G. A. Assis, A. Brandão, L. Y. Araki, A. G. Corrêa
Strokes have caused physical disability in adults and even in children, all over the world. The motor deficiencies caused by stroke are characterized by paralysis or weakness on the side of the body opposite to that of the brain lesion. This Augmented Reality System developed provides visual feedback of the movement of a virtual arm for motor rehabilitation of the upper limbs. This paper presents an algorithm for real-time processing of the electromyography signals acquired from a low cost and low power device. The resultant electromyography signals are used to trigger virtual arm animations or are still stored for later analysis of muscle activations during the training. A preliminary study of a patient with stroke sequelae was performed to adjust the instruments and procedures of the study.
{"title":"Electromyography and Augmented Reality for Motor Rehabilitation","authors":"G. A. Assis, A. Brandão, L. Y. Araki, A. G. Corrêa","doi":"10.1109/SVR.2017.14","DOIUrl":"https://doi.org/10.1109/SVR.2017.14","url":null,"abstract":"Strokes have caused physical disability in adults and even in children, all over the world. The motor deficiencies caused by stroke are characterized by paralysis or weakness on the side of the body opposite to that of the brain lesion. This Augmented Reality System developed provides visual feedback of the movement of a virtual arm for motor rehabilitation of the upper limbs. This paper presents an algorithm for real-time processing of the electromyography signals acquired from a low cost and low power device. The resultant electromyography signals are used to trigger virtual arm animations or are still stored for later analysis of muscle activations during the training. A preliminary study of a patient with stroke sequelae was performed to adjust the instruments and procedures of the study.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127081694","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}
Matheus A. O. Ribeiro, C. G. Corrêa, Fátima L. S. Nunes
Considering the high failure rate in the procedure of applying dental anesthesia, this paper presents the process of gamification of a simulator of this procedure. The objective of this serious game is to promote a more attractive learning strategy that encourages and at the same time evaluates training, reducing risks to patients. For this, it was conducted a literature review about serious games applications related to health care. From these examples, the elements of games that could be added to the current context were highlighted. An analysis of the simulator, describing its most relevant points was performed. Results, as well as discussion of problems, solutions and testing showed that the gamification process was successful and the game can be submitted to the experts evaluation.
{"title":"Gamification as a Learning Strategy in a Simulation of Dental Anesthesia","authors":"Matheus A. O. Ribeiro, C. G. Corrêa, Fátima L. S. Nunes","doi":"10.1109/SVR.2017.42","DOIUrl":"https://doi.org/10.1109/SVR.2017.42","url":null,"abstract":"Considering the high failure rate in the procedure of applying dental anesthesia, this paper presents the process of gamification of a simulator of this procedure. The objective of this serious game is to promote a more attractive learning strategy that encourages and at the same time evaluates training, reducing risks to patients. For this, it was conducted a literature review about serious games applications related to health care. From these examples, the elements of games that could be added to the current context were highlighted. An analysis of the simulator, describing its most relevant points was performed. Results, as well as discussion of problems, solutions and testing showed that the gamification process was successful and the game can be submitted to the experts evaluation.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130616091","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}
In the context of visualization and interaction with molecules, the representation of a 3D virtual environment potentially helps the understanding of data and structure manipulation that, in other case, would demand too much effort to be interpreted in a conventional way. Additionally, the exploration of these 3D environments in an immersive way may also improve the usability regarding velocity, precision and comfort. In this work, we study the benefits of molecular manipulation in virtual environments based on Head-Mounted Displays and natural 3D interfaces. We implemented a virtual environment to visualize and manipulate molecules, and tested it with users in order to verify the advantages of the immersive approach against the desktop one. Results achieved demonstrate the benefits of using immersive visualization for this specific purpose.
