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·推薦論文摘要·

2016-02-14 03:21:22基于虛擬現實的下肢主被動康復訓練系統研究
中國學術期刊文摘 2016年9期
關鍵詞:現實

基于虛擬現實的下肢主被動康復訓練系統研究

郭曉輝,王晶,楊揚,等

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·推薦論文摘要·

基于虛擬現實的下肢主被動康復訓練系統研究

郭曉輝,王晶,楊揚,等

摘要:針對傳統下肢康復訓練中病人參與度低、無法產生主動運動意圖等問題,設計實現了基于虛擬現實的下肢康復訓練系統?;诖竽X鏡像神經元和神經可塑性理論,利用Matlab和Labview等軟件實現數據實時通信與反饋處理,結合虛擬現實場景建模和動畫腳本編輯的方法,通過3D視覺和聽覺等效果作用于患者神經中樞,形成信息傳遞的封閉回路,以實現對受損神經中樞的主被動協同刺激,激發大腦運動區鏡像神經元,強化自主運動意圖。研究結果表明,該系統能輔助患者完成主被動模式下的康復訓練,并在訓練中為患者提供深度虛擬環境的視覺交互,大大增強了康復訓練中對受損神經中樞的刺激,提高了患者的訓練效率和積極主動性。該技術在神經中樞損傷的康復領域有一定的應用前景。 頭戴式虛擬現實眼鏡可以將人對外界的視覺封閉,使觀看者產生沉浸于虛擬環境中的感覺。為了實現這一效果,頭戴式虛擬現實眼鏡會將廣角鏡片放置在使用者的眼睛前,使得視頻畫面聚焦。由于廣角鏡片的使用會對畫面產生枕形畸變,從而影響觀看的效果;因此播放的視頻畫面要先經過桶形變換以抵消廣角鏡片的影響。此時使用者可以拷貝經過桶形變換的視頻,從而盜版該視頻。在這種情況下,視頻的版權信息不僅需要在原始視頻中驗證,還需要在經過桶形變換后的視頻中驗證。提出了一種用于頭戴式虛擬現實眼鏡的視頻水印方案;該方案使用基于擴頻的水印嵌入方法,將數字水印模板嵌入到視頻幀的中頻中。對于遭受了桶形變換的視頻幀而言,首先提出了一種桶形變換參數估計方法;然后對遭受了桶形變換的視頻進行枕形變換以期恢復出桶形變換,前的畫面;最后,對恢復的視頻幀和水印模板進行相關性計算,以檢測該視頻中是否含有水印。實驗結果表明,可以正確地從遭受桶形變換的視頻幀中檢測出已嵌入的水印,說明可以用于頭戴式虛擬現實眼鏡中的視頻的版權保護。 網絡滲透程序使得遠端的黑客享有系統的控制權,從而對網絡和計算機系統的安全構成了極大的威脅。為了讓網絡安全工作人員更好地了解網絡滲透攻擊并有效地防御網絡滲透攻擊,本文提出了網絡滲透攻擊仿真概念,通過仿真訓練的手法,達到低成本高質量高安全性的網絡安全培訓目的。設計了網絡滲透攻擊的仿真方法,對網絡滲透工具進行了虛擬實現,進行攻擊策略的模擬,并最終建立了網絡滲透攻擊仿真訓練系統。通過對知識庫的不斷更新,達到豐富網絡攻防仿真訓練系統的教學內容以及加強其教學力度的目的。 針對現有網絡環境下的BS模式下三維虛擬現實場景在加載過程中因加載大量的不可視的對象而引起資源消耗過高、加載速度過慢的問題,提出了一種基于路網的可視動態加載框架。該框架對三維虛擬現實場景內的靜態對象和動態對象的可視查詢分別進行處理。設計了框架內的路網、移動對象、靜態對象可視關系表和動態對象可視關系表的數據模型,并給出了可視關系表的維護算法。對于場景內的靜態對象的可視查詢,給出基于靜態對象可視關系表的靜態可視查詢框架及算法,避免了復雜的在線可視計算;對于場景內的動態對象的可視查詢,則給出基于動態對象可視關系表的連續可視范圍查詢框架及算法。