Academic literature on the topic 'VR-Group'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'VR-Group.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "VR-Group"

1

Park, Jong-Hwan, Yung Liao, Du-Ri Kim, Seunghwan Song, Jun Ho Lim, Hyuntae Park, Yeanhwa Lee, and Kyung Won Park. "Feasibility and Tolerability of a Culture-Based Virtual Reality (VR) Training Program in Patients with Mild Cognitive Impairment: A Randomized Controlled Pilot Study." International Journal of Environmental Research and Public Health 17, no. 9 (April 27, 2020): 3030. http://dx.doi.org/10.3390/ijerph17093030.

Full text
Abstract:
The present study examined whether a culture-based virtual reality (VR) training program is feasible and tolerable for patients with amnestic mild cognitive impairment (aMCI), and whether it could improve cognitive function in these patients. Twenty-one outpatients with aMCI were randomized to either the VR-based training group or the control group in a 1:1 ratio. The VR-based training group participated in training for 30 min/day, two days/week, for three months (24 times). The VR-based program was designed based on Korean traditional culture and used attention, processing speed, executive function and memory conditions to stimulate cognitive function. The adherence to the culture-based VR training program was 91.55% ± 6.41% in the VR group. The only adverse events observed in the VR group were dizziness (4.2%) and fatigue (8.3%). Analysis revealed that the VR-based training group exhibited no significant differences following the three-month VR program in Korean Mini-Mental State Examination (K-MMSE) scores, working memory functions such as performance on the digit span test, or in Stroop test performance and word fluency. We conclude that although the 12-week culture-based VR training program did not improve cognitive function, our findings revealed that the culture-based VR training program was feasible and tolerable for participants with aMCI.
APA, Harvard, Vancouver, ISO, and other styles
2

Varas-Diaz, Gonzalo, Shivani Paralkar, Shuaijie Wang, and Tanvi Bhatt. "Kinematic Gait Adjustments to Virtual Environments on Different Surface Conditions: Do Treadmill and Over-Ground Walking Exhibit Different Adaptations to Passive Virtual Immersion?" Rehabilitation Research and Practice 2020 (December 19, 2020): 1–12. http://dx.doi.org/10.1155/2020/8901973.

Full text
Abstract:
Background. The aim of this study was to examine the kinematic gait adjustments performed in response to passive and photorealistic virtual reality environment (VRE) demands during over-ground and treadmill walking conditions and determine whether the surface presentation order affects the gait adjustments in response to different VREs. Methods. Twenty young participants divided into two groups performed two virtual reality (VR) walking protocols which included two different VREs (snowy and crowded conditions). Group A performed the VR over-ground protocol (four natural walking (NW), seven VR snowy, and seven VR crowded trials) followed by the VR treadmill protocol (four NW, one VR snowy, and one VR crowded trials); Group B performed the VR treadmill protocol (four NW, seven VR snowy, and seven VR crowded trials) followed by the VR over-ground protocol (four NW, one VR snowy, and one VR crowded trials). Center of mass (COM) excursion angles and mediolateral (ML) COM excursions were analyzed and used as outcome measures. Results. Group A showed higher COM excursion angles and ML-COM excursion on over-ground VR trials compared to NW trials ( p < 0.05 ), while Group B only showed kinematic changes for the crowded VRE compared to NW trials during the treadmill walking protocol ( p < 0.05 ). Post over-ground exposure, Group A showed greater COM excursion angle and ML-COM excursions on VR trials compared to NW trials during the treadmill walking protocol ( p < 0.05 ). Post treadmill exposure, Group B only showed higher COM excursion angles for the snowy VRE compared to NW trials during the over-ground walking protocol ( p < 0.01 ). Conclusion. Results showed that higher kinematic gait adjustments in response to VRE demands were observed during over-ground walking. Additionally, higher sensorimotor responses to VRE demands were observed when the VR protocol was first performed on the over-ground surface and followed by the treadmill walking condition (Group A) compared to the opposite (Group B).
APA, Harvard, Vancouver, ISO, and other styles
3

Beltrame, Valentina, Mario Gruppo, Sergio Pedrazzoli, Stefano Merigliano, Davide Pastorelli, and Cosimo Sperti. "Mesenteric-Portal Vein Resection during Pancreatectomy for Pancreatic Cancer." Gastroenterology Research and Practice 2015 (2015): 1–5. http://dx.doi.org/10.1155/2015/659730.

Full text
Abstract:
The aim of the present study was to determine the outcome of patients undergoing pancreatic resection with (VR+) or without (VR−) mesenteric-portal vein resection for pancreatic carcinoma. Between January 1998 and December 2012, 241 patients with pancreatic cancer underwent pancreatic resection: in 64 patients, surgery included venous resection for macroscopic invasion of mesenteric-portal vein axis. Morbidity and mortality did not differ between the two groups (VR+: 29% and 3%; VR−: 30% and 4.0%, resp.). Radical resection was achieved in 55/64 (78%) in the VR+ group and in 126/177 (71%) in the VR− group. Vascular invasion was histologically proven in 44 (69%) of the VR+ group. Survival curves were not statistically different between the two groups. Mean and median survival time were 26 and 15 months, respectively, in VR− versus 20 and 14 months, respectively, in VR+ groupp=0.52. In the VR+ group, only histologically proven vascular invasion significantly impacted survivalp=0.02, while, in the VR− group, R0 resectionp=0.001and tumor’s gradingp=0.01significantly influenced long-term survival. Vascular resection during pancreatectomy can be performed safely, with acceptable morbidity and mortality. Long-term survival was the same, with or without venous resection. Survival was worse for patients with histologically confirmed vascular infiltration.
APA, Harvard, Vancouver, ISO, and other styles
4

Hayashi, Kazuhiro, Shuichi Aono, Yukiko Shiro, and Takahiro Ushida. "Effects of Virtual Reality-Based Exercise Imagery on Pain in Healthy Individuals." BioMed Research International 2019 (April 17, 2019): 1–9. http://dx.doi.org/10.1155/2019/5021914.

