首页 > 最新文献

Frontiers in virtual reality最新文献

英文 中文
Feedback in augmented and virtual reality piano tutoring systems: a mini review 增强现实和虚拟现实钢琴辅导系统的反馈:一个小回顾
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-29 DOI: 10.3389/frvir.2023.1207397
Katie Wilson, Phillip E. Pfeiffer
Researchers in music education are exploring the use of virtual reality (VR) and augmented reality (AR) to support piano instruction. Beginner piano students tend to receive short, infrequent lessons, which they practice on their own. This lack of instructor feedback creates opportunities for students to develop improper technique. Current strategies for using AR and VR to guide solo practice use moving shapes to help students to identify what notes to play. Improvements in commercial AR/VR technology will be needed to provide more detailed real-time feedback.
音乐教育研究人员正在探索使用虚拟现实(VR)和增强现实(AR)来支持钢琴教学。初学钢琴的学生倾向于接受简短的、不经常的课程,他们自己练习。缺乏教练的反馈给学生创造了发展不正确技术的机会。目前使用AR和VR来指导独奏练习的策略是使用移动的形状来帮助学生识别要演奏的音符。商业AR/VR技术的改进将需要提供更详细的实时反馈。
{"title":"Feedback in augmented and virtual reality piano tutoring systems: a mini review","authors":"Katie Wilson, Phillip E. Pfeiffer","doi":"10.3389/frvir.2023.1207397","DOIUrl":"https://doi.org/10.3389/frvir.2023.1207397","url":null,"abstract":"Researchers in music education are exploring the use of virtual reality (VR) and augmented reality (AR) to support piano instruction. Beginner piano students tend to receive short, infrequent lessons, which they practice on their own. This lack of instructor feedback creates opportunities for students to develop improper technique. Current strategies for using AR and VR to guide solo practice use moving shapes to help students to identify what notes to play. Improvements in commercial AR/VR technology will be needed to provide more detailed real-time feedback.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45342560","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
MetaReality: enhancing tactile experiences using actuated 3D-printed metamaterials in Virtual Reality MetaReality:在虚拟现实中使用驱动3D打印超材料增强触觉体验
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-28 DOI: 10.3389/frvir.2023.1172381
Martin Feick, Donald Degraen, Fabian Hupperich, A. Krüger
During interaction with objects in Virtual Reality haptic feedback plays a crucial role for creating convincing immersive experiences. Recent work building upon passive haptic feedback has looked towards fabrication processes for designing and creating proxy objects able to communicate objects’ properties and characteristics. However, such approaches remain limited in terms of scalability as for each material a corresponding object needs to be fabricated. To create more flexible 3D-printed proxies, we explore the potential of metamaterials. To this aim, we designed metamaterial structures able to alter their tactile surface properties, e.g., their hardness and roughness, upon lateral compression. In this work, we designed five different metamaterial patterns based on features that are known to affect tactile properties. We evaluated whether our samples were able to successfully convey different levels of roughness and hardness sensations at varying levels of compression. While we found that roughness was significantly affected by compression state, hardness did not seem to follow the same pattern. In a second study, we focused on two metamaterial patterns showing promise for roughness perception and investigated their visuo-haptic perception in Virtual Reality. Here, eight different compression states of our two selected metamaterials were overlaid with six visual material textures. Our results suggest that, especially at low compression states, our metamaterials were the most promising ones to match the textures displayed to the participants. Additionally, when asked which material participants perceived, adjectives, such as “broken” and “damaged” were used. This indicates that metamaterial surface textures could be able to simulate different object states. Our results underline that metamaterial design is able to extend the gamut of tactile experiences of 3D-printed surfaces structures, as a single sample is able to reconfigure its haptic sensation through compression. Graphical Abstract The six visual material textures: concrete, wood, plastic, fabric, glass and metal used in the main experiment. In addition, an example how participants interacted with the samples.