實驗結果表明,在保持三維虛擬現實場景觀測效果不變的情況下,可視動態加載框架能夠大幅度降低虛擬現實場景中的靜態和動態對象的加載數據量和更新數據量,降低對于網絡帶寬和客戶端硬件的需求。 隨著近年來計算機三維處理能力的增長和低成本傳感顯示元件的出現,虛擬現實得到了快速發展,特別是與現實世界產生了越來越多的結合技術,從虛擬和現實的兩個角度對虛擬現實進行增強。論文重點圍繞近幾年的發展趨勢,論述了增強現實與增強虛擬環境的技術特點,介紹了虛擬現實增強技術的相關硬件設備發展;然后分別介紹了增強現實和增強虛擬環境技術的發展現狀,討論了移動互聯網上的虛實增強技術與應用,并結合作者參與ISO/IEC的工作,介紹了相關國際標準制定最新情況;最后進行總結并提出需要解決的問題。 將腦-機接口(brain-computer interface,BCI)技術與虛擬現實(virtual reality,VR)相結合構成基于虛擬現實的腦-機接口(BCI-VR)新技術是最近在多媒體和娛樂領域出現的一種BCI應用新模式。BCI-VR兼取兩者優勢互補,同時又相互促進創新,顯示出廣闊應用前景。本文從BCI-VR系統基本構成、BCI對VR控制和VR對BCI影響等方面,較詳細介紹了近年來BCI-VR的主要研究方法、研究進展和成就,并根據作者體會小結了目前存在的難點與未來的可能發展動向,以與讀者交流、共同促進BCI-VR新技術的快速發展。 通過運用虛擬現實技術仿真機器人的動作,可以在機器人制造之前就能夠清晰的設計機器人的工作任務和工作空間。首先介紹了利用三維繪圖軟件生成運動可控的機械臂虛擬現實模型的方法,然后介紹了利用Matlab中的虛擬現實工具箱技術,在Simulink環境下搭建出一個三自由度機械臂的虛擬現實仿真模型。這種仿真方法不僅改變了傳統仿真只由數據和坐標來反映模型運動軌跡的不足,而且增加了視景節點,使觀察者可以在仿真的過程中從各個視點來觀察模型的運動軌跡,從而可以更加直觀、生動的對模型進行描述。 在當前的人機交互領域,移動平臺上增強現實技術的應用越來越廣泛。然而由于對認知心理學在增強現實領域重要作用的忽視和互動信息展示形式的匱乏,導致此類軟件的用戶體驗欠佳。該文提出了一套基于心智模型的虛擬現實與增強現實混合式移動導覽系統。在遵循以用戶為中心的設計原則下,結合微觀和宏觀心智模型理論分析用戶的需求,通過反復的可用性測試對交互界面進行迭代設計,使得系統界面的交互體驗不斷趨近用戶的心理預期。此外,通過虛擬現實和增強現實兩個空間的自由切換,用戶可以獲得兩種截然不同的互動體驗。這種新穎的交互模式豐富了互動內容的展現方式。實驗結果表明,基于該交互模式的移動導覽系統調動了用戶主動進行交互的積極性,提高了人機交互的易用性和時效性。 在科技高速發展的今天,各種計算機技術滲透到建筑和城市規劃領域,虛擬現實技術作為21世紀十大高新技術之一,引起了建筑設計和城市規劃從業者的廣泛關注。本文利用虛擬現實平臺Quest3D,以上海長風商務區云嶺東路地下空間為研究對象,實現了地下綜合體的虛擬現實交互技術,以期促進計算機虛擬現實技術在地下空間規劃設計中的廣泛應用。 結合多智能體和虛擬現實技術,建立了井下安全事故仿真虛擬環境模型,通過構建典型事故致災智能體的行為規則與通信機制,仿真井下事故中人—機—環境致災因素間的復雜交互特性。構建了虛擬礦工智能體模型,將反映井下礦工生理心理特征的內部屬性與其行為選擇機制結合,實現了井下事故中人的行為仿真。通過井下典型掘進跑車事故的虛擬現實仿真實驗,實現了井下安全事故致災因素的交互式分析,為煤礦井下安全事故仿真提供了具體方法。