Full text
Abstract:
Objective. Virtual reality (VR) is an advanced technology that can be used to attenuate pain. The present study aimed to investigate which method was more effective for pain management: VR combined with exercise imagery or VR distraction. Methods. Fifty-two healthy students participated in this randomized cross-over controlled trial. One VR-based task aimed to passively use the imagery of driving a car as a distraction intervention (the driving group), whereas the other VR-based task aimed to use exercise imagery (running) to actively engage the participants in movement (the running group). The mechanical pressure pain thresholds of the quadriceps and forearm and the heat pain threshold of the hand of each subject were measured before, during, and after each VR task. The differences between the values at each time point and the differences between the groups were analyzed. Results. The pressure and heat pain thresholds were significantly greater during VR task than those before VR task in both driving and running groups. The changes in the pressure pain thresholds that occurred during VR task were significantly higher in the running group than in the driving group. The difference between groups gradually declined after VR task. Conversely, there was no significant difference in the changes in the heat pain thresholds between the groups both during VR task and after VR task. Conclusions. VR combined with exercise imagery has a greater effect on pressure pain thresholds, but not heat pain thresholds, than VR distraction.
APA, Harvard, Vancouver, ISO, and other styles
5

Ryu, Jung-Hee, Jin-Woo Park, Sang Il Choi, Ji Young Kim, Hyunju Lee, Hee-Jeong Yoo, and Sung-Hee Han. "Virtual Reality vs. Tablet Video as an Experiential Education Platform for Pediatric Patients Undergoing Chest Radiography: A Randomized Clinical Trial." Journal of Clinical Medicine 10, no. 11 (June 4, 2021): 2486. http://dx.doi.org/10.3390/jcm10112486.

Full text
Abstract:
Virtual reality (VR), which offers an immersive experience, has been implemented into the education of pediatric patients to reduce peri-procedural anxiety. This randomized clinical trial evaluated the effect of VR, compared with standard video, on reducing anxiety and distress in pediatric patients undergoing chest radiography. A total of 120 children aged 4 to 8 years with scheduled chest radiography appointments were randomized into either the tablet or the VR group. Children in the tablet group experienced chest radiography indirectly with a 3 min tablet video, whereas those in the VR group received the same content via a VR experience. The distress of children was measured using the Observational Scale of Behavioral Distress (OSBD) scale. Parental presence and procedural outcomes were also recorded. The number of less distressed children (OSBD score < 5) was significantly higher in the VR group than in the tablet group (49 [81.7%]) vs. 32 [53.3%]) (p = 0.001). The OSBD scores, the need for parental presence, the procedure time, and the number of repeated procedures were all lower in the VR group. The immersive VR experience appears to decrease the degree of anxiety in children and increase the efficiency of the procedures compared with the tablet video with the same content.
APA, Harvard, Vancouver, ISO, and other styles
6

Li, Zhicheng, Qiuhua Yu, Haizhen Luo, Wenzhao Liang, Xin Li, Le Ge, Siyun Zhang, Le Li, and Chuhuai Wang. "The Effect of Virtual Reality Training on Anticipatory Postural Adjustments in Patients with Chronic Nonspecific Low Back Pain: A Preliminary Study." Neural Plasticity 2021 (July 27, 2021): 1–13. http://dx.doi.org/10.1155/2021/9975862.

Full text
Abstract:
Objectives. This study is aimed at exploring the effects of virtual reality (VR) training on postural control, measured by anticipatory and compensatory postural adjustments (APAs and CPAs, respectively), in patients with chronic nonspecific low back pain (CNLBP) and the potential neuromuscular mechanism of VR training. Methods. Thirty-four patients were recruited and randomly assigned to the VR group ( n = 11 ), the motor control exercise group (MCE, n = 12 ) and the control group (CG, n = 11 ). The VR group received VR training using Kinect Xbox 360 systems and magnetic therapy. Besides magnetic therapy, the participants in the MCE group performed real-time ultrasound-guided abdominal drawing-in maneuver (ADIM) and four-point kneeling exercise. The CG only received magnetic therapy. Surface muscle electromyography (sEMG) was used to record the muscle activities of transverse abdominis (TrA), multifidus (MF), lateral gastrocnemius (LG), and tibialis anterior (TA) during ball-hitting tasks. The muscle activation time and integrals of the electromyography activities (IEMGs) during the APA and CPA stages were calculated and used in the data analysis. The visual analogue scale (VAS) and Oswestry dysfunction index (ODI) scores were also recorded. Results. A significant interaction effect of time × group was observed on the activation time of TrA ( p = 0.018 ) and MF ( p = 0.037 ). The post-intervention activation time of the TrA was earlier in the VR group ( p = 0.029 ). In contrast, the post-intervention activation time of the MF was significantly delayed in the VR group ( p = 0.001 ). The IEMGs of TrA ( p = 0.002 ) and TA ( p = 0.007 ) during CPA1 significantly decreased only in the VR group after the intervention. The VAS scores of three group participants showed significant decreases after intervention ( p < 0.001 ). Conclusions. Patients with CNLBP showed reciprocal muscle activation patterns of the TrA and MF muscles after VR training. VR training may be a potential intervention for enhancing the APAs of the patients with CNLBP.
APA, Harvard, Vancouver, ISO, and other styles
7

