Virtual Reality System

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Simon J. Julier - One of the best experts on this subject based on the ideXlab platform.

  • Design and implementation of an immersive Virtual Reality System based on a smartphone platform
    2013 IEEE Symposium on 3D User Interfaces (3DUI), 2013
    Co-Authors: Anthony Steed, Simon J. Julier
    Abstract:

    With the increasing power of mobile CPUs and GPUs, it is becoming tractable to integrate all the components of an interactive, immersive Virtual Reality System onto a small mobile device. We present a demonstration of a head-mounted display System integrated onto an iPhone-based platform. In building this demonstration we tackled two main problems. First, how to integrate the user-interface, utilizing the phone itself as an unseen touch interface. Second, how to integrate multiple inertial measuring units to facilitate user interaction. The resulting System indicates the practicality of mobile Virtual Reality Systems based on smartphones.

  • 3DUI - Design and implementation of an immersive Virtual Reality System based on a smartphone platform
    2013 IEEE Symposium on 3D User Interfaces (3DUI), 2013
    Co-Authors: Anthony Steed, Simon J. Julier
    Abstract:

    With the increasing power of mobile CPUs and GPUs, it is becoming tractable to integrate all the components of an interactive, immersive Virtual Reality System onto a small mobile device. We present a demonstration of a head-mounted display System integrated onto an iPhone-based platform. In building this demonstration we tackled two main problems. First, how to integrate the user-interface, utilizing the phone itself as an unseen touch interface. Second, how to integrate multiple inertial measuring units to facilitate user interaction. The resulting System indicates the practicality of mobile Virtual Reality Systems based on smartphones.

Fran Platts - One of the best experts on this subject based on the ideXlab platform.

  • a low cost Virtual Reality System for home based rehabilitation of the arm following stroke a randomised controlled feasibility trial
    Clinical Rehabilitation, 2017
    Co-Authors: P J Standen, Kate Threapleton, Andy Richardson, Louise Connell, David Brown, Steven Battersby, Fran Platts, Audrey Burton
    Abstract:

    Objective:To assess the feasibility of conducting a randomised controlled trial of a home-based Virtual Reality System for rehabilitation of the arm following stroke.Design:Two group feasibility randomised controlled trial of intervention versus usual care.Setting:Patients’ homes.Participants:Patients aged 18 or over, with residual arm dysfunction following stroke and no longer receiving any other intensive rehabilitation.Interventions:Eight weeks’ use of a low cost home-based Virtual Reality System employing infra-red capture to translate the position of the hand into game play or usual care.Main measures:The primary objective was to collect information on the feasibility of a trial, including recruitment, collection of outcome measures and staff support required. Patients were assessed at three time points using the Wolf Motor Function Test, Nine-Hole Peg Test, Motor Activity Log and Nottingham Extended Activities of Daily Living.Results:Over 15 months only 47 people were referred to the team. Twenty se...

  • patients use of a home based Virtual Reality System to provide rehabilitation of the upper limb following stroke
    Physical Therapy, 2015
    Co-Authors: P J Standen, Kate Threapleton, Andy Richardson, Louise Connell, David Brown, Steven Battersby, Catherine Jane Sutton, Fran Platts
    Abstract:

    Background A low-cost Virtual Reality System that translates movements of the hand, fingers, and thumb into game play was designed to provide a flexible and motivating approach to increasing adherence to home-based rehabilitation. Objective Effectiveness depends on adherence, so did patients use the intervention to the recommended level? If not, what reasons did they give? The purpose of this study was to investigate these and related questions. Design A prospective cohort study, plus qualitative analysis of interviews, was conducted. Methods Seventeen patients recovering from stroke recruited to the intervention arm of a feasibility trial had the equipment left in their homes for 8 weeks and were advised to use it 3 times a day for periods of no more than 20 minutes. Frequency and duration of use were automatically recorded. At the end of the intervention, participants were interviewed to determine barriers to using it in the recommended way. Results Duration of use and how many days they used the equipment are presented for the 13 participants who successfully started the intervention. These figures were highly variable and could fall far short of our recommendations. There was a weak positive correlation between duration and baseline reported activities of daily living. Participants reported lack of familiarity with technology and competing commitments as barriers to use, although they appreciated the flexibility of the intervention and found it motivating. Limitations The small sample size limits the conclusions that can be drawn. Conclusions Level of use is variable and can fall far short of recommendations. Competing commitments were a barrier to use of the equipment, but participants reported that the intervention was flexible and motivating. It will not suit everyone, but some participants recorded high levels of use. Implications for practice are discussed.

P J Standen - One of the best experts on this subject based on the ideXlab platform.

  • a low cost Virtual Reality System for home based rehabilitation of the arm following stroke a randomised controlled feasibility trial
    Clinical Rehabilitation, 2017
    Co-Authors: P J Standen, Kate Threapleton, Andy Richardson, Louise Connell, David Brown, Steven Battersby, Fran Platts, Audrey Burton
    Abstract:

    Objective:To assess the feasibility of conducting a randomised controlled trial of a home-based Virtual Reality System for rehabilitation of the arm following stroke.Design:Two group feasibility randomised controlled trial of intervention versus usual care.Setting:Patients’ homes.Participants:Patients aged 18 or over, with residual arm dysfunction following stroke and no longer receiving any other intensive rehabilitation.Interventions:Eight weeks’ use of a low cost home-based Virtual Reality System employing infra-red capture to translate the position of the hand into game play or usual care.Main measures:The primary objective was to collect information on the feasibility of a trial, including recruitment, collection of outcome measures and staff support required. Patients were assessed at three time points using the Wolf Motor Function Test, Nine-Hole Peg Test, Motor Activity Log and Nottingham Extended Activities of Daily Living.Results:Over 15 months only 47 people were referred to the team. Twenty se...

  • patients use of a home based Virtual Reality System to provide rehabilitation of the upper limb following stroke
    Physical Therapy, 2015
    Co-Authors: P J Standen, Kate Threapleton, Andy Richardson, Louise Connell, David Brown, Steven Battersby, Catherine Jane Sutton, Fran Platts
    Abstract:

    Background A low-cost Virtual Reality System that translates movements of the hand, fingers, and thumb into game play was designed to provide a flexible and motivating approach to increasing adherence to home-based rehabilitation. Objective Effectiveness depends on adherence, so did patients use the intervention to the recommended level? If not, what reasons did they give? The purpose of this study was to investigate these and related questions. Design A prospective cohort study, plus qualitative analysis of interviews, was conducted. Methods Seventeen patients recovering from stroke recruited to the intervention arm of a feasibility trial had the equipment left in their homes for 8 weeks and were advised to use it 3 times a day for periods of no more than 20 minutes. Frequency and duration of use were automatically recorded. At the end of the intervention, participants were interviewed to determine barriers to using it in the recommended way. Results Duration of use and how many days they used the equipment are presented for the 13 participants who successfully started the intervention. These figures were highly variable and could fall far short of our recommendations. There was a weak positive correlation between duration and baseline reported activities of daily living. Participants reported lack of familiarity with technology and competing commitments as barriers to use, although they appreciated the flexibility of the intervention and found it motivating. Limitations The small sample size limits the conclusions that can be drawn. Conclusions Level of use is variable and can fall far short of recommendations. Competing commitments were a barrier to use of the equipment, but participants reported that the intervention was flexible and motivating. It will not suit everyone, but some participants recorded high levels of use. Implications for practice are discussed.

Anthony Steed - One of the best experts on this subject based on the ideXlab platform.

  • Design and implementation of an immersive Virtual Reality System based on a smartphone platform
    2013 IEEE Symposium on 3D User Interfaces (3DUI), 2013
    Co-Authors: Anthony Steed, Simon J. Julier
    Abstract:

    With the increasing power of mobile CPUs and GPUs, it is becoming tractable to integrate all the components of an interactive, immersive Virtual Reality System onto a small mobile device. We present a demonstration of a head-mounted display System integrated onto an iPhone-based platform. In building this demonstration we tackled two main problems. First, how to integrate the user-interface, utilizing the phone itself as an unseen touch interface. Second, how to integrate multiple inertial measuring units to facilitate user interaction. The resulting System indicates the practicality of mobile Virtual Reality Systems based on smartphones.

  • 3DUI - Design and implementation of an immersive Virtual Reality System based on a smartphone platform
    2013 IEEE Symposium on 3D User Interfaces (3DUI), 2013
    Co-Authors: Anthony Steed, Simon J. Julier
    Abstract:

    With the increasing power of mobile CPUs and GPUs, it is becoming tractable to integrate all the components of an interactive, immersive Virtual Reality System onto a small mobile device. We present a demonstration of a head-mounted display System integrated onto an iPhone-based platform. In building this demonstration we tackled two main problems. First, how to integrate the user-interface, utilizing the phone itself as an unseen touch interface. Second, how to integrate multiple inertial measuring units to facilitate user interaction. The resulting System indicates the practicality of mobile Virtual Reality Systems based on smartphones.

Olof Hagsand - One of the best experts on this subject based on the ideXlab platform.

  • DIVE A multi-user Virtual Reality System
    2002
    Co-Authors: C Carlsson, Olof Hagsand
    Abstract:

    The Distributed Interactive Virtual Environment (DIVE) is a heterogeneous distributed Virtual Reality System based on UNIX and Internet networking protocols. Each participating process has a copy of a replicated database and changes are propagated to the other processes with reliable multicast protocols. DIVE provides a dynamic Virtual environment where applications and users can enter and leave the environment on demand. Several user-related abstractions have been introduced to ease the task of application and user interface construction

  • VRAIS - DIVE A multi-user Virtual Reality System
    Proceedings of IEEE Virtual Reality Annual International Symposium, 1
    Co-Authors: C Carlsson, Olof Hagsand
    Abstract:

    The Distributed Interactive Virtual Environment (DIVE) is a heterogeneous distributed Virtual Reality System based on UNIX and Internet networking protocols. Each participating process has a copy of a replicated database and changes are propagated to the other processes with reliable multicast protocols. DIVE provides a dynamic Virtual environment where applications and users can enter and leave the environment on demand. Several user-related abstractions have been introduced to ease the task of application and user interface construction. >