關鍵詞:下肢康復訓練系統;視覺交互;虛擬現實 頭戴式虛擬現實眼鏡;桶形變換;視頻水印 網絡安全;網絡滲透攻擊;仿真訓練系統 三維互聯網;路網;連續可視范圍查詢;可視關系表 增強虛擬環境;增強現實;虛實增強;混合現實 腦-機接口;虛擬現實環境;視覺刺激;反饋;想象動作;穩態視覺誘發電位;事件相關電位 機械臂;虛擬現實;仿真控制;Simulink 虛擬現實;增強現實;心智模型;用戶體驗設計;移動互聯網 虛擬現實技術;Quest3D;地下空間綜合體 虛擬現實;增強現實;心智模型;用戶體驗設計;移動互聯網

用于頭戴式虛擬現實眼鏡的視頻水印

田華偉,肖延輝,馮文剛,等

來源出版物:科學技術與工程, 2016, 16(5): 193-220

聯系郵箱:田華偉,hwtian@ live.cn

基于虛擬現實技術的網絡滲透仿真訓練系統設計

滕翠,梁川

來源出版物:自動化與儀器儀表, 2016(2): 197-200

基于路網的三維虛擬現實場景間接可視查詢框架

孔徳瀚,劉永山

來源出版物:計算機學報, 2016, 39(12): 1-16

聯系郵箱:劉永山,ysulys@ysu.edu.cn

虛擬現實增強技術綜述

周忠,周頤,肖江劍

來源出版物:中國科學信息科學(中文版), 2015, 45(2): 157-180

聯系郵箱:周忠,zz@vrlab.buaa.edu.cn

基于虛擬現實環境的腦機接口技術研究進展

孔麗文,薛召軍,陳龍,等

來源出版物:電子測量與儀器學報, 2015, 29(3): 317-327

聯系郵箱:孔麗文,837172057@163.com

多自由度機械臂的虛擬現實仿真實現

張蓬,王曉沖,陳建義

來源出版物:機械設計與制造, 2015 (1): 128-130

基于心智模型的虛擬現實與增強現實混合式移動導覽系統的用戶體驗設計

林一,陳靖,劉越,等

來源出版物:計算機學報, 2015, 38(2): 408-422

聯系郵箱:林一,inyi_bit@163.com

基于Quest3D平臺的地下綜合體虛擬現實技術

彭芳樂,宋尚,王印鵬,等

來源出版物:地下空間與工程學報, 2014, 10(1): 1506-1513

聯系郵箱:彭芳樂,pengfangle@ tongji.edu.cn

基于多智能體的井下安全事故虛擬現實仿真

蔡林沁,張優東,楊卓,等

來源出版物:系統仿真學報, 2014, 26(12): 2914-2920

來源出版物:Science and Engineering Ethics, 2016, 22(1): 1-29

聯系郵箱:O’Brolchain, F; Fiachra.obrolchain@dcu.ie

Impaired spatial selectivity and intact phase precession in two-dimensional virtual reality

Aghajan, ZM; Acharya, L; Moore, JJ; et al.

來源出版物:Nature Neuroscience, 2015, 18(1): 121-128

聯系郵箱:Mehta, MR; mayankmehta@ucla.edu

Fundamental arthroscopic skill differentiation with virtual reality simulation

Rose, K; Pedowitz, R

來源出版物:The Journal of Arthroscopic & Related Surgery, 2015, 31(2): 299-305

聯系郵箱:Rose, K; karose@mednet.ucla.edu

A randomized, double-blind evaluation of dcycloserine or alprazolam combined with virtual reality exposure therapy for posttraumatic stress disorder in Iraq and Afghanistan war veterans

Rothbaum, BO; Price, M; Jovanovic, T; et al.

來源出版物:Journal of Geophysical Research-Planets, 2014, 119(6): 1110-1133

Individualized deliberate practice on a virtual reality simulator improves technical performance of surgical novices in the operating room a randomized controlled trial

Palter, VN; Grantcharov, TP

來源出版物:Annals of Surgery, 2014, 259(3): 443-448

聯系郵箱:Palter, VN; vanessa.palter@utoronto.ca

Embodied social interaction constitutes social cognition in pairs of humans: A minimalist virtual reality experiment

Froese, T; Iizuka, H; Ikegami, T

來源出版物:Scientific Reports, 2014, 4: 3672

聯系郵箱:Froese, T; t.froese@gmail.com

Assessing performance in brain tumor resection using a novel virtual reality simulator

Gelinas-Phaneuf, N; Choudhury, N; Al-Habib, AR; et al.

來源出版物:International Journal of Computer Assisted Radiology and Surgery, 2014, 9(1): 1-9

聯系郵箱:Gelinas-Phaneuf, N; nicholas.g.phaneuf@ gmail.com.

Using virtual-reality simulation to assess performance in endobronchial ultrasound

Konge, L; Annema, J; Clementsen, P; et al.

來源出版物:Respiration, 2013, 86(1): 59-65

聯系郵箱:Konge, L; lkonge@yahoo.dk

Prospective, randomized assessment of transfer of training (ToT) and transfer effectiveness ratio (TER) of virtual reality simulation training for laparoscopic skill acquisition

Gallagher, AG; Seymour, NE; Jordan-Black, JA; et al.

來源出版物:Annals of Surgery, 2013, 257(6): 1025-1031

聯系郵箱:Gallagher, AG; anthonyg.gallagher@ btinternet.com

編輯:王微

來源出版物:西安交通大學學報, 2016, 50(2): 124-131

來源出版物:Methods of Information in Medicine, 2016, 55(1): 89-92

聯系郵箱:Luque-Moreno, C; carloslm@us.es

Virtual reality to assess and treat lower extremity disorders in post-stroke patients

Luque-Moreno, C; Oliva-Pascual-Vaca, A; Kiper, P; et al.

Abstract:Introduction: This article is part of the Focus Theme of Methods of Information in Medicine on “Methodologies, Models and Algorithms for Patients Rehabilitation”. Objectives: To identify support of a virtual reality system in the kinematic assessment and physiotherapy approach to gait disorders in individuals with stroke. Methods: We adapt Virtual Reality Rehabilitation System (VRRS), software widely used in the functional recovery of the upper limb, for its use on the lower limb of hemiplegic patients. Clinical scales have been used to relate them with the kinematic assessment provided by the system. A description of the use of reinforced feedback provided by the system on the recovery of deficits in several real cases in the field of physiotherapy is performed. Specific examples of functional tasks have been detailed, to be considered in creating intelligent health technologies to improve post-stroke gait. Results: Both participants improved scores on the clinical scales, the kinematic parameters in leg stance on plegic lower extremity and walking speed > Minimally Clinically Important Difference (MCID). Conclusion: The use of the VRRS software attached to a motion tracking capture system showed their practical utility and safety in enriching physiotherapeutic assessment and treatment in post-stroke gait disorders. The rapid evolution of information, communication and entertainment technologies will transform the lives of citizens and ultimately transform society. This paper focuses on ethical issues associated with the likely convergence of virtual realities (VR) and social networks (SNs), hereafter VRSNs. We examine a scenario in which a significant segment of the world's population has a presence in a VRSN. Given the pace of technological development and the popularity of these new forms of social interaction, this scenario is plausible. However, it brings with it ethical problems. Two central ethical issues are addressed: those of privacy and those of autonomy. VRSNs pose threats to both privacy and autonomy. The threats to privacy can be broadly categorized as threats to informational privacy, threats to physical privacy, and threats to associational privacy. Each of these threats is further subdivided. The threats to autonomy can be broadly categorized as threats to freedom, to knowledge and to authenticity. Again, these three threats are divided into subcategories. Having categorized the main threats posed by VRSNs, a number of recommendations are provided so that policy-makers, developers, and users can make the best possible use of VRSNs. During real-world (RW) exploration, rodent hippocampal activity shows robust spatial selectivity, which is hypothesized to be governed largely by distal visual cues, although other sensory-motor cues also contribute. Indeed, hippocampal spatial selectivity is weak in primate and human studies that use only visual cues. To determine the contribution of distal visual cues only, we measured hippocampal activity from body-fixed rodents exploring a two-dimensional virtual reality (VR). Compared to that in RW, spatial selectivity was markedly reduced during random foraging and goal-directed tasks in VR. Instead we found small but significant selectivity to distance traveled. Despite impaired spatial selectivity in VR, most spikes occurred within similar to 2-s-long hippocampal motifs inbook=33,ebook=37both RW and VR that had similar structure, including phase precession within motif fields. Selectivity to space and distance traveled were greatly enhanced in VR tasks with stereotypical trajectories. Thus, distal visual cues alone are insufficient to generate a robust hippocampal rate code for space but are sufficient for a temporal code. Purpose: The purpose of this study was to investigate the use and validity of virtual reality modules as part of the educational approach to mastering arthroscopy in a safe environment by assessing the ability to distinguish between experience levels. Additionally, the study aimed to evaluate whether experts have greater ambidexterity than do novices. Methods: Three virtual reality modules (Swemac/Augmented Reality Systems, Linkoping, Sweden) were created to test fundamental arthroscopic skills. Thirty participants-10 experts consisting of faculty, 10 intermediate participants consisting of orthopaedic residents, and 10 novices consisting of medical students-performed each exercise. Steady and Telescope was designed to train centering and image stability. Steady and Probe was designed to train basic triangulation. Track and Moving Target was designed to train coordinated motions of arthroscope and probe. Metrics reflecting speed, accuracy, and efficiency of motion were used to measure construct validity. Results: Steady and Probe and Track a Moving Target both exhibited construct validity, with better performance by experts and intermediate participants than by novices (P<0.05), whereas Steady and Telescope did not show validity. There was an overall trend toward better ambidexterity as a function of greater surgical experience, with experts consistently more proficient than novices throughout all 3 modules. Conclusions: This study represents a new way to assess basic arthroscopy skills using virtual reality modules developed through task deconstruction. Participants with the most arthroscopic experience performed better and were more consistent than novices on all 3 virtual reality modules. Greater arthroscopic experience correlates with more symmetry of ambidextrous performance. However, further adjustment of the modules may better simulate fundamental arthroscopic skills and discriminate between experience levels. Clinical Relevance: Arthroscopy training is a critical element of orthopaedic surgery resident training. Developing techniques to safely and effectively train these skills is critical for patient safety and resident education. Objective: The authors examined the effectiveness of virtual. reality exposure augmented with D-cycloserine or alprazolam, compared with placebo, in reducing posttraumatic stress disorder (PTSD) due to military trauma. Method: After an introductory session, five sessions of virtual reality exposure were augmented with D-cycloserine (50 mg) or alprazolam (0.25 mg) in a double-blind, placebo-controlled randomized clinical trial for 156 Iraq and Afghanistan war veterans with PTSD. Results: PTSD symptoms significantly improved from pre-to posttreatment across all conditions and were maintained at 3, 6, and 12 months. There were no overall differences in symptoms between D-cycloserine and placebo at any time. Alprazolam and placebo differed significantly on the Clinician-Administered PTSD Scale score at posttreatment and PTSD diagnosis at 3 months posttreatment; the alprazolam group showed a higher rate of PTSD (82.8%) than the placebo group (47.8%). Betweensession extinction learning was a treatment-specific enhancer of outcome for the D-cycloserine group only. At posttreatment the D-cycloserine group had the lowest cortisol reactivity and smallest startle response during virtual reality scenes. Conclusions: A six-session virtual reality treatment was associated with reduction in PTSD diagnoses and symptoms in Iraq and Afghanistan veterans, although there was no control condition for the virtual reality exposure. There was no advantage of D-cycloserine for PTSD symptoms in primary analyses. In secondary analyses, alprazolam impaired recovery and D-cycloserine enhanced virtual reality outcome in patients who demonstrated within-session learning. D-Cycloserine augmentation reduced cortisol and startle reactivity more than did alprazolam or placebo, findings that are consistent with those in the animal literature. Objective: The purpose of this study was to investigate whether individualized deliberate practice on a virtual reality (VR) simulator results in improved technical performance in the operating room. Background: Training on VR simulators has been shown to improve technical performance in the operating room (OR). Currently described VR curricula consist of trainees practicing the same tasks until expert proficiency is reached. It has yet to be investigated whether the individualized deliberate practice, where curricula tasks vary depending on prior levels of technical proficiency, would translate into the OR. Methods: This single-blinded prospective trial randomized 16 novice surgical residents to a deliberate practice (DP) group and a conventional residency training group. Both groups performed a laparoscopic cholecystectomy in the OR that was video-recorded. Technical performance of DP group residents in the OR was assessed using 3 validated assessment tools. A score of less than 60% on any component of the assessment tool resulted in the trainee practicing a specific task on the VR simulator. The DP group practiced on the simulator as per their individualized schedule. Both groups then performed another laparoscopic cholecystectomy. A blinded expert assessed the OR recordings using a validated global rating scale. Results: Although both groups had similar technical abilities preintervention [DP: median score, 13.5 (9.3-15.0); control: median score, 14.5 (9.3-17.8); P=0.45], the DP residents had a superior technical performance postintervention [DP: median score, 17.0 (15.3-18.5); control: median score, 12.5 (7.5-14.0); P=0.03]. Of 8 DP residents, 6 practiced 5 basic VR tasks (median 1 trial to pass), and 7 of 8 practiced 2 advanced tasks (median 4 trials to pass). Conclusions: A curriculum of deliberate individualized practice on a VR simulator improves technical performance in the OR. This has implications to greatly improve the feasibility of implementing simulation-based curricula in residency training programs, rather then having them being limited to research protocols. Scientists have traditionally limited the mechanisms of social cognition to one brain, but recent approaches claim that interaction also realizes cognitive work. Experiments under constrained virtual settings revealed that interaction dynamics implicitly guide social cognition. Here we show that embodied social interaction can be constitutive of agency detection and of experiencing another’s presence. Pairs of participants moved their “avatars” along an invisible virtual line and could make haptic contact with three identical objects, two of which embodied the other’s motions, but only one, the other’s avatar, also embodied the other’s contact sensor and thereby enabled responsive interaction. Co-regulated interactions were significantly correlated with identifications of the other's avatar and reports of the clearest awareness of the other's presence. These results challenge folk psychological notions about the boundaries of mind, but make sense from evolutionary and developmental perspectives: an extendible mind can offload cognitive work into its environment. NeuroTouch is a virtual reality (VR) simulator developed for neurosurgical skill training. Validation demonstrating that the system is useful and reliable is required for formal adoption into training curriculums. Face and content validity have been demonstrated for some neurosurgical simulators, but construct validity remains difficult to establish. A pilot validation study was conducted for a NeuroTouch training exercise. Participants completed the internal resection of a simulated convexity meningioma and filled out questionnaires to provide feedback on the experience. Performance metrics included volume of tissues removed, tool path lengths, duration of excessive forces applied and efficient use of the aspirator. Results were analyzed according to participants’ level of training, gender, handedness, surgical experience in meningioma removal and hours/week playing musical instruments or video games. Seventy-two participants (10 medical students, 18 junior residents and 44 senior residents) were enrolled. Analyses demonstrated statistically significant increase in tumor removed and efficiency of ultrasonicbook=35,ebook=39aspirator use between medical students and residents, but not between junior and senior residents. After covariate adjustment for the number of meningioma cases operated on, multivariate analysis of the level of training became nonsignificant. Participants judged the exercise appropriate and realistic, desiring use of the system in current training programs. We have conducted a pilot validation study for the NeuroTouch tumor resection scenario and demonstrated for the first time, face, content and construct validity of a VR neurosurgical simulation exercise. Future full-scale studies will be conducted in noncompetitive settings and incorporate expert participants. Background: For optimal treatment of patients with non-small cell lung carcinoma, it is essential to have physicians with competence in endobronchial ultrasoundguided transbronchial needle aspiration (EBUS-TBNA). EBUS training and certification requirements are under discussion and the establishment of basic competence should be based on an objective assessment of performance. Objectives: The aims of this study were to design an evidence- based and credible EBUS certification based on a virtual-reality (VR) EBUS simulator test. Methods: Twentytwo respiratory physicians were divided into 3 groups: experienced EBUS operators (group 1, n=6), untrained novices (group 2, n=8) and simulator-trained novices (group 3, n=8). Each physician performed two standardized simulated EBUS-TBNA procedures. Simulator metrics with discriminatory ability were identified and reliability was explored. Finally, the contrasting-groups method was used to establish a pass/fail standard, and the consequences of this standard were explored. Results: Successfully sampled lymph nodes and procedure time were the only simulator metrics that showed statistically significant differences of P=0.047 and P=0.002, respectively. The resulting quality score (QS, i.e. sampled lymph nodes per minute) showed an acceptable reliability and a generalizability coefficient of 0.67. Reliability of 0.8 could be obtained by testing in 4 procedures. Median QS was 0.24 (range 0.21-0.26) and 0.098 (range 0.04-0.21) for groups 1 and 2, respectively (P=0.001). The resulting pass/fail standard was 0.19. Group 3 had a median posttraining QS of 0.11 (range 0-0.17). None of them met the pass/fail standard. Conclusions: With careful design of standardized tests, a credible standard setting and appropriate transfer studies, VR simulators could be an important first line in credentialing before proceeding to supervised performance on patients. Objectives: We assessed the effectiveness of ToT from VR laparoscopic simulation training in 2 studies. In a second study, we also assessed the TER. ToT is a detectable performance improvement between equivalent groups, and TER is the observed percentage performance differences between 2 matched groups carrying out the same task but with 1 group pretrained on VR simulation. Concordance between simulated and in-vivo procedure performance was also assessed. Design: Prospective, randomized, and blinded. Participants: In Study 1, experienced laparoscopic surgeons (n=195) and in Study 2 laparoscopic novices (n=30) were randomized to either train on VR simulation before completing an equivalent real-world task or complete the real-world task only. Results: Experienced laparoscopic surgeons and novices who trained on the simulator performed significantly better than their controls, thus demonstrating ToT. Their performance showed a TER between 7% and 42% from the virtual to the real tasks. Simulation training impacted most on procedural error reduction in both studies (32%-42%). The correlation observed between the VR and real-world task performance was r > 0.96 (Study 2). Conclusions: VR simulation training offers a powerful and effective platform for training safer skills.

The convergence of virtual reality and social networks: Threats to privacy and autonomy

O’Brolchain, F; Jacquemard, T; Monaghan D; et al.

Keywords:social networks; virtual reality; ethics; privacy; autonomy; freedom simulation; surgical education; technical skills; virtual reality neurotouch; virtual reality simulation; haptic feedback; brain tumor resection; neurosurgical oncology; performance metrics endobronchial ultrasound; transbronchial needle aspiration; virtual-reality simulator operating room (OR); simulation; transfer of training (ToT); transfer effectiveness ratio (TER); virtual reality (VR)

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