在与虚拟现实对象的交互过程中,触觉反馈对于创造令人信服的沉浸式体验起着至关重要的作用。最近的工作建立在被动触觉反馈的基础上,着眼于设计和创造能够传达物体属性和特征的代理物体的制造过程。然而,这种方法在可扩展性方面仍然有限,因为每种材料都需要制造相应的对象。为了创造更灵活的3d打印代理,我们探索了超材料的潜力。为此,我们设计了能够在侧向压缩时改变其触觉表面特性的超材料结构,例如硬度和粗糙度。在这项工作中,我们根据已知影响触觉特性的特征设计了五种不同的超材料模式。我们评估了我们的样品是否能够在不同的压缩水平下成功地传达不同水平的粗糙度和硬度感觉。虽然我们发现粗糙度受到压缩状态的显著影响,但硬度似乎没有遵循相同的模式。在第二项研究中,我们重点研究了两种显示粗糙度感知前景的超材料模式,并研究了它们在虚拟现实中的视觉触觉感知。在这里,我们选择的两种超材料的八种不同的压缩状态被覆盖在六种视觉材料纹理上。我们的研究结果表明,特别是在低压缩状态下,我们的超材料是最有希望匹配显示给参与者的纹理的材料。此外,当被问及参与者感知到哪些材料时,他们使用了“破碎”和“损坏”等形容词。这表明,超材料表面纹理可以模拟不同的物体状态。我们的研究结果强调,超材料设计能够扩展3d打印表面结构的触觉体验范围,因为单个样品能够通过压缩重新配置其触觉感觉。六种视觉材料纹理:混凝土、木材、塑料、织物、玻璃和金属,主要用于实验中。此外,还有一个参与者如何与样本互动的例子。
{"title":"MetaReality: enhancing tactile experiences using actuated 3D-printed metamaterials in Virtual Reality","authors":"Martin Feick, Donald Degraen, Fabian Hupperich, A. Krüger","doi":"10.3389/frvir.2023.1172381","DOIUrl":"https://doi.org/10.3389/frvir.2023.1172381","url":null,"abstract":"During interaction with objects in Virtual Reality haptic feedback plays a crucial role for creating convincing immersive experiences. Recent work building upon passive haptic feedback has looked towards fabrication processes for designing and creating proxy objects able to communicate objects’ properties and characteristics. However, such approaches remain limited in terms of scalability as for each material a corresponding object needs to be fabricated. To create more flexible 3D-printed proxies, we explore the potential of metamaterials. To this aim, we designed metamaterial structures able to alter their tactile surface properties, e.g., their hardness and roughness, upon lateral compression. In this work, we designed five different metamaterial patterns based on features that are known to affect tactile properties. We evaluated whether our samples were able to successfully convey different levels of roughness and hardness sensations at varying levels of compression. While we found that roughness was significantly affected by compression state, hardness did not seem to follow the same pattern. In a second study, we focused on two metamaterial patterns showing promise for roughness perception and investigated their visuo-haptic perception in Virtual Reality. Here, eight different compression states of our two selected metamaterials were overlaid with six visual material textures. Our results suggest that, especially at low compression states, our metamaterials were the most promising ones to match the textures displayed to the participants. Additionally, when asked which material participants perceived, adjectives, such as “broken” and “damaged” were used. This indicates that metamaterial surface textures could be able to simulate different object states. Our results underline that metamaterial design is able to extend the gamut of tactile experiences of 3D-printed surfaces structures, as a single sample is able to reconfigure its haptic sensation through compression. Graphical Abstract The six visual material textures: concrete, wood, plastic, fabric, glass and metal used in the main experiment. In addition, an example how participants interacted with the samples.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46830642","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: 2
Head-mounted augmented reality to support reassurance and social interaction for autistic children with severe learning disabilities 头戴式增强现实支持患有严重学习障碍的自闭症儿童的安心和社交
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-28 DOI: 10.3389/frvir.2023.1106061
Valentin Bauer, Tifanie Bouchara, Olivier Duris, Charlotte Labossière, Marie-Noëlle Clément, P. Bourdot
Augmented Reality (AR) is promising to complement autism approaches, but so far has mainly focused on training socio-emotional abilities for autistic children with mild learning disabilities. To better consider autistic children with severe learning disabilities and complex needs (SLN), stakeholders advise using collaborative AR sensory-based mediation approaches. Magic Bubbles is a multisensory AR environment created based on stakeholders’ interviews, then adapted for a day hospital setting in collaboration with practitioners, and finally validated in terms of acceptability and usability for autistic children with SLN. In this paper, we report on our latest study that explores three main research questions: 1) To what extent can Magic Bubbles secure autistic children with SLN? 2) To what extent can Magic Bubbles prompt the dyadic relationship between an autistic child with SLN and a practitioner? 3) What is the overall quality of experience for autistic children with SLN when using Magic Bubbles? To answer these questions, seven autistic children with SLN participated in at least six weekly sessions over three months in a day hospital setting. Data collection and analysis used qualitative and quantitative methods, mainly drawing upon grounded theory to evaluate their experiences. Findings validate the three research questions, offer a detailed account of children’s experiences with AR, and outline future directions.