ÖGÜN, Muhammed Nur, Ramazan KURUL, Mustafa Fatih YAŞAR, Sule Aydin TURKOGLU, Şebnem AVCI, and Nebil YILDIZ. "Effect of Leap Motion-based 3D Immersive Virtual Reality Usage on Upper Extremity Function in Ischemic Stroke Patients." Arquivos de Neuro-Psiquiatria 77, no. 10 (October 2019): 681–88. http://dx.doi.org/10.1590/0004-282x20190129.

Full text
Abstract:
ABSTRACT Immersive virtual reality (VR) is a technology that provides a more realistic environmental design and object tracking than ordinary VR. The aim of this study was to investigate the effectiveness of immersive VR on upper extremity function in patients with ischemic stroke. Sixty-five patients with ischemic stroke were included in this randomized, controlled, double-blind study. Patients were randomly divided into VR (n = 33) and control (n = 32) groups. The VR group received 60 minutes of the upper extremity immersive VR rehabilitation program and the control group received 45 minutes of conventional therapy and 15 minutes of a sham VR program. Rehabilitation consisted of 18 sessions of therapy, three days per week, for six weeks. The outcome measures were the Action Research Arm Test (ARAT), Functional Independence Measure (FIM), Fugl-Meyer Upper Extremity Scale (FMUE) and Performance Assessment of Self-Care Skills (PASS). In both the VR and control groups all parameters except the PASS improved over time. However independent t-test results showed that all of the FMUE, ARAT, FIM and PASS scores were significantly higher in the VR group compared with the control (p < 0.05). The minimal clinically important difference (MCID) scores of the FMUE and ARAT were higher than the cut-off MCID scores described in the literature in the VR group, whereas the FIM scores were below the cut-off MCID scores. All scores in the control group were below the cut-off scores. Immersive VR rehabilitation appeared to be effective in improving upper extremity function and self-care skills, but it did not improve functional independence.
APA, Harvard, Vancouver, ISO, and other styles
8

Moon, Jee, Jungho Shin, Jaeyeon Chung, Sang-Hwan Ji, Soohan Ro, and Won Kim. "Virtual Reality Distraction during Endoscopic Urologic Surgery under Spinal Anesthesia: A Randomized Controlled Trial." Journal of Clinical Medicine 8, no. 1 (December 20, 2018): 2. http://dx.doi.org/10.3390/jcm8010002.

Full text
Abstract:
Sedation protocols during spinal anesthesia often involve sedative drugs associated with complications. We investigated whether virtual reality (VR) distraction could be applied during endoscopic urologic surgery under spinal anesthesia and yield better satisfaction than pharmacologic sedation. VR distraction without sedative was compared with pharmacologic sedation using repeat doses of midazolam 1–2 mg every 30 min during urologic surgery under spinal anesthesia. We compared the satisfaction of patients, surgeons, and anesthesiologists, as rated on a 5-point prespecified verbal rating scale. Two surgeons and two anesthesiologists rated the scale and an overall score was reported after discussion. Thirty-seven patients were randomized to a VR group (n = 18) or a sedation group (n = 19). The anesthesiologist’s satisfaction score was significantly higher in the VR group than in the sedation group (median (interquartile range) 5 (5–5) vs. 4 (4–5), p = 0.005). The likelihood of both patients and anesthesiologists being extremely satisfied was significantly higher in the VR group than in the sedation group. Agreement between the scores for surgeons and those for anesthesiologists was very good (kappa = 0.874 and 0.944, respectively). The incidence of apnea was significantly lower in the VR group than in the sedation group (n = 1, 5.6% vs. n = 7, 36.8%, p = 0.042). The present findings suggest that VR distraction is better than drug sedation with midazolam in terms of patient’s and anesthesiologist’s satisfaction and avoiding the respiratory side effects of midazolam during endoscopic urologic surgery under spinal anesthesia.
APA, Harvard, Vancouver, ISO, and other styles
9

DANCHEV, PETER V. "WARFIELD INVARIANTS IN COMMUTATIVE GROUP RINGS." Journal of Algebra and Its Applications 08, no. 06 (December 2009): 829–36. http://dx.doi.org/10.1142/s0219498809003679.

Full text
Abstract:
We calculate, only in terms of a commutative unital ring R of prime characteristic p and an abelian p-mixed group G, the classical Warfield q-invariants Wα,q(VR(G)) of the group VR(G) of all normalized units in the group ring R(G). This continues our results in (Extr. Math., 2005), (Collect. Math., 2008) and (J. Alg. Appl., 2008).
APA, Harvard, Vancouver, ISO, and other styles
10

Loehrl, Todd A., Timothy L. Smith, Ronald J. Darling, Laura Torrico, Thomas E. Prieto, Reza Shaker, Robert J. Toohill, and Safwan S. Jaradeh. "Autonomic dysfunction, vasomotor rhinitis, and extraesophageal manifestations of gastroesophageal reflux." Otolaryngology–Head and Neck Surgery 126, no. 4 (April 2002): 382–87. http://dx.doi.org/10.1067/mhn.2002.123857.

