotactile feedback systems are widely used in assistive technology, wearable devices, and virtual environments to deliver precise tactile information. The timing of interstimulus intervals (ISIs) plays a critical role in determining how accurately users perceive and interpret vibrotactile patterns. The optimal use of ISIs can increase the effectiveness of these systems, improve user interaction, and enable reliable, intuitive feedback in diverse applications. We examined how different interstimulus intervals ISIs impact the accuracy of vibrotactile pattern recognition.

Methods

Participants wore a forearm-mounted device with six voice coil actuators arranged in a 3 × 2 grid, delivering Braille-based vibrotactile patterns sequentially at ISIs ranging from 10 to 2500 ms. Eight participants performed identification tasks involving Icelandic Braille patterns categorized as either short (2–3 actuators) or long (4–5 actuators). A repeated measures ANOVA was conducted to assess the effects of ISI, pattern type, and practice (across two testing blocks) on pattern recognition accuracy.

Results

For short patterns, accuracy was highest (92%–98%) at ISIs of 50–700 ms, with peak performance at 300 ms. For long patterns, accuracy reached 86%–94% at ISIs of 100–500 ms, peaking at 400 ms. Participants were more accurate with short patterns, and performance improved significantly over time for both short and long patterns, highlighting the importance of training for vibrotactile pattern recognition.

Conclusions

These results underscore the importance of careful selection of ISIs in vibrotactile feedback systems for accurate pattern identification. The findings provide valuable insights for conveying tactile information using wearable devices, contributing to better tactile feedback and performance in applications requiring precise vibrotactile information delivery.
振动触觉反馈系统广泛应用于辅助技术、可穿戴设备和虚拟环境中,以提供精确的触觉信息。间刺激间隔(ISIs)的时间在决定用户如何准确地感知和解释振动触觉模式方面起着关键作用。ISIs的最佳使用可以提高这些系统的有效性,改善用户交互,并在各种应用中实现可靠、直观的反馈。我们研究了不同的刺激间隔如何影响振动触觉模式识别的准确性。方法:参与者佩戴一个前臂安装的装置,该装置有6个音圈驱动器,排列在一个3 × 2的网格中,在10到2500 ms的ISIs范围内依次提供基于盲文的振动触觉模式。8名参与者执行识别冰岛盲文模式的任务,这些模式分为短(2-3个执行器)或长(4-5个执行器)。采用重复测量方差分析来评估ISI、模式类型和实践(跨越两个测试块)对模式识别准确性的影响。结果在50 ~ 700 ms时,准确率最高(92% ~ 98%),300 ms时准确率最高。对于长模式,准确度在100-500 ms时达到86%-94%,在400 ms时达到峰值。参与者在识别短模式时更准确,而在识别短模式和长模式时,他们的表现随着时间的推移都有显著提高,这凸显了振动触觉模式识别训练的重要性。结论这些结果强调了在振动触觉反馈系统中仔细选择ISIs对于准确识别模式的重要性。研究结果为使用可穿戴设备传递触觉信息提供了有价值的见解,有助于在需要精确振动触觉信息传递的应用中提供更好的触觉反馈和性能。
{"title":"Vibrotactile pattern recognition:Influence of interstimulus intervals","authors":"Nashmin YEGANEH ,&nbsp;Ivan MAKAROV ,&nbsp;Árni KRISTJÁNSSON ,&nbsp;Runar UNNTHORSSON","doi":"10.1016/j.vrih.2025.06.001","DOIUrl":"10.1016/j.vrih.2025.06.001","url":null,"abstract":"<div><h3>Background</h3><div>Vibrotactile feedback systems are widely used in assistive technology, wearable devices, and virtual environments to deliver precise tactile information. The timing of interstimulus intervals (ISIs) plays a critical role in determining how accurately users perceive and interpret vibrotactile patterns. The optimal use of ISIs can increase the effectiveness of these systems, improve user interaction, and enable reliable, intuitive feedback in diverse applications. We examined how different interstimulus intervals ISIs impact the accuracy of vibrotactile pattern recognition.</div></div><div><h3>Methods</h3><div>Participants wore a forearm-mounted device with six voice coil actuators arranged in a 3 × 2 grid, delivering Braille-based vibrotactile patterns sequentially at ISIs ranging from 10 to 2500 ms. Eight participants performed identification tasks involving Icelandic Braille patterns categorized as either short (2–3 actuators) or long (4–5 actuators). A repeated measures ANOVA was conducted to assess the effects of ISI, pattern type, and practice (across two testing blocks) on pattern recognition accuracy.</div></div><div><h3>Results</h3><div>For short patterns, accuracy was highest (92%–98%) at ISIs of 50–700 ms, with peak performance at 300 ms. For long patterns, accuracy reached 86%–94% at ISIs of 100–500 ms, peaking at 400 ms. Participants were more accurate with short patterns, and performance improved significantly over time for both short and long patterns, highlighting the importance of training for vibrotactile pattern recognition.</div></div><div><h3>Conclusions</h3><div>These results underscore the importance of careful selection of ISIs in vibrotactile feedback systems for accurate pattern identification. The findings provide valuable insights for conveying tactile information using wearable devices, contributing to better tactile feedback and performance in applications requiring precise vibrotactile information delivery.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 5","pages":"Pages 483-500"},"PeriodicalIF":0.0,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449301","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Advancing brain tumor MRI classification using SwRD: A parallel swin transformer-ResNet approach 利用SwRD推进脑肿瘤MRI分类:一种并联旋转变压器- resnet方法
Q1 Computer Science Pub Date : 2025-10-01 DOI: 10.1016/j.vrih.2025.06.002
Shakif AHMED , Dhruba Jyoti SHIL , Tanvir Ahmed SOURO , Sakib Al MAHMOOD , Ferdous Irtiaz KHAN