{"title":"An Immersive Visualization Study on Molecules Manipulation","authors":"Luis Gustavo Freire da Costa, L. Nedel","doi":"10.1109/SVR.2017.30","DOIUrl":"https://doi.org/10.1109/SVR.2017.30","url":null,"abstract":"In the context of visualization and interaction with molecules, the representation of a 3D virtual environment potentially helps the understanding of data and structure manipulation that, in other case, would demand too much effort to be interpreted in a conventional way. Additionally, the exploration of these 3D environments in an immersive way may also improve the usability regarding velocity, precision and comfort. In this work, we study the benefits of molecular manipulation in virtual environments based on Head-Mounted Displays and natural 3D interfaces. We implemented a virtual environment to visualize and manipulate molecules, and tested it with users in order to verify the advantages of the immersive approach against the desktop one. Results achieved demonstrate the benefits of using immersive visualization for this specific purpose.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122606824","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}
The inclusion of people with disabilities in the labor market can be a difference in the quality of life of individuals, and to participate equally in society, respecting the rights and obligations is still a challenge. This article presents the development of an immersive system and the evaluation of it focusing on the empowerment of people with intellectual disabilities to labor inclusion. The research is technological and qualitative nature, and the main goal is to demonstrate how a system that uses the Immersive Environments concepts can through the mediation process help empower and eliminate barriers in the workplace learning of these students. The Immersive Virtual Environment Solassist was developed using the UDK game engine and validated in a research participant company. The study was conducted with 11 students with intellectual disabilities, most excluded portion of the labor market. The use of the developed system, together with the analysis of the mediations, showed the feasibility of using for their labor insertion.
{"title":"Empowering People with Intellectual Disabilities through the Use of an Immersive System","authors":"S. D. Piovesan, Rosana Wagner, L. Passerino","doi":"10.1109/SVR.2017.43","DOIUrl":"https://doi.org/10.1109/SVR.2017.43","url":null,"abstract":"The inclusion of people with disabilities in the labor market can be a difference in the quality of life of individuals, and to participate equally in society, respecting the rights and obligations is still a challenge. This article presents the development of an immersive system and the evaluation of it focusing on the empowerment of people with intellectual disabilities to labor inclusion. The research is technological and qualitative nature, and the main goal is to demonstrate how a system that uses the Immersive Environments concepts can through the mediation process help empower and eliminate barriers in the workplace learning of these students. The Immersive Virtual Environment Solassist was developed using the UDK game engine and validated in a research participant company. The study was conducted with 11 students with intellectual disabilities, most excluded portion of the labor market. The use of the developed system, together with the analysis of the mediations, showed the feasibility of using for their labor insertion.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117093471","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}
Joyce Horn Fonteles, Maria Stephanie S. Fernandes, Daniel L. Queiroz, M. A. Rodrigues
In this work, we present an interactive musical game for children, developed using the Unreal Engine 4, with gestural control using the Leap Motion device. To each musical note is assigned a specific gesture to be played with the hand and fingers, so that a virtual puppet can dance according to the music, stimulating the improvement of motor control of children while playing, as well as the learning of basic musical structures of any song. A real-time visual and gestural feedback is generated so that children can compare the gestures they make to those that are determined by the notes of a MIDI file, which are represented in a playful way in the game by a sequence of cards containing drawings of hand gestures. In addition, usability tests were conducted and showed that the learning approach through the execution of gestures, as well as the association of musical concepts to the gamefication, pleased the children, who kept their attention, managed to retain the information learned and found the game fun.
{"title":"Interactive Musical Game with a Gesture-Controlled Virtual Puppet","authors":"Joyce Horn Fonteles, Maria Stephanie S. Fernandes, Daniel L. Queiroz, M. A. Rodrigues","doi":"10.1109/SVR.2017.41","DOIUrl":"https://doi.org/10.1109/SVR.2017.41","url":null,"abstract":"In this work, we present an interactive musical game for children, developed using the Unreal Engine 4, with gestural control using the Leap Motion device. To each musical note is assigned a specific gesture to be played with the hand and fingers, so that a virtual puppet can dance according to the music, stimulating the improvement of motor control of children while playing, as well as the learning of basic musical structures of any song. A real-time visual and gestural feedback is generated so that children can compare the gestures they make to those that are determined by the notes of a MIDI file, which are represented in a playful way in the game by a sequence of cards containing drawings of hand gestures. In addition, usability tests were conducted and showed that the learning approach through the execution of gestures, as well as the association of musical concepts to the gamefication, pleased the children, who kept their attention, managed to retain the information learned and found the game fun.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"112 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124701943","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}