Full text
Abstract:
OBJECTIVE: Several recent reports suggest there may be a relationship between chronic rhinitis and extraesophageal manifestations of gastroe-sophageal reflux (EER). It is hypothesized that this relationship is a result of autonomic nervous system (ANS) dysfunction. STUDY DESIGN: Patients with isolated vasomotor rhinitis (VR), both VR and EER, and a control group were studied by a battery of tests designed to objectively evaluate ANS function. In addition all 3 groups underwent barium esophagogram and 4-site (proximal pharynx, distal pharynx, proximal esophagus, and distal esophagus) ambulatory pH monitoring. Adult patients fulfilling diagnostic criteria for VR, and with both VR and EER underwent objective ANS testing in a recently developed ANS testing laboratory. The control group consisted of age- and sex-matched adults without diagnostic criteria for VR or EER. RESULTS: In patients with VR only (n = 9), 2 patients had a positive esophagogram, whereas a positive pharyngeal reflux probe was found in 1 and an abnormal composite autonomic scoring scale (CASS) was found in 8 (mean VR CASS = 1.750 vs control CASS 0.556, P = .02). The group with VR and EER (n = 12) had a positive esophagogram in 10 patients, positive pharyngeal reflux by probe in 9, and all 12 had an abnormal CASS (mean CASS VR/EER = 2.909 vs CASS control = 0.556, P = .001 and vs VR CASS = 1.750, P = .05). The control patients (n = 9) had normal transesopohageal gastroduo-denoscopy in 8, 1 had a positive pharyngeal probe study, and all 9 had a normal CASS. In addition ANS testing in patients with diagnostic criteria for both VR/EER revealed statistically significant evidence of an adrenergic deficit as compared with control patients on the basis of mean phase II blood pressure response to Valsalva maneuver (mean phase II VR/EER = −16.730 vs control = −7.780, P = .05). In the VR only group, the phase II blood pressure decrease was greater than in control patients, but did not reach statistical significance (mean phase II VR = −9.370 vs control = − 7.780, P = 0.672). CONCLUSION: Patients with VR and VR/EER have objective evidence of ANS dysfunction when compared with a group of age- and sex-matched control patients. Patients with both VR/EER demonstrate a significantly greater degree of ANS dysfunction than patients with isolated VR. The mechanism by which VR and EER interact is not entirely clear, but ANS dysfunction is objectively associated with both disorders. In addition, patients with VR/EER seem to demonstrate hypo-function of the adrenergic component of the ANS, in contrast to the generally held hypothesis that VR results from increased cholinergic activity. Further characterization of the type of ANS abnormality may allow the development of novel pharmacologic therapies for these disorders.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "VR-Group"

1

Masaryková, Katarína. "Finančná analýza spoločnosti VR Group, a.s." Master's thesis, Vysoká škola ekonomická v Praze, 2008. http://www.nusl.cz/ntk/nusl-5242.

Full text
Abstract:
Táto práca sa zaoberá metódami finančnej analýzy a posúdením finančného zdravia a výkonnosti podniku. Analyzovanou spoločnosťou je spoločnosť VR Group, a.s. a jej vývoj v období 2001 až 2006. V rámci práce je spracovaná horizontálna a vertikálna analýza účtovných výkazov, analýza pomerových ukazovateľov, komplexné zhodnotenie finančného zdravia prostredníctvom Altmanovej rovnice. V neposlednom rade je výkonnosť spoločnosti posúdená na základe hodnotového ukazovateľa EVA. Analýza je uskutočnená z pohľadu externého užívateľa.
APA, Harvard, Vancouver, ISO, and other styles
2

Niemand, Ponthus, and Aya Saladdin. "Management of ergonomic aspects in early design phases using virtual reality : Mapping of ergonomic aspects in early design phases, How would mordern technology like VR be used?" Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-37050.