Background

Brain tumors are challenging to diagnose and treat, and require accurate and early therapeutic intervention. Magnetic Resonance Imaging (MRI) scans can visualize the internal structure of the brain. Often, deep learning is applied to images for the early and accurate detection of tumor cells. However, these models lack accuracy and efficacy in practical applications. Hybrid or modified models can facilitate better classification and provide insights into early-stage cancer detection.

Methods

This study demonstrates a parallel architecture that uses MRI images and integrates transformer-based frameworks with Convolutional Neural Networks (CNNs) to better classify distinct types of brain tumors. The proposed architecture, SwinResDual (SwRD), combines a Residual Network (ResNet) and a Swin Transformer in parallel to extract key features from input images. Using augmented MRI scans, 31,464 scans for multiclass classification, and 30,000 scans for binary classification, the architecture simultaneously processed images through the ResNet50 and Swin Transformer branches, leveraging their strengths in hierarchical feature extraction and global context modeling to efficiently capture local and global image features. The final classifications are obtained by merging these features and passing them through a linear classifier. This approach identifies strong and varied characteristics and provides a precise brain tumor diagnosis.

Results

In the extensive evaluation, the model performed with an accuracy of 99.79% and a cross-validation accuracy of 100% for multiclass classification, along with 99.97% accuracy in binary classification.