增强现实(AR)有望补充自闭症的方法,但到目前为止,它主要致力于为患有轻度学习障碍的自闭症儿童训练社会情感能力。为了更好地考虑有严重学习障碍和复杂需求的自闭症儿童(SLN),利益相关者建议使用基于协作AR感觉的中介方法。Magic Bubbles是一个基于利益相关者访谈创建的多感官AR环境,然后与从业者合作适应日间医院环境,并最终在SLN自闭症儿童的可接受性和可用性方面进行验证。在这篇论文中,我们报道了我们的最新研究,该研究探讨了三个主要的研究问题:1)神奇泡泡在多大程度上可以保护患有SLN的自闭症儿童?2) 神奇泡泡能在多大程度上促进患有SLN的自闭症儿童和从业者之间的二元关系?3) 患有SLN的自闭症儿童在使用魔术泡泡时的整体体验质量是什么?为了回答这些问题,七名患有SLN的自闭症儿童在为期三个月的日间医院环境中参加了至少六次每周会议。数据收集和分析采用了定性和定量的方法,主要利用有根据的理论来评估他们的经验。研究结果验证了这三个研究问题,详细描述了儿童的AR经历,并概述了未来的发展方向。
{"title":"Head-mounted augmented reality to support reassurance and social interaction for autistic children with severe learning disabilities","authors":"Valentin Bauer, Tifanie Bouchara, Olivier Duris, Charlotte Labossière, Marie-Noëlle Clément, P. Bourdot","doi":"10.3389/frvir.2023.1106061","DOIUrl":"https://doi.org/10.3389/frvir.2023.1106061","url":null,"abstract":"Augmented Reality (AR) is promising to complement autism approaches, but so far has mainly focused on training socio-emotional abilities for autistic children with mild learning disabilities. To better consider autistic children with severe learning disabilities and complex needs (SLN), stakeholders advise using collaborative AR sensory-based mediation approaches. Magic Bubbles is a multisensory AR environment created based on stakeholders’ interviews, then adapted for a day hospital setting in collaboration with practitioners, and finally validated in terms of acceptability and usability for autistic children with SLN. In this paper, we report on our latest study that explores three main research questions: 1) To what extent can Magic Bubbles secure autistic children with SLN? 2) To what extent can Magic Bubbles prompt the dyadic relationship between an autistic child with SLN and a practitioner? 3) What is the overall quality of experience for autistic children with SLN when using Magic Bubbles? To answer these questions, seven autistic children with SLN participated in at least six weekly sessions over three months in a day hospital setting. Data collection and analysis used qualitative and quantitative methods, mainly drawing upon grounded theory to evaluate their experiences. Findings validate the three research questions, offer a detailed account of children’s experiences with AR, and outline future directions.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46584656","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
Bronchoscopy using a head-mounted mixed reality device—a phantom study and a first in-patient user experience 使用头戴式混合现实设备的支气管镜检查——一项幻影研究和首次住院用户体验
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-27 DOI: 10.3389/frvir.2023.940536
Arne Kildahl-Andersen, E. F. Hofstad, Hanne Sorger, T. Amundsen, T. Langø, H. O. Leira, G. Kiss
Background: Bronchoscopy for peripheral lung lesions may involve image sources such as computed tomography (CT), fluoroscopy, radial endobronchial ultrasound (R-EBUS), and virtual/electromagnetic navigation bronchoscopy. Our objective was to evaluate the feasibility of replacing these multiple monitors with a head-mounted display (HMD), always providing relevant image data in the line of sight of the bronchoscopist. Methods: A total of 17 pulmonologists wearing a HMD (Microsoft® HoloLens 2) performed bronchoscopy with electromagnetic navigation in a lung phantom. The bronchoscopists first conducted an endobronchial inspection and navigation to the target, followed by an endobronchial ultrasound bronchoscopy. The HMD experience was evaluated using a questionnaire. Finally, the HMD was used in bronchoscopy inspection and electromagnetic navigation of two patients presenting with hemoptysis. Results: In the phantom study, the perceived quality of video and ultrasound images was assessed using a visual analog scale, with 100% representing optimal image quality. The score for video quality was 58% (95% confidence interval [CI] 48%–68%) and for ultrasound image quality, the score was 43% (95% CI 30%–56%). Contrast, color rendering, and resolution were all considered suboptimal. Despite adjusting the brightness settings, video image rendering was considered too dark. Navigation to the target for biopsy sampling was accomplished by all participants, with no significant difference in procedure time between experienced and less experienced bronchoscopists. The overall system latency for the image stream was 0.33–0.35 s. Fifteen of the pulmonologists would consider using HoloLens for navigation in the periphery, and two would not consider using HoloLens in bronchoscopy at all. In the human study, bronchoscopy inspection was feasible for both patients. Conclusion: Bronchoscopy using an HMD was feasible in a lung phantom and in two patients. Video and ultrasound image quality was considered inferior to that of video monitors. HoloLens 2 was suboptimal for airway and mucosa inspection but may be adequate for virtual bronchoscopy navigation.