Full text
Abstract:
Volvo Group är ett av världens ledande tillverkare av bland annat lastbilar, bussar, entreprenadmaskiner och motorer för marina och industriella applikationer. Volvo Group äger totalt 10 olika märken, dessa är: Volvo Trucks, UD Trucks, Renault Trucks, Mack Trucks, Group Trucks Asia & JVs, Volvo Construction Equipment, Volvo Bus, Volvo Penta, Volvo Financial Services och Governmental Sales. Initiativet till projektet togs av Metod och Processutvecklings avdelningen på Volvo Group Trucks Operations (GTO), som är den delen av Volvo Group som utför själva sammansättningen av lastbilar. Volvo GTO finns i flertal olika länder världen över vilket leder till att arbetsprocesserna kan skilja mellan länderna. För att kunna standardisera ett arbetssätt där konstruktören (komponent ägaren) tillsammans med geometri arkitekten kan göra en första ergonomisk analys på den berörda komponenten. För att detta ska vara möjligt så tog projektet fram en handbok på hur man som komponentägare skall gå tillväga för att få en så bra och korrekt analys som möjligt. I denna kandidatarbete tas det upp förslag på hur VR hade kunnat hjälpa till ett utvärderingsverktyg redan i konstruktionsstadiet när en ny produkt/komponent ska tas fram eller om det ska göras förbättringar på en befintlig komponent. Kandidatarbetet har valt att fokusera mest på hur konstruktören och geometri arkitekten ska kunna utvärdera de ergonomiska aspekterna med VR som hjälp. Projektet har undersökt två user case varav ett av dem presenteras i denna rapport. Detta gäller monteringen av värmeskydd. Anledningen till att just denna montering valdes är på grund av dess dåliga ergonomi och åtkomlighet. Projektet valde att göra både en RULA-analys och PLIBEL-analys. RULA-analysen gav hög totalpoäng, 7 av 7 medan PLIBEL endast är en analys på arbetsplatsen vilket gav ett bra underlag för fortsatt arbete. Studien visade att VR är ett väldigt bra hjälpmedel vid analys av ergonomiska aspekter i tidig design fas. Det ger relevanta resultat och har potential för besparingar i resurser och kostnader inom utvecklingsprocessen. För att förbättra kandidatarbetes resultat har det gjorts besök på ESI-Group som har gått in med stöttning i form av VR utrustning och workshop. Detta gav projektmedlemmarna en inblick på möjligheterna man har med VR.
Volvo Group is one of the Worlds leading manufacturer in the categories trucks, busses, construction equipment and engines for the marine and industrial applications. Volvo Group consist of many different brands 10 in total, these are: Volvo Trucks, UD Trucks, Renault Trucks, Mack Trucks, Group Trucks Asia & JVs, Volvo Construction Equipment, Volvo Bus, Volvo Penta, Volvo Financial Services and Governmental Sales. The initiative for the project came from Method and Process Development within Volvo Trucks Tuve Plant, department at Volvo Group Trucks Operations (GTO), which is the part of Volvo Group performing the actual production of the trucks. Volvo GTO is located worldwide in several different countries, which leads to different work processes. To standardize a method where the designer (component owner) together with the geometry architect can make a first ergonomics analysis of the concerned component. To make this possible, the project presented a manual on how the component owner should proceed to obtain as good and correct analysis of ergonomics as possible. This bachelor thesis makes suggestions for how VR would be helpful in the design phase as an evaluation tool during development of a new product/component or whether improvements should be made to an existing component. The thesis has focused mostly on how the designer and geometry architect can evaluate the ergonomics aspects with VR as a help, already in the design phase. The project has investigated two user cases. One of them is presented in this report. This applies to the installation of heat shield, the reason that this particular assembly was chosen is due to its poor ergonomics and accessibility. The project chose to do a RULA-analysis and PLIBEL-analysis. The RULA analysis gave a high total score, 7 out of 7, while PLIBEL was an analysis at the workplace. Both proved to be a good basis for continued work.  The study shows that VR is a great tool for analysis of the ergonomics aspects in early design phase. It gives relevant results and has the potential for savings in resources and cost in product development process. To improve the results of the thesis, there have been visits on ESI-Group which has sponsored the thesis in the form of VR equipment and workshop. This gave the project members an insight into the possibilities of VR.
APA, Harvard, Vancouver, ISO, and other styles
3

Salisbury, J. Kenneth, and Mandayam A. Srinivasan. "Proceedings of the Second PHANToM User's Group Workshop." 1997. http://hdl.handle.net/1721.1/6767.

Full text
Abstract:
On October 19-22, 1997 the Second PHANToM Users Group Workshop was held at the MIT Endicott House in Dedham, Massachusetts. Designed as a forum for sharing results and insights, the workshop was attended by more than 60 participants from 7 countries. These proceedings report on workshop presentations in diverse areas including rigid and compliant rendering, tool kits, development environments, techniques for scientific data visualization, multi-modal issues and a programming tutorial.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "VR-Group"

1

Zetterberg, Seppo. Getting there together: 150 years of VR. Helsinki: Werner Söderström Osakeyhtiö, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "VR-Group"

1

Cid, Raúl. "Group Interaction and VR Storytelling in Museums." In Lecture Notes in Computer Science, 116–19. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-40014-1_15.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Morii, Atsushi, Daisuke Yamamoto, and Kenji Funahashi. "Interactive Manipulation Model of Group of Individual Bodies for VR Cooking System." In Lecture Notes in Computer Science, 484–86. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15399-0_67.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Cutchin, Steve, and Iker Vazquez. "Synchronized Shared Scene Viewing in Mixed VR Devices in Support of Group Collaboration." In Lecture Notes in Computer Science, 348–52. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-46771-9_45.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Brewer, James, and Jessica Davey. "Making Training More Effective with Shared VR: Lanes Group Plc Improves Employee Retention and Reduces the Costs of Recruitment and Training." In Management for Professionals, 25–34. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72781-9_4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Sichi, Vittoria, Giacomo Ercolani, Luca Franchini, Luca Golfari, Silvia Varani, Daniela Rizzoli, Raffaella Pannuti, and Daniele Roganti. "Look of Life." In Advances in Psychology, Mental Health, and Behavioral Studies, 262–70. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7168-1.ch015.