Conclusions

In conclusion, the findings demonstrate great promise for brain tumor detection and advanced medical imaging diagnostics.
脑肿瘤的诊断和治疗具有挑战性,需要准确和早期的治疗干预。磁共振成像(MRI)扫描可以可视化大脑的内部结构。通常,深度学习被应用于图像,以早期和准确地检测肿瘤细胞。然而,这些模型在实际应用中缺乏准确性和有效性。混合或修改的模型可以促进更好的分类,并为早期癌症检测提供见解。方法本研究展示了一种并行架构,该架构使用MRI图像并将基于变压器的框架与卷积神经网络(cnn)相结合,以更好地分类不同类型的脑肿瘤。所提出的SwinResDual (SwRD)架构将残差网络(ResNet)和Swin Transformer并行结合,从输入图像中提取关键特征。使用增强MRI扫描,31,464次扫描进行多类分类,30,000次扫描进行二进制分类,该架构通过ResNet50和Swin Transformer分支同时处理图像,利用它们在分层特征提取和全局上下文建模方面的优势,有效捕获局部和全局图像特征。最终的分类是通过合并这些特征并将它们传递给线性分类器来获得的。这种方法可以识别强而多样的特征,并提供精确的脑肿瘤诊断。结果在广泛的评估中,该模型对多类分类的准确率为99.79%,交叉验证准确率为100%,对二元分类的准确率为99.97%。结论本研究结果对脑肿瘤的检测和先进的医学影像诊断具有重要意义。
{"title":"Advancing brain tumor MRI classification using SwRD: A parallel swin transformer-ResNet approach","authors":"Shakif AHMED ,&nbsp;Dhruba Jyoti SHIL ,&nbsp;Tanvir Ahmed SOURO ,&nbsp;Sakib Al MAHMOOD ,&nbsp;Ferdous Irtiaz KHAN","doi":"10.1016/j.vrih.2025.06.002","DOIUrl":"10.1016/j.vrih.2025.06.002","url":null,"abstract":"<div><h3>Background</h3><div>Brain tumors are challenging to diagnose and treat, and require accurate and early therapeutic intervention. Magnetic Resonance Imaging (MRI) scans can visualize the internal structure of the brain. Often, deep learning is applied to images for the early and accurate detection of tumor cells. However, these models lack accuracy and efficacy in practical applications. Hybrid or modified models can facilitate better classification and provide insights into early-stage cancer detection.</div></div><div><h3>Methods</h3><div>This study demonstrates a parallel architecture that uses MRI images and integrates transformer-based frameworks with Convolutional Neural Networks (CNNs) to better classify distinct types of brain tumors. The proposed architecture, SwinResDual (SwRD), combines a Residual Network (ResNet) and a Swin Transformer in parallel to extract key features from input images. Using augmented MRI scans, 31,464 scans for multiclass classification, and 30,000 scans for binary classification, the architecture simultaneously processed images through the ResNet50 and Swin Transformer branches, leveraging their strengths in hierarchical feature extraction and global context modeling to efficiently capture local and global image features. The final classifications are obtained by merging these features and passing them through a linear classifier. This approach identifies strong and varied characteristics and provides a precise brain tumor diagnosis.</div></div><div><h3>Results</h3><div>In the extensive evaluation, the model performed with an accuracy of 99.79% and a cross-validation accuracy of 100% for multiclass classification, along with 99.97% accuracy in binary classification.</div></div><div><h3>Conclusions</h3><div>In conclusion, the findings demonstrate great promise for brain tumor detection and advanced medical imaging diagnostics.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 5","pages":"Pages 501-522"},"PeriodicalIF":0.0,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449306","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Effect of prior gaming experience on cybersickness symptoms in a virtual reality environment 先前的游戏体验对虚拟现实环境中晕机症状的影响
Q1 Computer Science Pub Date : 2025-10-01 DOI: 10.1016/j.vrih.2025.06.003
Chalis Fajri HASIBUAN , Budi HARTONO , Titis WIJAYANTO

Background

This study aimed to explore the influence of prior gaming experience on the intensity and onset of cybersickness symptoms by comparing the effects of virtual reality (VR) immersion in gamers and nongamers.

Methods

This study involved 50 male participants, with equal numbers of gamers and nongamers, who were subject to a VR environment using head-mounted displays in a sitting position for a 15-minute session. The intensity of cybersickness symptoms, such as nausea, oculomotor disturbances, and disorientation, was measured using a simulator sickness questionnaire, and the onset of cybersickness was measured using the fast motion sickness scale. Physiological indices were measured based on heart rate variability (HRV) parameters.

