Virtual Reality Systems takes into account the control of motions and movements in virtual reality, brain-computer interface system applied for virtual reality control and traffic and driving simulator based on architecture of interactive motion. This book also discusses about robotics towards a model of user experience in immersive virtual environments, training system of lathe works on virtual operating platform, virtual reality surgical training in ear, nose and throat surgery, development of a medical training system with integration of users’ skills assessment, augmented reality and possibilities, limitations and effectiveness of applying “virtual realities” in psychotherapy. It also provides the readers with the basic idea about virtual reality systems so as to get better understanding of motion control, virtual environment of robotics, medical and neural application of virtual reality and the correlation between virtual reality and neuroscience.
Author(s): Zoran Gacovski
Publisher: Arcler Press
Year: 2019
Language: English
Pages: 430
City: Burlington
Cover
Title Page
Copyright
DECLARATION
ABOUT THE EDITOR
TABLE OF CONTENTS
List of Contributors
List of Abbreviations
Preface
SECTION I - MOTION CONTROL AND MOVEMENTS IN VR
Chapter 1 Multisensory Integration in the Virtual Hand Illusion with Active Movement
Abstract
Introduction
Materials and Methods
Results
Discussions
Conclusion
Authors’ Contributions
References
Chapter 2 Brain-Computer Interface Systems used for Virtual Reality Control
Introduction
Definition and Basic Principles of a BCI
Virtual Reality System
Setup of an Eeg-Based BCI
Walking From Thought - Impact of Immersive Environments
Exploring A Virtual Apartment Using An ERD-Based BCI
Exploring A Virtual Apartment Using An SSVEP-Based BCI
Moving A Wheelchair in VR
Importance of VR Feedback in Bci Research
Concluding Remarks
Acknowledgment
References
Chapter 3 Compelling Self-Motion Through Virtual Environments without Actual Self-Motion – Using Self-Motion Illusions (“Vection”) to Improve User Experience in VR
Introduction
Self-Motion Illusions (“Vection”)
Stimulus Parameters Affecting Visually-Induced Vection
Beyond Physical Stimulus Parameters: How We Look at, Perceive, and Interpret The Stimulus Can Also Affect Vection
Cross-Modal Facilitation of Vection
Potential Undesirable Side-Effects of Vection in VR
Conclusions and Outlook
References
Chapter 4 A Scoping Review on Tangible and Spatial Awareness Interaction Technique in Mobile Augmented Reality- Authoring Tool in Kitchen
Abstract
Introduction
Documents Selection
Result and Statistical Information of Documents
Current Kitchen Design Process
Proposed Interaction Techniques
Conclusion
Acknowledgments
References
Chapter 5 Traffic and Driving Simulator Based on Architecture of Interactive Motion
Abstract
Introduction
Materials and Methods
Results and Discussion
Conclusions
Acknowledgments
References
SECTION II - ROBOTICS AND VIRTUAL ENVIRONMENTS
Chapter 6 Towards a Model of User Experience in Immersive Virtual Environments
Abstract
Introduction
Proposition of a Model Measuring The Ux in IVE
Validation of The User Experience In Immersive Virtual Environment Model
Discussion
Conclusion
Acknowledgments
References
Chapter 7 RoboTable: An Infrastructure for Intuitive Interaction with Mobile Robots in a Mixed-Reality Environment
Abstract
Introduction
Related Work
Robotable Implementation
Interaction
Application Prototypes
Discussion
Conclusions
References
Chapter 8 A Novel Training System of Lathe Works on Virtual Operating Platform
Abstract
Introduction
Development of Virtual Lathe Machine
Principles For Establishment of Virtual Machining Platform
Practical Operation Cases
Conclusions and Results
Acknowledgements
References
SECTION III - MEDICAL APPLICATIONS OF THE VR
Chapter 9 Virtual Reality Surgical Training in Ear, Nose and Throat Surgery
Abstract
Introduction
Virtual Reality in Ear Surgery
Virtual Reality in Nose Surgery
Virtual Reality in Throat Surgery
Conclusion
References
Chapter 10 Development of a Medical Training System with Integration of Users’ Skills Assessment
Introduction
Development Difficulties
Design of The Simulator
Implementation
Results
Conclusion
References
Chapter 11 On the Development of Virtual Reality Scenarios for Computer-Assisted Biomedical Applications
Abstract
Introduction
Literature Review
Methodology
Case Study
Conclusions
Acknowledgments
References
SECTION IV- BRAIN AND NEURAL APPLICATIONS OF THE VR
Chapter 12 Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders
Abstract
Introduction
Materials and Methods
Results and Discussion
Discussion
Conclusions
Authors’ Contribution
Acknowledgment
References
Chapter 13 Reducing the Schizophrenia Stigma: A New Approach Based on Augmented Reality
Abstract
Introduction
Development of The Proposed Virtual Environment
System Architecture
Results
Conclusion
Authors’ Contributions
Acknowledgments
References
Chapter 14 Application of “Virtual Realities” in Psychotherapy: Possibilities, Limitations and Effectiveness
Introduction
Use In Psychotherapy
Empirical Evidence of The Effectiveness of Exposures Using VR
Conclusion
References
Chapter 15 Research in Neuroscience and Virtual Reality
Introduction
Virtual Reality For Neuroscience
Neuroscience For Virtual Reality
Conclusion
References
Index
Back Cover