Full text
Abstract:
The use of virtual reality (VR) shows promising results in improving the emotional wellbeing of cancer patients, reducing anxiety, depression, and pain symptoms. No data exist concerning the use of VR in cancer patients assisted at home. The ANT Foundation decided to conduct a pilot study to test the use of VR in cancer patients assisted at home. Fifty-eight ANT patients were randomized and assigned to a control group that didn't use VR devices and to an experimental group that used them. The primary objective of the pilot study was to determine whether VR device could be a viable instrument in homecare patients. Furthermore, the aim of the study was to discover if VR could have beneficial effects on patients' quality of life as well as discover which kind of videos were more effective. The innovative aspect of this study was to test the use of VR directly at home of patients, proposing a use of VR that is compatible with the needs and the daily rhythms of families, and investigating its effectiveness through appropriate validated psychometric questionnaires and semi-structured interviews.
APA, Harvard, Vancouver, ISO, and other styles
6

Sichi, Vittoria, Giacomo Ercolani, Luca Franchini, Luca Golfari, Silvia Varani, Daniela Rizzoli, Raffaella Pannuti, and Daniele Roganti. "Look of Life." In Alternative Pain Management, 364–75. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1680-5.ch015.

Full text
Abstract:
The use of virtual reality (VR) shows promising results in improving the emotional wellbeing of cancer patients, reducing anxiety, depression, and pain symptoms. No data exist concerning the use of VR in cancer patients assisted at home. The ANT Foundation decided to conduct a pilot study to test the use of VR in cancer patients assisted at home. Fifty-eight ANT patients were randomized and assigned to a control group that didn't use VR devices and to an experimental group that used them. The primary objective of the pilot study was to determine whether VR device could be a viable instrument in homecare patients. Furthermore, the aim of the study was to discover if VR could have beneficial effects on patients' quality of life as well as discover which kind of videos were more effective. The innovative aspect of this study was to test the use of VR directly at home of patients, proposing a use of VR that is compatible with the needs and the daily rhythms of families, and investigating its effectiveness through appropriate validated psychometric questionnaires and semi-structured interviews.
APA, Harvard, Vancouver, ISO, and other styles
7

"VR in Higher Education." In Gamification Strategies for Retention, Motivation, and Engagement in Higher Education, 116–44. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2079-6.ch004.

Full text
Abstract:
The purpose of this chapter is to examine VR within education to assess the impact of its ability to apply instructional design principles in the context of virtual reality technology-based instruction. VR can improve learning outcomes from enhancing learning activities to supporting simulation studies and encourage feedback educational tasks. Learner performance will be improved when the gameplay is mapped to gamification and group-based challenges. Due to the diversity of VR, individuals are supported through the educational life cycle via sensory stimuli to improve and enhance cognitive development. Research has shown that VR has changed individual attitudes, cultural beliefs, and context when exploring the new innovative characteristics of these new devices. Virtual reality can enhance and replace reality with digital objects so that learners can instantly enjoy various activities, which make a positive outcome.
APA, Harvard, Vancouver, ISO, and other styles
8

Christoforou, Maria, Eftychia Xerou, and Salomi Papadima-Sophocleous. "Integrating a virtual reality application to simulate situated learning experiences in a foreign language course." In CALL and complexity – short papers from EUROCALL 2019, 82–87. Research-publishing.net, 2019. http://dx.doi.org/10.14705/rpnet.2019.38.990.

Full text
Abstract:
Immersion through Virtual Reality (VR) gives the subjective impression that the learner has a realistic experience (Dede, 2009). The pedagogical potential of VR provides the means of enabling constructivist places of contextualised learning. This paper aims to examine the potential the VR application Mondly may have to maximise interactivity and aid learners in proactively experiencing empirical conversations that emulate authentic contexts. The research took place in an undergraduate course Italian I (A1, Common European Framework of Reference for languages), offered by the Cyprus University of Technology. The present study adopts a quasi-experimental design to evaluate the impact of Mondly on Italian learning. Digital material is incorporated into the lesson to promote contextualised learning. An experimental group is subjected to learning through Mondly whereas a control group is subjected to conventional lectures utilising the same material as the experimental group.
APA, Harvard, Vancouver, ISO, and other styles
9

Vahle, Nils M., Sebastian Unger, and Martin J. Tomasik. "Reaction Time-Based Cognitive Assessments in Virtual Reality – A Feasibility Study with an Age Diverse Sample." In Studies in Health Technology and Informatics. IOS Press, 2021. http://dx.doi.org/10.3233/shti210552.

Full text
Abstract:
Introduction: While virtual reality (VR) is an emerging paradigm in a variety of research contexts, VR-based embodiment effects on behavior and performance still lack in sufficient evidence regarding to bias in cognitive performance assessment. Methods: In this methodological observational study, we compare the VR measurement of cognitive performance with a conventional computer-based testing approach in real life (RL) in younger and older adults. The differences between VR and RL scenarios are investigated using the background of two theoretical models from cognitive psychology. Furthermore, data assessment reliability and validity are analyzed, concerning the feasibility of technological and ergonomic aspects. Results: A within-group comparison showed no change in information processing speed in either one of the two age groups, i.e., both groups perform equally well in RL and in a VR testing environment. Conclusion: The use of lifelike VR environments for cognitive performance tests seems not to lead to any performance changes compared to RL computer-based assessments, making VR suitable for similar applications. On technical concerns, we recommend the careful use of reaction time paradigms regarding to input hardware and stimuli presentation.
APA, Harvard, Vancouver, ISO, and other styles
10

Herrera, Gerardo, Lucia Vera, Javier Sevilla, Cristina Portalés, and Sergio Casas. "On the Development of VR and AR Learning Contents for Children on the Autism Spectrum." In Augmented Reality for Enhanced Learning Environments, 106–41. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-5243-7.ch005.