Results

This study found that prior gaming experience significantly affected symptoms of cybersickness during VR immersion. Nongamers experienced more severe symptoms, including higher levels of nausea, disorientation, and oculomotor disturbances, with symptoms appearing earlier than those in gamers. These differences were linked to increased fluctuations in HRV and reduced parasympathetic activity in nongamers, indicating higher autonomic nervous system strain. By contrast, gamers showed more stable HRV responses, suggesting better physiological adaptability to VR environments.

Conclusion

These findings indicate that familiarity of gamers with dynamic visual and sensory inputs may help them manage VR-induced sensory conflicts more effectively.
本研究旨在通过比较虚拟现实(VR)沉浸对游戏玩家和非游戏玩家的影响,探讨过往游戏经历对晕机症状强度和发作的影响。方法:这项研究涉及50名男性参与者,其中游戏玩家和非游戏玩家的人数相等,他们坐在一个使用头戴式显示器的虚拟现实环境中,持续15分钟。晕机症状的强度,如恶心、眼动障碍和定向障碍,使用模拟晕机问卷进行测量,晕机症状的发作使用快速晕动病量表进行测量。以心率变异性(HRV)为指标测定生理指标。结果本研究发现,先前的游戏体验显著影响VR沉浸时的晕屏症状。非游戏玩家会出现更严重的症状,包括更严重的恶心、定向障碍和眼球运动障碍,这些症状出现的时间比游戏玩家早。这些差异与非游戏者HRV波动增加和副交感神经活动减少有关,表明自主神经系统紧张程度更高。相比之下,游戏玩家表现出更稳定的HRV反应,表明他们对VR环境有更好的生理适应性。这些发现表明,玩家对动态视觉和感官输入的熟悉可能有助于他们更有效地处理vr引发的感官冲突。
{"title":"Effect of prior gaming experience on cybersickness symptoms in a virtual reality environment","authors":"Chalis Fajri HASIBUAN ,&nbsp;Budi HARTONO ,&nbsp;Titis WIJAYANTO","doi":"10.1016/j.vrih.2025.06.003","DOIUrl":"10.1016/j.vrih.2025.06.003","url":null,"abstract":"<div><h3>Background</h3><div>This study aimed to explore the influence of prior gaming experience on the intensity and onset of cybersickness symptoms by comparing the effects of virtual reality (VR) immersion in gamers and nongamers.</div></div><div><h3>Methods</h3><div>This study involved 50 male participants, with equal numbers of gamers and nongamers, who were subject to a VR environment using head-mounted displays in a sitting position for a 15-minute session. The intensity of cybersickness symptoms, such as nausea, oculomotor disturbances, and disorientation, was measured using a simulator sickness questionnaire, and the onset of cybersickness was measured using the fast motion sickness scale. Physiological indices were measured based on heart rate variability (HRV) parameters.</div></div><div><h3>Results</h3><div>This study found that prior gaming experience significantly affected symptoms of cybersickness during VR immersion. Nongamers experienced more severe symptoms, including higher levels of nausea, disorientation, and oculomotor disturbances, with symptoms appearing earlier than those in gamers. These differences were linked to increased fluctuations in HRV and reduced parasympathetic activity in nongamers, indicating higher autonomic nervous system strain. By contrast, gamers showed more stable HRV responses, suggesting better physiological adaptability to VR environments.</div></div><div><h3>Conclusion</h3><div>These findings indicate that familiarity of gamers with dynamic visual and sensory inputs may help them manage VR-induced sensory conflicts more effectively.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 5","pages":"Pages 468-482"},"PeriodicalIF":0.0,"publicationDate":"2025-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145449299","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Learning monocular face reconstruction from in the wild images using rotation cycle consistency 使用旋转周期一致性从野生图像中学习单眼人脸重建
Q1 Computer Science Pub Date : 2025-08-01 DOI: 10.1016/j.vrih.2022.08.014