背景:肺周围病变的支气管镜检查可能涉及图像来源,如计算机断层扫描(CT)、透视、径向支气管内超声(R-EBUS)和虚拟/电磁导航支气管镜检查。我们的目的是评估用头戴式显示器(HMD)取代这些多个监视器的可行性,该显示器始终在支气管镜医师的视线内提供相关的图像数据。方法:共有17名肺病专家佩戴HMD (Microsoft®HoloLens 2)在肺幻影中进行电磁导航支气管镜检查。支气管镜医师首先进行支气管内检查并导航到目标,然后进行支气管内超声支气管镜检查。HMD体验通过问卷进行评估。最后用HMD对2例咯血患者进行支气管镜检查和电磁导航。结果:在幻像研究中,视频和超声图像的感知质量使用视觉模拟量表进行评估,100%代表最佳图像质量。视频质量得分为58%(95%置信区间[CI] 48%-68%),超声图像质量得分为43%(95%置信区间[CI] 30%-56%)。对比度、显色性和分辨率都被认为是次优的。尽管调整了亮度设置,但视频图像渲染被认为太暗。所有参与者都完成了对活检取样目标的导航,经验丰富和经验不足的支气管镜医师在手术时间上没有显着差异。图像流的整体系统延迟为0.33-0.35秒。15位肺科医生会考虑使用HoloLens进行外周导航,2位不考虑在支气管镜检查中使用HoloLens。在人体研究中,支气管镜检查对两例患者都是可行的。结论:HMD支气管镜检查在2例肺幻象患者中是可行的。视频和超声图像质量被认为不如视频监视器。HoloLens 2对于气道和粘膜检查不理想,但对于虚拟支气管镜导航可能足够。
{"title":"Bronchoscopy using a head-mounted mixed reality device—a phantom study and a first in-patient user experience","authors":"Arne Kildahl-Andersen, E. F. Hofstad, Hanne Sorger, T. Amundsen, T. Langø, H. O. Leira, G. Kiss","doi":"10.3389/frvir.2023.940536","DOIUrl":"https://doi.org/10.3389/frvir.2023.940536","url":null,"abstract":"Background: Bronchoscopy for peripheral lung lesions may involve image sources such as computed tomography (CT), fluoroscopy, radial endobronchial ultrasound (R-EBUS), and virtual/electromagnetic navigation bronchoscopy. Our objective was to evaluate the feasibility of replacing these multiple monitors with a head-mounted display (HMD), always providing relevant image data in the line of sight of the bronchoscopist. Methods: A total of 17 pulmonologists wearing a HMD (Microsoft® HoloLens 2) performed bronchoscopy with electromagnetic navigation in a lung phantom. The bronchoscopists first conducted an endobronchial inspection and navigation to the target, followed by an endobronchial ultrasound bronchoscopy. The HMD experience was evaluated using a questionnaire. Finally, the HMD was used in bronchoscopy inspection and electromagnetic navigation of two patients presenting with hemoptysis. Results: In the phantom study, the perceived quality of video and ultrasound images was assessed using a visual analog scale, with 100% representing optimal image quality. The score for video quality was 58% (95% confidence interval [CI] 48%–68%) and for ultrasound image quality, the score was 43% (95% CI 30%–56%). Contrast, color rendering, and resolution were all considered suboptimal. Despite adjusting the brightness settings, video image rendering was considered too dark. Navigation to the target for biopsy sampling was accomplished by all participants, with no significant difference in procedure time between experienced and less experienced bronchoscopists. The overall system latency for the image stream was 0.33–0.35 s. Fifteen of the pulmonologists would consider using HoloLens for navigation in the periphery, and two would not consider using HoloLens in bronchoscopy at all. In the human study, bronchoscopy inspection was feasible for both patients. Conclusion: Bronchoscopy using an HMD was feasible in a lung phantom and in two patients. Video and ultrasound image quality was considered inferior to that of video monitors. HoloLens 2 was suboptimal for airway and mucosa inspection but may be adequate for virtual bronchoscopy navigation.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48824176","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: 1
The interactive medical simulation toolkit (iMSTK): an open source platform for surgical simulation 交互式医学模拟工具包(iMSTK):一个用于外科模拟的开源平台
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-27 DOI: 10.3389/frvir.2023.1130156
Jacob Moore, Harald Scheirich, Shreeraj Jadhav, A. Enquobahrie, B. Paniagua, Andrew Wilson, Aaron Bray, G. Sankaranarayanan, Rachel B. Clipp
Introduction: Human error is one of the leading causes of medical error. It is estimated that human error leads to between 250,000 and 440,000 deaths each year. Medical simulation has been shown to improve the skills and confidence of clinicians and reduce medical errors. Surgical simulation is critical for training surgeons in complicated procedures and can be particularly effective in skill retention. Methods: The interactive Medical Simulation Toolkit (iMSTK) is an open source platform with position-based dynamics, continuous collision detection, smooth particle hydrodynamics, integrated haptics, and compatibility with Unity and Unreal, among others. iMSTK provides a wide range of real-time simulation capabilities with a flexible open-source license (Apache 2.0) that encourages adoption across the research and commercial simulation communities. iMSTK uses extended position-based dynamics and an established collision and constraint implementations to model biological tissues and their interactions with medical tools and other tissues. Results: The platform demonstrates performance, that is, compatible with real-time simulation that incorporates both visualization and haptics. iMSTK has been used in a variety of virtual simulations, including for laparoscopic hiatal hernia surgery, laparoscopic cholecystectomy, osteotomy procedures, and kidney biopsy procedures. Discussion: iMSTK currently supports building simulations for a wide range of surgical scenarios. Future work includes expanding Unity support to make it easier to use and improving the speed of the computation to allow for larger scenes and finer meshes for larger surgical procedures.