Full text
Abstract:
Autism spectrum disorder (ASD) is an umbrella term used to group a range of brain development disorders. The learning profile of most people with ASD is mainly visual, and VR and AR technologies offer important advantages to provide a visually based mean for gaining access to educational contents. The prices of VR and AR glasses and helmets have fallen. Also, a number of tools that facilitate the development and publication of AR and VR contents have recently appeared. Therefore, a scenario of opportunity for new developments has appeared in this field. This chapter offers guidelines for developing AR and VR learning contents for people on the autism spectrum and analyses those guidelines from the perspective of two important case studies developed in previous years.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "VR-Group"

1

Shi, Xue, and Xiwen Shang. "Construction of Group Collaborative Testing Environment Based on VR/AR Experience." In 2019 International Conference on Sensing, Diagnostics, Prognostics, and Control (SDPC). IEEE, 2019. http://dx.doi.org/10.1109/sdpc.2019.00197.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Ostrander, John K., Lauren Ryan, Snehal Dhengre, Christopher McComb, Timothy W. Simpson, and Nicholas A. Meisel. "A Comparative Study of Virtual Reality and Computer-Aided Design to Evaluate Parts for Additive Manufacturing." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-97480.

Full text
Abstract:
Abstract Virtual Reality (VR) has been shown to be an effective assistive tool in the engineering design process, aiding designers in ergonomics studies, data visualization, and manufacturing simulation. Yet there is little research exploring the advantages of VR to assist in the design for the additive manufacturing (DfAM) process. VR may present advantages over traditional computer-aided design (CAD) tools, and these advantages may be more evident as designs become more complex. The following study investigates two types of environments: 1) Immersive Virtual Reality (VR) and 2) Non-Immersive Virtual Reality (CAD) and the advantages that each environment gives to designers to assess parts for additive manufacturing. The two environments are compared to assess potential differences in DfAM decision-making. Participants familiar with DfAM are tasked with evaluating five designs of varying complexity using the Design for Additive Manufacturing Worksheet. Participant scores, evaluation times, and self-reported metrics are recorded and analyzed. Our findings indicate that as part complexity increases, DfAM scores and evaluation times increasingly differ between VR and CAD groups. We found that the VR group evaluates more complex parts at a faster rate, but with a lower accuracy when compared to the CAD group. In evaluating self-reported metrics, both groups were relatively similar; however, the CAD group reported improved confidence in identifying stress concentrations in DfAM parts. Our findings in this research identify VR as a design evaluation tool that enhances evaluation speed which speaks to its efficiency and usability; however, VR in its current form may not present the resolution necessary to identify smaller details when compared to CAD, the more accurate evaluation tool.
APA, Harvard, Vancouver, ISO, and other styles
3

Gallegos-Nieto, Enrique, Hugo I. Medellín-Castillo, Germánico González-Badillo, and Theodore Lim. "Virtual Training of Assembly Tasks Using Virtual Reality Techniques and Haptic Systems." In ASME 2014 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/imece2014-39270.

Full text
Abstract:
Traditional computer aided design (CAD) and computer aided assembly planning (CAAP) systems are still limited because they do not consider human experience and knowledge capture to support intuitively the assembly planning. Moreover, some aspects such as quality testing, shop floor layout, human ergonomics and physical constraints are not considered during the assembly evaluation. Virtual reality (VR) systems can be used to simulate, analyze and optimize manufacturing processes including assembly. The use of (VR) and haptic systems can improve the efficiency of assembly process planning, evaluation and training. This paper describes an experiment conducted to investigate the benefits of a haptic aided virtual reality system for assembly training of real assembly tasks. Three groups of individuals with different level of training were considered in the evaluation. The first group received training by the virtual reality system including haptic feedback. The second group also received the same virtual training but without haptic feedback. The third group received no training in the virtual environment. Upon completion of the training, the assembly performance of the three different groups was evaluated by the construction of a real assembly task. The results have shown a significant improvement in the assembly performance of individuals who undertook a virtual training with force feedback, compared with those who did not take training.
APA, Harvard, Vancouver, ISO, and other styles
4

Di Gironimo, Giuseppe, Mariano Guida, Antonio Lanzotti, and Amalia Vanacore. "Improving Quality of Train Interiors Through a VR-Based Participative Design Approach." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82946.

Full text
Abstract:
In this work we apply an innovative participative design approach for the quality evaluation of virtual prototypes of new industrial products (i.e. concept designs), by adopting statistical procedures and carrying out tests in an immersive VR environment. This methodology has been fully exploited through a case study concerning the choice of the optimal design for the interiors of a new regional train. Following this approach, the optimal concept design is defined at the end of a process consisting of five phases: identification of the quality elements of the concept design, classification of the quality elements, generation and quality evaluation of product concepts and, finally, definition of the optimal concept. According to the applied methodology after the identification of the customer’s needs, a structured set of quality elements has been defined and, successively, classified according to Kano’s theory. Following the approach of conjoint analysis, the design factors have been combined according to an experimental plan to form product virtual concepts. During the concepts generation phase we have explored those product architectures that integrate design characteristics correlated to the set of quality elements. The concepts have been created according to comfort, ergonomic and safety criteria. In particular we have considered the ergonomics of places and furniture dimensions, through the use of virtual manikins. The evaluation of the quality of the different concepts has been carried out in the VR laboratory (named “VRTest”) of the Competence Centre for the Qualification of Transportation Systems founded by Regione Campania according to an original statistical procedure and has involved a group of experts in train’s interiors design and a group of common users of regional trains.
APA, Harvard, Vancouver, ISO, and other styles
5

Rodrigues, Francielly, Priscila Wilbert, José Carlos Tavares Da Silva, and Jauvane C. De Oliveira. "A Virtual Reality Environment Using Concepts of Serious Games and Gamification for the Treatment of Eating Disorders." In Anais do Simpósio Brasileiro de Computação Aplicada à Saúde. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sbcas.2019.6249.