Xinrong Hu, Kaifan Yang, Ruiqi Luo, Tao Peng, Junping Liu
With the popularity of the digital human body, monocular three-dimensional (3D) face reconstruction is widely used in fields such as animation and face recognition. Although current methods trained using single-view image sets perform well in monocular 3D face reconstruction tasks, they tend to rely on the constraints of the a priori model or the appearance conditions of the input images, fundamentally because of the inability to propose an effective method to reduce the effects of two-dimensional (2D) ambiguity. To solve this problem, we developed an unsupervised training framework for monocular face 3D reconstruction using rotational cycle consistency. Specifically, to learn more accurate facial information, we first used an autoencoder to factor the input images and applied these factors to generate normalized frontal views. We then proceeded through a differentiable renderer to use rotational consistency to continuously perceive refinement. Our method provided implicit multi-view consistency constraints on the pose and depth information estimation of the input face, and the performance was accurate and robust in the presence of large variations in expression and pose. In the benchmark tests, our method performed more stably and realistically than other methods that used 3D face reconstruction in monocular 2D images.
随着数字人体的普及,单目三维人脸重建被广泛应用于动画、人脸识别等领域。虽然目前使用单视图图像集训练的方法在单眼3D人脸重建任务中表现良好,但它们往往依赖于先验模型的约束或输入图像的外观条件,这从根本上是因为无法提出有效的方法来减少二维(2D)模糊的影响。为了解决这个问题,我们开发了一个无监督的训练框架,用于使用旋转周期一致性进行单眼面部3D重建。具体来说,为了学习更准确的面部信息,我们首先使用自动编码器对输入图像进行因子处理,并应用这些因子生成标准化的正面视图。然后,我们继续通过一个可微分渲染器来使用旋转一致性来连续感知细化。该方法对输入人脸的姿态和深度信息估计提供了隐式的多视图一致性约束,在表情和姿态存在较大变化的情况下,该方法的性能是准确和鲁棒的。在基准测试中,我们的方法比其他在单眼二维图像中使用3D人脸重建的方法表现得更加稳定和逼真。
{"title":"Learning monocular face reconstruction from in the wild images using rotation cycle consistency","authors":"Xinrong Hu,&nbsp;Kaifan Yang,&nbsp;Ruiqi Luo,&nbsp;Tao Peng,&nbsp;Junping Liu","doi":"10.1016/j.vrih.2022.08.014","DOIUrl":"10.1016/j.vrih.2022.08.014","url":null,"abstract":"<div><div>With the popularity of the digital human body, monocular three-dimensional (3D) face reconstruction is widely used in fields such as animation and face recognition. Although current methods trained using single-view image sets perform well in monocular 3D face reconstruction tasks, they tend to rely on the constraints of the a priori model or the appearance conditions of the input images, fundamentally because of the inability to propose an effective method to reduce the effects of two-dimensional (2D) ambiguity. To solve this problem, we developed an unsupervised training framework for monocular face 3D reconstruction using rotational cycle consistency. Specifically, to learn more accurate facial information, we first used an autoencoder to factor the input images and applied these factors to generate normalized frontal views. We then proceeded through a differentiable renderer to use rotational consistency to continuously perceive refinement. Our method provided implicit multi-view consistency constraints on the pose and depth information estimation of the input face, and the performance was accurate and robust in the presence of large variations in expression and pose. In the benchmark tests, our method performed more stably and realistically than other methods that used 3D face reconstruction in monocular 2D images.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 4","pages":"Pages 379-392"},"PeriodicalIF":0.0,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144903888","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Psychological and physiological model of tactile rendering fidelity using combined electro and mechanical vibration 基于电、机械联合振动的触觉渲染保真度心理与生理模型
Q1 Computer Science Pub Date : 2025-08-01 DOI: 10.1016/j.vrih.2023.10.006
Rui Song , Xiaoying Sun , Dangxiao Wang , Guohong Liu , Dongyan Nie
High-fidelity tactile rendering offers significant potential for improving the richness and immersion of touchscreen interactions. This study focuses on a quantitative description of tactile rendering fidelity using a custom-designed hybrid electrovibration and mechanical vibration (HEM) device. An electrovibration and mechanical vibration (EMV) algorithm that renders 3D gratings with different physical heights was proposed and shown to achieve 81% accuracy in shape recognition. Models of tactile rendering fidelity were established based on the evaluation of the height discrimination threshold, and the psychophysical-physical relationships between the discrimination and reference heights were well described by a modification of Weber’s law, with correlation coefficients higher than 0.9. The physiological-physical relationship between the pulse firing rate and the physical stimulation voltage was modeled using the Izhikevich spiking model with a logarithmic relationship.
高保真触觉渲染为提高触摸屏交互的丰富性和沉浸感提供了巨大的潜力。本研究的重点是使用定制设计的混合电振动和机械振动(HEM)装置对触觉渲染保真度进行定量描述。提出了一种电振动和机械振动(EMV)算法,该算法可以实现不同物理高度的三维光栅的形状识别,其精度达到81%。基于高度判别阈值的评价建立了触觉渲染保真度模型,并通过修正Weber定律很好地描述了高度判别与参考高度之间的心理-生理关系,相关系数均大于0.9。脉冲放电速率与物理刺激电压之间的生理物理关系采用对数关系的Izhikevich尖峰模型建模。
{"title":"Psychological and physiological model of tactile rendering fidelity using combined electro and mechanical vibration","authors":"Rui Song ,&nbsp;Xiaoying Sun ,&nbsp;Dangxiao Wang ,&nbsp;Guohong Liu ,&nbsp;Dongyan Nie","doi":"10.1016/j.vrih.2023.10.006","DOIUrl":"10.1016/j.vrih.2023.10.006","url":null,"abstract":"<div><div>High-fidelity tactile rendering offers significant potential for improving the richness and immersion of touchscreen interactions. This study focuses on a quantitative description of tactile rendering fidelity using a custom-designed hybrid electrovibration and mechanical vibration (HEM) device. An electrovibration and mechanical vibration (EMV) algorithm that renders 3D gratings with different physical heights was proposed and shown to achieve 81% accuracy in shape recognition. Models of tactile rendering fidelity were established based on the evaluation of the height discrimination threshold, and the psychophysical-physical relationships between the discrimination and reference heights were well described by a modification of Weber’s law, with correlation coefficients higher than 0.9. The physiological-physical relationship between the pulse firing rate and the physical stimulation voltage was modeled using the Izhikevich spiking model with a logarithmic relationship.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 4","pages":"Pages 344-366"},"PeriodicalIF":0.0,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144904024","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Bidirectional projective sampling for physics-based differentiable rendering 基于物理可微渲染的双向投影采样
Q1 Computer Science Pub Date : 2025-08-01 DOI: 10.1016/j.vrih.2025.05.001
Ruicheng Gao , Yue Qi