Leticia Fonseca Toledo, J. Oliveira, Rodolfo V. Haack
Virtual Reality may be considered a computational tool often used to aid in medical training, specially in surgical training. That allows surgeons to gain dexterity and experience in surgery without risking real patient lifes, reducing the probability of medical errors to occur, henceforth providing a better quality of life to patients. Due to the fragility of the human eye, more than most other areas of medicine, ophthalmology can greatly benefit from surgical simulations. One of the most common surgeries in that field, cataract surgery is one of the most commonly performed. It increases the quality of life of the patient greatly, as it reestablishes their proper sight. This work introduces a cataract surgery simulator. The simulator uses a tactile device to increase its effectiveness. It provides the user with theoretic and practical knowledge. The simulator uses a serious game approach, containing four phases to be subdued. A set of interactive menus allow the user to control the procedure, which is actually performed through the tactile device (a Geomagic Touch). The user, henceforth, gains dexterity, which shall be useful in real life surgeries performed in the future
{"title":"Haptic Surgery Simulation for Cataract","authors":"Leticia Fonseca Toledo, J. Oliveira, Rodolfo V. Haack","doi":"10.1109/SVR.2017.16","DOIUrl":"https://doi.org/10.1109/SVR.2017.16","url":null,"abstract":"Virtual Reality may be considered a computational tool often used to aid in medical training, specially in surgical training. That allows surgeons to gain dexterity and experience in surgery without risking real patient lifes, reducing the probability of medical errors to occur, henceforth providing a better quality of life to patients. Due to the fragility of the human eye, more than most other areas of medicine, ophthalmology can greatly benefit from surgical simulations. One of the most common surgeries in that field, cataract surgery is one of the most commonly performed. It increases the quality of life of the patient greatly, as it reestablishes their proper sight. This work introduces a cataract surgery simulator. The simulator uses a tactile device to increase its effectiveness. It provides the user with theoretic and practical knowledge. The simulator uses a serious game approach, containing four phases to be subdued. A set of interactive menus allow the user to control the procedure, which is actually performed through the tactile device (a Geomagic Touch). The user, henceforth, gains dexterity, which shall be useful in real life surgeries performed in the future","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"54 45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120945374","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}
S. R. R. Sanches, Marcio Oizumi, C. Oliveira, Eduardo Filgueiras Damasceno, A. Sementille
Augmented Reality (AR) applications running on mobile devices have become more popular in recent years. As with digital games, many developers have begun to direct their applications to mobile platforms, although the processing power of these devices is usually smaller when compared to the computing power of laptops and desktops. Applications developed for computing devices, including mobile devices, typically have a well-defined target audience, and some of them use AR technology. The use of AR can actually add value to the application, but despite the additional motivation, interaction in this type of environment may be more complex compared to traditional applications. Considering this context, the main objective of the present work is to identify which key aspects in the user profile impact the design of mobile AR applications.
{"title":"Aspects of User Profiles That Can Improve Mobile Augmented Reality Usage","authors":"S. R. R. Sanches, Marcio Oizumi, C. Oliveira, Eduardo Filgueiras Damasceno, A. Sementille","doi":"10.1109/SVR.2017.38","DOIUrl":"https://doi.org/10.1109/SVR.2017.38","url":null,"abstract":"Augmented Reality (AR) applications running on mobile devices have become more popular in recent years. As with digital games, many developers have begun to direct their applications to mobile platforms, although the processing power of these devices is usually smaller when compared to the computing power of laptops and desktops. Applications developed for computing devices, including mobile devices, typically have a well-defined target audience, and some of them use AR technology. The use of AR can actually add value to the application, but despite the additional motivation, interaction in this type of environment may be more complex compared to traditional applications. Considering this context, the main objective of the present work is to identify which key aspects in the user profile impact the design of mobile AR applications.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115487419","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}
P. V. F. Paiva, L. Machado, J. Oliveira, R. Moraes, A. Valença
Currently, literature points out the lack of studies about collaborative virtual environments with intelligent tools capable of providing automatic evaluation feedback of different collaborative procedures (e.g., surgical, military training). In addition, there is a lack of classifications and methodologies for the implementation of CVEs with simultaneous evaluation of multiple users, making it difficult to standardize and implement such assessment tools. Such facts occur due to a series of issues, such as: complexity and high volume of data involved, inadequate representation of the specialized knowledge involved, amongst others. This work aims at presenting a classification proposal and methodology for the design of a subcategory of traditional CVEs, which we classify as Collaborative Virtual Environments for teamwork Training (CVET). Therefore, we take into account fundamental requirements, such as: number of users, computational and network communication performance, performance of artificial intelligence technique, amongst others.