导读:人为失误是医疗差错的主要原因之一。据估计,人为失误每年导致25万至44万人死亡。医学模拟已被证明可以提高临床医生的技能和信心,并减少医疗错误。手术模拟对于训练外科医生进行复杂手术是至关重要的,在技能保留方面尤其有效。方法:交互式医学仿真工具包(iMSTK)是一个开源平台,具有基于位置的动力学,连续碰撞检测,光滑粒子流体动力学,集成触觉,兼容Unity和Unreal等功能。iMSTK通过灵活的开源许可(Apache 2.0)提供了广泛的实时模拟功能,鼓励在研究和商业模拟社区中采用。iMSTK使用扩展的基于位置的动力学和已建立的碰撞和约束实现来模拟生物组织及其与医疗工具和其他组织的相互作用。结果:该平台表现出良好的性能,即兼容实时仿真,融合了可视化和触觉。iMSTK已用于各种虚拟模拟,包括腹腔镜裂孔疝手术、腹腔镜胆囊切除术、截骨手术和肾活检手术。讨论:iMSTK目前支持为广泛的手术场景建立模拟。未来的工作包括扩展Unity支持,使其更易于使用,并提高计算速度,以允许更大的场景和更细的网格用于更大的外科手术。
{"title":"The interactive medical simulation toolkit (iMSTK): an open source platform for surgical simulation","authors":"Jacob Moore, Harald Scheirich, Shreeraj Jadhav, A. Enquobahrie, B. Paniagua, Andrew Wilson, Aaron Bray, G. Sankaranarayanan, Rachel B. Clipp","doi":"10.3389/frvir.2023.1130156","DOIUrl":"https://doi.org/10.3389/frvir.2023.1130156","url":null,"abstract":"Introduction: Human error is one of the leading causes of medical error. It is estimated that human error leads to between 250,000 and 440,000 deaths each year. Medical simulation has been shown to improve the skills and confidence of clinicians and reduce medical errors. Surgical simulation is critical for training surgeons in complicated procedures and can be particularly effective in skill retention. Methods: The interactive Medical Simulation Toolkit (iMSTK) is an open source platform with position-based dynamics, continuous collision detection, smooth particle hydrodynamics, integrated haptics, and compatibility with Unity and Unreal, among others. iMSTK provides a wide range of real-time simulation capabilities with a flexible open-source license (Apache 2.0) that encourages adoption across the research and commercial simulation communities. iMSTK uses extended position-based dynamics and an established collision and constraint implementations to model biological tissues and their interactions with medical tools and other tissues. Results: The platform demonstrates performance, that is, compatible with real-time simulation that incorporates both visualization and haptics. iMSTK has been used in a variety of virtual simulations, including for laparoscopic hiatal hernia surgery, laparoscopic cholecystectomy, osteotomy procedures, and kidney biopsy procedures. Discussion: iMSTK currently supports building simulations for a wide range of surgical scenarios. Future work includes expanding Unity support to make it easier to use and improving the speed of the computation to allow for larger scenes and finer meshes for larger surgical procedures.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45835208","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
RealityMedia: immersive technology and narrative space RealityMedia:沉浸式技术和叙事空间
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-22 DOI: 10.3389/frvir.2023.1155700
So-youn Jang, Jisook Park, M. Engberg, B. MacIntyre, J. Bolter
In this paper, we treat VR as a new writing space in the long tradition of inscription. Constructing Virtual Reality (VR) narratives can then be understood as a process of inscribing text in space, and consuming them as a process of “reading” the space. Our research objective is to explore the meaning-making process afforded by spatial narratives—to test whether VR facilitates traditional ways of weaving complex, multiple narrative strands and provides new opportunities for leveraging space. We argue that, as opposed to the linear space of a printed book, a VR narrative space is similar to the physical space of a museum and can be analyzed on three distinct levels: (1) the architecture of the space itself, (2) the collection, and (3) the individual artifacts. To provide a deeper context for designing VR narratives, we designed and implemented a testbed called RealityMedia to explore digital remediations of traditional narrative devices and the spatial, immersive, and interactive affordances of VR. We conducted task-based user study using a VR headset and follow-up qualitative interviews with 20 participants. Our results highlight how the three semantic levels (space, collection, and artifacts) can work together to constitute meaningful narrative experiences in VR.
在本文中,我们把虚拟现实看作是在悠久的铭文传统中一个新的书写空间。构建虚拟现实(VR)叙事可以理解为在空间中刻入文本的过程,并将其作为“阅读”空间的过程来消费。我们的研究目标是探索空间叙事所提供的意义创造过程,以测试VR是否促进了编织复杂、多重叙事线索的传统方式,并为利用空间提供了新的机会。我们认为,与印刷书籍的线性空间相反,VR叙事空间类似于博物馆的物理空间,可以从三个不同的层面进行分析:(1)空间本身的建筑,(2)收藏,(3)单个文物。为了为设计VR叙事提供更深入的背景,我们设计并实现了一个名为RealityMedia的测试平台,以探索传统叙事设备的数字修复以及VR的空间、沉浸式和交互式功能。我们使用VR头显进行了基于任务的用户研究,并对20名参与者进行了后续定性访谈。我们的研究结果强调了三个语义层面(空间、收集和人工制品)如何共同构成VR中有意义的叙事体验。
{"title":"RealityMedia: immersive technology and narrative space","authors":"So-youn Jang, Jisook Park, M. Engberg, B. MacIntyre, J. Bolter","doi":"10.3389/frvir.2023.1155700","DOIUrl":"https://doi.org/10.3389/frvir.2023.1155700","url":null,"abstract":"In this paper, we treat VR as a new writing space in the long tradition of inscription. Constructing Virtual Reality (VR) narratives can then be understood as a process of inscribing text in space, and consuming them as a process of “reading” the space. Our research objective is to explore the meaning-making process afforded by spatial narratives—to test whether VR facilitates traditional ways of weaving complex, multiple narrative strands and provides new opportunities for leveraging space. We argue that, as opposed to the linear space of a printed book, a VR narrative space is similar to the physical space of a museum and can be analyzed on three distinct levels: (1) the architecture of the space itself, (2) the collection, and (3) the individual artifacts. To provide a deeper context for designing VR narratives, we designed and implemented a testbed called RealityMedia to explore digital remediations of traditional narrative devices and the spatial, immersive, and interactive affordances of VR. We conducted task-based user study using a VR headset and follow-up qualitative interviews with 20 participants. Our results highlight how the three semantic levels (space, collection, and artifacts) can work together to constitute meaningful narrative experiences in VR.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47399850","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
Erratum: Supporting the creation of non-linear everyday AR experiences in exhibitions and museums: an authoring process based on self-contained building blocks 勘误表:支持在展览和博物馆中创建非线性日常AR体验:基于独立构建块的创作过程
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-21 DOI: 10.3389/frvir.2023.1236765
Frontiers Production Of fi ce
COPYRIGHT © 2023 Frontiers Production Office. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
版权所有©2023 Frontiers Production Office。这是一篇根据知识共享署名许可(CC BY)条款发布的开放获取文章。根据公认的学术惯例,允许在其他论坛上使用、分发或复制,前提是原作者和版权所有人得到认可,并引用本期刊上的原始出版物。不允许使用、分发或复制不符合这些条款的内容。
{"title":"Erratum: Supporting the creation of non-linear everyday AR experiences in exhibitions and museums: an authoring process based on self-contained building blocks","authors":"Frontiers Production Of fi ce","doi":"10.3389/frvir.2023.1236765","DOIUrl":"https://doi.org/10.3389/frvir.2023.1236765","url":null,"abstract":"COPYRIGHT © 2023 Frontiers Production Office. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43086388","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
Being where, with whom, and when it happens: spatial, interpersonal, and temporal presence while viewing live streaming of collegiate sports in virtual reality 在哪里,和谁在一起,什么时候发生:在虚拟现实中观看大学体育直播时的空间、人际和时间存在
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-14 DOI: 10.3389/frvir.2023.1167051
Andrew Vincent, P. Frewen
Introduction: Although virtual reality (VR) is most popularly known for its applications to gaming, other entertainment applications are increasingly being explored including in the sports media industry, but little research has so far examined the experiences induced by VR viewing of a live sporting event. Materials and methods: Participants (n = 93) were university students who were approached in the context of a field study from a nearby community eatery area on the university campus to watch brief segments of a 360° live stream of the home games of their university volleyball and basketball teams both while wearing and not wearing an inexpensive smart-phone based head-mounted display (HMD). Immediately afterward, participants then reported on their relative experience of spatial, interpersonal, and temporal presence, as well as their satisfaction-preference with each of the two viewing modalities, in response to brief face-valid screening questions. Results: The majority of participants experienced greater presence while wearing the VR headset, and approximately one in every two reported preferring to watch the games in VR. Participants’ experience of spatial presence independently correlated with preferring to watch the games in VR. Discussion: Media vendors should offer VR viewing of sports including via inexpensive, smart-phone mediated VR as an additional, cost-effective alternative means of heightening fans’ experience of virtual presence at the games when fans are unable to go to the games in person.
导读:虽然虚拟现实(VR)以其在游戏中的应用而闻名,但其他娱乐应用也越来越多地被探索,包括体育媒体行业,但到目前为止,很少有研究调查VR观看现场体育赛事所带来的体验。材料和方法:参与者(n = 93)是大学生,他们在大学校园附近的社区餐厅进行实地研究,在佩戴和不佩戴廉价的基于智能手机的头戴式显示器(HMD)的情况下观看他们大学排球队和篮球队主场比赛的360°直播短片。紧接着,参与者报告了他们在空间、人际关系和时间上的相对体验,以及他们对两种观看方式的满意度偏好,作为对简短的面部有效筛选问题的回应。结果:大多数参与者在佩戴VR头显时体验到了更大的存在感,大约每两个参与者中就有一个报告说他们更喜欢在VR中观看比赛。参与者的空间存在体验与他们更喜欢在VR中观看游戏独立相关。讨论:媒体供应商应该提供体育VR观看,包括通过廉价的智能手机媒介VR,作为一种额外的、具有成本效益的替代手段,在球迷无法亲自前往比赛的情况下,提高球迷在比赛中的虚拟存在体验。
{"title":"Being where, with whom, and when it happens: spatial, interpersonal, and temporal presence while viewing live streaming of collegiate sports in virtual reality","authors":"Andrew Vincent, P. Frewen","doi":"10.3389/frvir.2023.1167051","DOIUrl":"https://doi.org/10.3389/frvir.2023.1167051","url":null,"abstract":"Introduction: Although virtual reality (VR) is most popularly known for its applications to gaming, other entertainment applications are increasingly being explored including in the sports media industry, but little research has so far examined the experiences induced by VR viewing of a live sporting event. Materials and methods: Participants (n = 93) were university students who were approached in the context of a field study from a nearby community eatery area on the university campus to watch brief segments of a 360° live stream of the home games of their university volleyball and basketball teams both while wearing and not wearing an inexpensive smart-phone based head-mounted display (HMD). Immediately afterward, participants then reported on their relative experience of spatial, interpersonal, and temporal presence, as well as their satisfaction-preference with each of the two viewing modalities, in response to brief face-valid screening questions. Results: The majority of participants experienced greater presence while wearing the VR headset, and approximately one in every two reported preferring to watch the games in VR. Participants’ experience of spatial presence independently correlated with preferring to watch the games in VR. Discussion: Media vendors should offer VR viewing of sports including via inexpensive, smart-phone mediated VR as an additional, cost-effective alternative means of heightening fans’ experience of virtual presence at the games when fans are unable to go to the games in person.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46984360","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
Effects of virtual reality and test environment on user experience, usability, and mental workload in the evaluation of a blood pressure monitor 虚拟现实和测试环境对血压计评估中用户体验、可用性和心理工作量的影响
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-13 DOI: 10.3389/frvir.2023.1151190
N. Hinricher, Simon König, Chris Schröer, C. Backhaus
User experience and user acceptance of a product are essential for the product’s success. Virtual reality (VR) technology has the potential to assess these parameters early in the development process. However, research is scarce on whether the evaluation of the user experience and user acceptance of prototypes in VR, as well as the simulation of the usage environment, lead to comparable results to reality. To investigate this, a digital twin of a blood pressure monitor (BPM) was created using VR. In a 2 × 2 factorial between-subjects design, 48 participants tested the real or VR BPM. The tests were performed either in a low-detail room at a desk or in a detailed operating room (OR) environment. Participants executed three use scenarios with the BPM and rated their user experience and acceptance with standardized questionnaires. A test leader evaluated the performance of the participants’ actions using a three-point scheme. The number of user interactions, task time, and perceived workload were assessed. The participants rated the user experience of the BPM significantly (p < .05) better in VR. User acceptance was significantly higher when the device was tested in VR and in a detailed OR environment. Participant performance and time on task did not significantly differ between VR and reality. However, there was significantly less interaction with the VR device (p < .001). Participants who tested the device in a detailed OR environment rated their performance significantly worse. In reality, the participants were able to haptically experience the device and thus better assess its quality. Overall, this study shows that user evaluations in VR should focus on objective criteria, such as user errors. Subjective criteria, such as user experience, are significantly biased by VR.
用户体验和用户对产品的接受度对于产品的成功至关重要。虚拟现实技术有可能在开发过程的早期评估这些参数。然而,对虚拟现实中原型的用户体验和用户接受度的评估,以及对使用环境的模拟,是否能产生与现实相当的结果,研究很少。为了研究这一点,使用VR创建了一个血压监测仪(BPM)的数字双胞胎。在受试者之间的2×2因子设计中,48名参与者测试了真实或VR BPM。测试要么在桌子旁的低细节房间里进行,要么在详细的手术室(or)环境中进行。参与者用BPM执行了三个使用场景,并用标准化问卷对他们的用户体验和接受度进行了评分。测试负责人使用三点方案评估参与者的行为表现。评估了用户交互次数、任务时间和感知工作量。参与者对BPM的用户体验在VR中的评分显著提高(p<0.05)。当设备在VR和详细的OR环境中进行测试时,用户的接受度明显更高。参与者的表现和任务时间在虚拟现实和现实之间没有显著差异。然而,与VR设备的互动明显减少(p<0.001)。在详细的OR环境中测试该设备的参与者认为他们的表现明显较差。事实上,参与者能够触觉体验该设备,从而更好地评估其质量。总体而言,这项研究表明,虚拟现实中的用户评估应该关注客观标准,例如用户错误。主观标准,如用户体验,被VR明显地偏向。