Background

Physics-based differentiable rendering (PBDR) aims to propagate gradients from scene parameters to image pixels or vice versa. The physically correct gradients obtained can be used in various applications, including inverse rendering and machine learning. Currently, two categories of methods are prevalent in the PBDR community: reparameterization and boundary sampling methods. The state-of-the-art boundary sampling methods rely on a guiding structure to calculate the gradients efficiently. They utilize the rays generated in traditional path-tracing methods and project them onto the object silhouette boundary to initialize the guiding structure.

Methods

In this study, we propose an augmentation of previous projective-sampling-based boundary-sampling methods in a bidirectional manner. Specifically, we utilize the rays spawned from the sensors and also employ the rays emitted by the emitters to initialize the guiding structure.

Results

To demonstrate the benefits of our technique, we perform a comparative analysis of differentiable rendering and inverse rendering performance. We utilize a range of synthetic scene examples and evaluate our method against state-of-the-art projective-sampling-based differentiable rendering methods.

Conclusions

The experiments show that our method achieves lower variance gradients in the forward differentiable rendering process and better geometry reconstruction quality in the inverse-rendering results.
基于背景物理的可微分渲染(PBDR)旨在将梯度从场景参数传播到图像像素,反之亦然。获得的物理正确的梯度可以用于各种应用,包括逆渲染和机器学习。目前,在PBDR领域流行两类方法:重新参数化方法和边界采样方法。最先进的边界采样方法依赖于一个导向结构来有效地计算梯度。它们利用传统路径跟踪方法中产生的光线,并将其投影到物体轮廓边界上,以初始化引导结构。方法在本研究中,我们提出了一种双向增强的基于投影采样的边界采样方法。具体来说,我们利用传感器产生的光线,也利用发射器发出的光线来初始化导向结构。为了证明我们技术的优势,我们对可微分渲染和逆渲染性能进行了比较分析。我们利用一系列合成场景示例,并针对最先进的基于投影采样的可微分渲染方法评估我们的方法。结论实验表明,该方法在正演可微绘制过程中具有较低的方差梯度,在逆绘制过程中具有较好的几何重建质量。
{"title":"Bidirectional projective sampling for physics-based differentiable rendering","authors":"Ruicheng Gao ,&nbsp;Yue Qi","doi":"10.1016/j.vrih.2025.05.001","DOIUrl":"10.1016/j.vrih.2025.05.001","url":null,"abstract":"<div><h3>Background</h3><div>Physics-based differentiable rendering (PBDR) aims to propagate gradients from scene parameters to image pixels or vice versa. The physically correct gradients obtained can be used in various applications, including inverse rendering and machine learning. Currently, two categories of methods are prevalent in the PBDR community: reparameterization and boundary sampling methods. The state-of-the-art boundary sampling methods rely on a guiding structure to calculate the gradients efficiently. They utilize the rays generated in traditional path-tracing methods and project them onto the object silhouette boundary to initialize the guiding structure.</div></div><div><h3>Methods</h3><div>In this study, we propose an augmentation of previous projective-sampling-based boundary-sampling methods in a bidirectional manner. Specifically, we utilize the rays spawned from the sensors and also employ the rays emitted by the emitters to initialize the guiding structure.</div></div><div><h3>Results</h3><div>To demonstrate the benefits of our technique, we perform a comparative analysis of differentiable rendering and inverse rendering performance. We utilize a range of synthetic scene examples and evaluate our method against state-of-the-art projective-sampling-based differentiable rendering methods.</div></div><div><h3>Conclusions</h3><div>The experiments show that our method achieves lower variance gradients in the forward differentiable rendering process and better geometry reconstruction quality in the inverse-rendering results.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 4","pages":"Pages 367-378"},"PeriodicalIF":0.0,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144903887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Integrating models of real aboveground scene and underground geological structures at an open pit mine 露天矿地面真实场景与地下地质构造模型的集成
Q1 Computer Science Pub Date : 2025-08-01 DOI: 10.1016/j.vrih.2023.08.004
Biao Dong , Wenjun Tan , Weichao Chang , Baoting Li , Yanliang Guo , Quanxing Hu , Guangwei Liu

Background

As information technology has advanced and been popularized, open pit mining has rapidly developed toward integration and digitization. The three-dimensional reconstruction technology has been successfully applied to geological reconstruction and modeling of surface scenes in open pit mines. However, an integrated modeling method for surface and underground mine sites has not been reported.

Methods

In this study, we propose an integrated modeling method for open pit mines that fuses a real scene on the surface with an underground geological model. Based on oblique photography, a real-scene model was established on the surface. Based on the surface-stitching method proposed, the upper and lower surfaces and sides of the model were constructed in stages to construct a complete underground three-dimensional geological model, and the aboveground and underground models were registered together to build an integrated open pit mine model.

Results

The oblique photography method used reconstructed a surface model of an open pit mine using a real scene. The surface-stitching algorithm proposed was compared with the ball-pivoting and Poisson algorithms, and the integrity of the reconstructed model was markedly superior to that of the other two reconstruction methods. In addition, the surface-stitching algorithm was applied to the reconstruction of different formation models and showed good stability and reconstruction efficiency. Finally, the aboveground and underground models were accurately fitted after registration to form an integrated model.

Conclusions

The proposed method can efficiently establish an integrated open pit model. Based on the integrated model, an open pit auxiliary planning system was designed and realized. It supports the functions of mining planning and output calculation, assists users in mining planning and operation management, and improves production efficiency and management levels.
随着信息技术的进步和普及,露天采矿正迅速向集成化、数字化方向发展。三维重建技术已成功应用于露天矿地表场景的地质重建与建模。然而,地面和地下矿山场地的综合建模方法尚未见报道。方法提出了一种将地表真实场景与地下地质模型相融合的露天矿综合建模方法。在倾斜摄影的基础上,在曲面上建立了实景模型。基于所提出的曲面拼接方法,分阶段构建模型的上、下表面和侧面,构建完整的地下三维地质模型,并将地上模型和地下模型配准在一起,构建露天矿山综合模型。结果采用倾斜摄影方法,在真实场景下重建了露天矿的地表模型。将所提出的曲面拼接算法与球旋转算法和泊松算法进行了比较,重建模型的完整性明显优于其他两种重建方法。此外,将曲面拼接算法应用于不同地层模型的重建,显示出良好的稳定性和重建效率。最后,对地上模型和地下模型进行配准后的精确拟合,形成一体化模型。结论该方法能有效地建立露天矿综合模型。在此基础上,设计并实现了露天矿辅助规划系统。支持采矿规划和产量计算功能,帮助用户进行采矿规划和作业管理,提高生产效率和管理水平。
{"title":"Integrating models of real aboveground scene and underground geological structures at an open pit mine","authors":"Biao Dong ,&nbsp;Wenjun Tan ,&nbsp;Weichao Chang ,&nbsp;Baoting Li ,&nbsp;Yanliang Guo ,&nbsp;Quanxing Hu ,&nbsp;Guangwei Liu","doi":"10.1016/j.vrih.2023.08.004","DOIUrl":"10.1016/j.vrih.2023.08.004","url":null,"abstract":"<div><h3>Background</h3><div>As information technology has advanced and been popularized, open pit mining has rapidly developed toward integration and digitization. The three-dimensional reconstruction technology has been successfully applied to geological reconstruction and modeling of surface scenes in open pit mines. However, an integrated modeling method for surface and underground mine sites has not been reported.</div></div><div><h3>Methods</h3><div>In this study, we propose an integrated modeling method for open pit mines that fuses a real scene on the surface with an underground geological model. Based on oblique photography, a real-scene model was established on the surface. Based on the surface-stitching method proposed, the upper and lower surfaces and sides of the model were constructed in stages to construct a complete underground three-dimensional geological model, and the aboveground and underground models were registered together to build an integrated open pit mine model.</div></div><div><h3>Results</h3><div>The oblique photography method used reconstructed a surface model of an open pit mine using a real scene. The surface-stitching algorithm proposed was compared with the ball-pivoting and Poisson algorithms, and the integrity of the reconstructed model was markedly superior to that of the other two reconstruction methods. In addition, the surface-stitching algorithm was applied to the reconstruction of different formation models and showed good stability and reconstruction efficiency. Finally, the aboveground and underground models were accurately fitted after registration to form an integrated model.</div></div><div><h3>Conclusions</h3><div>The proposed method can efficiently establish an integrated open pit model. Based on the integrated model, an open pit auxiliary planning system was designed and realized. It supports the functions of mining planning and output calculation, assists users in mining planning and operation management, and improves production efficiency and management levels.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 4","pages":"Pages 406-420"},"PeriodicalIF":0.0,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144903890","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","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 Intelligent Hardware
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