{"title":"Architectures of Collaborative Virtual Environments for Teamwork Training","authors":"P. V. F. Paiva, L. Machado, J. Oliveira, R. Moraes, A. Valença","doi":"10.1109/SVR.2017.25","DOIUrl":"https://doi.org/10.1109/SVR.2017.25","url":null,"abstract":"Currently, literature points out the lack of studies about collaborative virtual environments with intelligent tools capable of providing automatic evaluation feedback of different collaborative procedures (e.g., surgical, military training). In addition, there is a lack of classifications and methodologies for the implementation of CVEs with simultaneous evaluation of multiple users, making it difficult to standardize and implement such assessment tools. Such facts occur due to a series of issues, such as: complexity and high volume of data involved, inadequate representation of the specialized knowledge involved, amongst others. This work aims at presenting a classification proposal and methodology for the design of a subcategory of traditional CVEs, which we classify as Collaborative Virtual Environments for teamwork Training (CVET). Therefore, we take into account fundamental requirements, such as: number of users, computational and network communication performance, performance of artificial intelligence technique, amongst others.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128187112","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}
E. A. Lins, Andreison de Castro, Fabio Frohlich, A. C. B. D. Marchi, Rafael Rieder
The use of smartphones for activities like watching movies and playing games has become commonplace because of the flexibility that devices offer citizens in their increasingly overloaded daily routines. As a consequence, the market has explored the creation of accessories to enhance the user experience in performing these tasks. The present work selected as context the practice of watching movies on smartphones in order to evaluate Google Cardboard performance considering user comfort and sense of immersion. As a result of the pilot study, useful information was obtained to direct improvements for the accessory project, as well as an adverse response to our expectations regarding the user satisfaction in terms of comfort and immersion using this device.
{"title":"Interactivity and Immersion Evaluation on Smartphones","authors":"E. A. Lins, Andreison de Castro, Fabio Frohlich, A. C. B. D. Marchi, Rafael Rieder","doi":"10.1109/SVR.2017.23","DOIUrl":"https://doi.org/10.1109/SVR.2017.23","url":null,"abstract":"The use of smartphones for activities like watching movies and playing games has become commonplace because of the flexibility that devices offer citizens in their increasingly overloaded daily routines. As a consequence, the market has explored the creation of accessories to enhance the user experience in performing these tasks. The present work selected as context the practice of watching movies on smartphones in order to evaluate Google Cardboard performance considering user comfort and sense of immersion. As a result of the pilot study, useful information was obtained to direct improvements for the accessory project, as well as an adverse response to our expectations regarding the user satisfaction in terms of comfort and immersion using this device.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133405977","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}
Danilo Borges da Silva, C. Vidal, J. B. C. Neto, Italo N. S. Pessoa, Rubens Fernandes Nunes
The hardware evolution had promoted amazing possibilities of interaction in virtual environments, attracting a lot of research in the most diverse fields, especially in games. In this work, we explore the animation data captured by Microsoft Kinect in real-time for developing user interaction in a virtual simulated environment. We use physically based characters with balance treatment and proportional-derivative controllers to track the user's reference joints, making use of internal torques. For this, we show a strategy of contact that allows great stability for the character with artificial torques to the standing foot, and a policy of support changes that have three elements: the feet' positions from Kinect data, the support configuration of the virtual character and a virtual step strategy inspired by SIMBICON (Simple Biped Locomotion Control). As results, we expose the controller's abilities and interactivity in real-time without use of optimization or inverse dynamics.
{"title":"A Robust Balance Strategy Applied to Real-Time Animation Data with Kinect Sensor","authors":"Danilo Borges da Silva, C. Vidal, J. B. C. Neto, Italo N. S. Pessoa, Rubens Fernandes Nunes","doi":"10.1109/SVR.2017.10","DOIUrl":"https://doi.org/10.1109/SVR.2017.10","url":null,"abstract":"The hardware evolution had promoted amazing possibilities of interaction in virtual environments, attracting a lot of research in the most diverse fields, especially in games. In this work, we explore the animation data captured by Microsoft Kinect in real-time for developing user interaction in a virtual simulated environment. We use physically based characters with balance treatment and proportional-derivative controllers to track the user's reference joints, making use of internal torques. For this, we show a strategy of contact that allows great stability for the character with artificial torques to the standing foot, and a policy of support changes that have three elements: the feet' positions from Kinect data, the support configuration of the virtual character and a virtual step strategy inspired by SIMBICON (Simple Biped Locomotion Control). As results, we expose the controller's abilities and interactivity in real-time without use of optimization or inverse dynamics.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"196 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131725395","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}