{"title":"Effects of virtual reality and test environment on user experience, usability, and mental workload in the evaluation of a blood pressure monitor","authors":"N. Hinricher, Simon König, Chris Schröer, C. Backhaus","doi":"10.3389/frvir.2023.1151190","DOIUrl":"https://doi.org/10.3389/frvir.2023.1151190","url":null,"abstract":"User experience and user acceptance of a product are essential for the product’s success. Virtual reality (VR) technology has the potential to assess these parameters early in the development process. However, research is scarce on whether the evaluation of the user experience and user acceptance of prototypes in VR, as well as the simulation of the usage environment, lead to comparable results to reality. To investigate this, a digital twin of a blood pressure monitor (BPM) was created using VR. In a 2 × 2 factorial between-subjects design, 48 participants tested the real or VR BPM. The tests were performed either in a low-detail room at a desk or in a detailed operating room (OR) environment. Participants executed three use scenarios with the BPM and rated their user experience and acceptance with standardized questionnaires. A test leader evaluated the performance of the participants’ actions using a three-point scheme. The number of user interactions, task time, and perceived workload were assessed. The participants rated the user experience of the BPM significantly (p < .05) better in VR. User acceptance was significantly higher when the device was tested in VR and in a detailed OR environment. Participant performance and time on task did not significantly differ between VR and reality. However, there was significantly less interaction with the VR device (p < .001). Participants who tested the device in a detailed OR environment rated their performance significantly worse. In reality, the participants were able to haptically experience the device and thus better assess its quality. Overall, this study shows that user evaluations in VR should focus on objective criteria, such as user errors. Subjective criteria, such as user experience, are significantly biased by VR.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42587491","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: 1
Scoping review of the hardware and software features of virtual reality exposure therapy for social anxiety disorder, agoraphobia, and specific phobia 虚拟现实暴露疗法治疗社交焦虑症、广场恐惧症和特定恐惧症的硬件和软件功能综述
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-06 DOI: 10.3389/frvir.2023.952741
B. Arnfred, Johanna Kvist Svendsen, Ali Adjourlu, Carsten Horthøj
Introduction: The use of virtual reality technology to deliver exposure therapy in the treatment of phobic anxiety (i.e., social anxiety disorder, agoraphobia, and specific phobia) has been proposed to be advantageous compared with in-vivo exposure therapy. These supposed advantages depend on the features of the virtual reality technology and how it is used therapeutically. Therefore, the aim of this study was to provide a comprehensive overview of the features of the hardware and software used in studies examining virtual reality exposure therapy studies for phobic anxiety disorders. Methods: 70 studies using virtual reality exposure therapy to treat social anxiety disorder, agoraphobia and/or specific phobia, were systematically reviewed for 46 data points relating to these features. Results: We found that studies generally did not utilize contemporary virtual reality technology and that hardware and software features were inconsistently delineated. Discussion: The implications of these findings are that the use of modern virtual reality technology represents a relevant frontier in anxiety treatment and that a framework for reporting technical features of virtual reality exposure interventions would benefit the field.
引言:与体内暴露疗法相比,使用虚拟现实技术提供暴露疗法治疗恐惧性焦虑(即社交焦虑症、广场恐惧症和特定恐惧症)被认为是有利的。这些所谓的优势取决于虚拟现实技术的特点及其在治疗中的应用。因此,本研究的目的是全面概述用于研究恐惧焦虑症的虚拟现实暴露疗法研究的硬件和软件的特点。方法:系统回顾了70项使用虚拟现实暴露疗法治疗社交焦虑症、广场恐惧症和/或特定恐惧症的研究,其中46个数据点与这些特征有关。结果:我们发现,研究通常没有利用当代虚拟现实技术,硬件和软件功能的描述也不一致。讨论:这些发现的含义是,现代虚拟现实技术的使用代表了焦虑治疗的一个相关前沿,报告虚拟现实暴露干预技术特征的框架将有利于该领域。
{"title":"Scoping review of the hardware and software features of virtual reality exposure therapy for social anxiety disorder, agoraphobia, and specific phobia","authors":"B. Arnfred, Johanna Kvist Svendsen, Ali Adjourlu, Carsten Horthøj","doi":"10.3389/frvir.2023.952741","DOIUrl":"https://doi.org/10.3389/frvir.2023.952741","url":null,"abstract":"Introduction: The use of virtual reality technology to deliver exposure therapy in the treatment of phobic anxiety (i.e., social anxiety disorder, agoraphobia, and specific phobia) has been proposed to be advantageous compared with in-vivo exposure therapy. These supposed advantages depend on the features of the virtual reality technology and how it is used therapeutically. Therefore, the aim of this study was to provide a comprehensive overview of the features of the hardware and software used in studies examining virtual reality exposure therapy studies for phobic anxiety disorders. Methods: 70 studies using virtual reality exposure therapy to treat social anxiety disorder, agoraphobia and/or specific phobia, were systematically reviewed for 46 data points relating to these features. Results: We found that studies generally did not utilize contemporary virtual reality technology and that hardware and software features were inconsistently delineated. Discussion: The implications of these findings are that the use of modern virtual reality technology represents a relevant frontier in anxiety treatment and that a framework for reporting technical features of virtual reality exposure interventions would benefit the field.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48192848","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
Frontiers in 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:481959085
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