Full text
Abstract:
An eating disorder is a disturb characterized by an atypical eating behavior. The most common strategy for treatment is CBT, and its limitations have shown to be overcome using virtual reality approaches. Most VR envi- ronments created for this purpose reproduce tasks for treatment of body image disturbances and food avoidance. This work presents a new approach for eating disorders treatment using VR and concepts of serious games and gamification, which have been shown of promising potential in health context due to its ad- vantages when compared to other approaches. Tests assessing the usability and sense of presence in the virtual environment were applied to a group of 10 par- ticipants, indicating that the environment is well suited for medical treatment.
APA, Harvard, Vancouver, ISO, and other styles
6

Luostarinen, Lauri O., Rafael Åman, and Heikki Handroos. "Tool for Studying Effects of Human Operators on Energy Consumption of Working Hydraulics of Off-Highway Working Vehicle." In 8th FPNI Ph.D Symposium on Fluid Power. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/fpni2014-7825.

Full text
Abstract:
The improvement of the energy efficiency is an important topic for off-highway working vehicle developers and manufacturers. New energy efficient technologies, e.g. a hybrid power transmission with an energy recovery feature, have been introduced. However, currently most of the working vehicles are using more conventional technologies. Human operators have an effect on the overall efficiency of the vehicles. The research of the human effect is difficult and expensive using the conventional research methods. A real-time simulation and virtual reality (VR) technology have developed fast recently. A VR-based real-time simulator is a powerful low-cost tool and enables a several novel research methods. The aim of this study is to find the suitability of the VR-based simulator to find the effect of a human operator on the energy consumption of the working hydraulics of off-highway working vehicles. Experimental tests are carried out using human-in-the-loop simulation in an immersive VR-environment. The vehicle used for the case study is an underground mining loader. The results show that the proposed method is valid to find the values for the energy consumption and energy efficiency of a working hydraulics. A variation in the energy efficiency of the working hydraulics was found. The variation correlates with the operator’s driving style. With a larger group of operators the effect of a human operator on the energy consumption can be defined.
APA, Harvard, Vancouver, ISO, and other styles
7

Ellman, Asko, Tarja Tiainen, and Aleksi Tossavainen. "Evaluating a Virtual Wind Power Park in a Churchyard: A Perception Study With Portable VR Devices." In ASME 2018 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/detc2018-85752.

Full text
Abstract:
Portable VR technology enables perception studies to be put into practice in the field. This is a notable advance for several reasons: First, VR studies can be performed in natural environments, second, it is easier to reach relevant informants, and third, informants are more focused on the test. In this study, we focus on the pre-design phase of a wind power park. It is an appropriate target for perception study because it is rather new technology, many people are affected by it and there is a lot of prejudice against it. Due to this, social resistance has become the most remarkable issue for building new wind power in countryside. The research question of this paper is if the use of Virtual prototypes can influence inhabitant’s attitudes in the pre-design phase of a Wind Power Park. We present a perception study that is performed in a village next to which a wind power park is planned. This study was performed with portable VR technology in a churchyard of the village where they could experience the virtual landscape and soundscape caused by a future wind power park. Informant group consisted of 18 people from the village. In this study, we found out that people with strong preconception did not change their opinions. However, people with mild preconception may change their opinion. Actually, 37 % of the informants changed their opinion on wind power after the virtual inspection. It is noteworthy that the change can take place in both directions. Furthermore, portable VR technology consisting of an Oculus Rift and a Laptop computer proved to be feasible in the field study.
APA, Harvard, Vancouver, ISO, and other styles
8

Márquez Cañizares, Juan Carlos, and Juan-Carlos Rojas. "The impact of virtual visualisation: perception and design of spaces in ethnographic projects." In The 5th International Conference on Virtual and Augmented Reality in Education. CAL-TEK srl, 2019. http://dx.doi.org/10.46354/i3m.2019.vare.006.

Full text
Abstract:
"The use of VR technology within education is an area that has generated great interest in recent years, so this work follows that trend and contains nuances related to user-centred design education. The objective of this work is to identify students’ perceptions of the use of VR technology for ethnographic research. A group of 20 industrial design students from Tecnologico de Monterrey conducted a field investigation, which included interviews and surveys, using HMD with videos and stereoscopic images of a public park in Monterrey, Mexico. Based on the research and information analysis, areas of opportunity were identified and urban furniture proposals for the public park that place were generated. Once the design process was completed, an evaluation instrument was applied to measure, through statistical analysis, the students' perceptions of their experience using technology in the design process; gender, qualification obtained and the relevance of the technology used was also considered."
APA, Harvard, Vancouver, ISO, and other styles
9

Otsuka, Kazuhiro. "MMSpace: Kinetically-augmented telepresence for small group-to-group conversations." In 2016 IEEE Virtual Reality (VR). IEEE, 2016. http://dx.doi.org/10.1109/vr.2016.7504684.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Schuster, Adam, and Anas Salah Eddin. "Vintage VR." In SIGGRAPH '16: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2945078.2945103.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography