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Articles 1 - 14 of 14
Full-Text Articles in Other Computer Sciences
Advancing Endovascular Neurosurgery Training With Extended Reality: Opportunities And Obstacles For The Next Decade, Shray Patel, Michael Covell, Saarang Patel, Sandeep Kandregula, Sai Krishna Palepu, Avi Gajjar, Oleg Shekhtman, Georgios Sioutas, Ali Dhanaliwala, Terence Gade, Jan-Karl Burkhardt, Visish Srinivasan
Advancing Endovascular Neurosurgery Training With Extended Reality: Opportunities And Obstacles For The Next Decade, Shray Patel, Michael Covell, Saarang Patel, Sandeep Kandregula, Sai Krishna Palepu, Avi Gajjar, Oleg Shekhtman, Georgios Sioutas, Ali Dhanaliwala, Terence Gade, Jan-Karl Burkhardt, Visish Srinivasan
SKMC Student Presentations and Publications
Background: Extended reality (XR) includes augmented reality (AR), virtual reality (VR), and mixed reality (MR). Endovascular neurosurgery is uniquely positioned to benefit from XR due to the complexity of cerebrovascular imaging. Given the different XR modalities available, as well as unclear clinical utility and technical capabilities, we clarify opportunities and obstacles for XR in training vascular neurosurgeons. Methods: A systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines was conducted. Studies were critically appraised using ROBINS-I. Results: 19 studies were identified. 13 studies used VR, while 3 studies used MR, and 3 studies used AR. …
Integrating Authentication Schemes In Augmented And Virtual Reality Classrooms, Naheem Noah
Integrating Authentication Schemes In Augmented And Virtual Reality Classrooms, Naheem Noah
Electronic Theses and Dissertations
Augmented Reality and Virtual Reality (AR/VR) technologies are revolutionizing educational experiences, but their widespread adoption hinges on addressing critical security and usability challenges, particularly in the domain of user authentication. This research presents an investigation into the security landscape of AR/VR and explores a graphical authentication scheme called “Things” that enhances both security and usability in immersive learning environments. Through a systematic evaluation of popular AR/VR devices and applications, potential vulnerabilities and limitations were identified, such as high usage of pin/passwords which are susceptible to shoulder-surfing attacks, lack of multi-factor authentication, and unclear data-sharing practices. A review of existing knowledge-based …
Toward Intuitive 3d Interactions In Virtual Reality: A Deep Learning- Based Dual-Hand Gesture Recognition Approach, Trudi Di Qi, Franceli L. Cibrian, Meghna Raswan, Tyler Kay, Hector M. Camarillo-Abad, Yuxin Wen
Toward Intuitive 3d Interactions In Virtual Reality: A Deep Learning- Based Dual-Hand Gesture Recognition Approach, Trudi Di Qi, Franceli L. Cibrian, Meghna Raswan, Tyler Kay, Hector M. Camarillo-Abad, Yuxin Wen
Engineering Faculty Articles and Research
Dual-hand gesture recognition is crucial for intuitive 3D interactions in virtual reality (VR), allowing the user to interact with virtual objects naturally through gestures using both handheld controllers. While deep learning and sensor-based technology have proven effective in recognizing single-hand gestures for 3D interactions, research on dual-hand gesture recognition for VR interactions is still underexplored. In this work, we introduce CWT-CNN-TCN, a novel deep learning model that combines a 2D Convolution Neural Network (CNN) with Continuous Wavelet Transformation (CWT) and a Temporal Convolution Network (TCN). This model can simultaneously extract features from the time-frequency domain and capture long-term dependencies using …
Automated Cinematographer For Vr Viewing Experiences, Zihan Wu
Automated Cinematographer For Vr Viewing Experiences, Zihan Wu
Dartmouth College Master’s Theses
As the virtual reality (VR) industry continues to evolve, the question of how to effectively capture VR experiences for an audience remains a challenge. The predominant method of showcasing VR applications through first-person recordings lacks cinematic interest, failing to capture other viewpoints and the essence of the moment. Meanwhile, manually setting up cameras and editing videos requires technical expertise on behalf of the user. In this paper, we propose the use of machine learning (ML) to automatically select the most compelling predefined viewpoint in a VR environment, at any given moment. Our models, trained on actor motion and voice volume, …
Cloud Computing Integration Into Mixed-Reality: Physical To Abstraction, Yassine Chahid, Patrick Slattery
Cloud Computing Integration Into Mixed-Reality: Physical To Abstraction, Yassine Chahid, Patrick Slattery
Publications and Research
This research evaluates the progression of cloud computing and mixed-reality technologies, and to identify how these technologies influence advancements in the latter. Both cloud computing and mixed reality have significantly impacted the IT field and the services available to the public and various institutions. Cloud computing provides a valuable way to process information or allocate computational resources on otherwise limited hardware. Augmented or virtual reality hardware would greatly benefit from this by offloading resource-intensive tasks to other machines. The research methodology involves analyzing essential components of both innovations, divided into multiple categories. These components range from physical, hardware-based elements to …
Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury
Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury
The Journal of Purdue Undergraduate Research
Implementing a 3D model into a virtual space allows the general public to engage critically with archaeological processes. There are many unseen decisions that go into reconstructing an ancient temple. Analysis of available materials and techniques, predictions of how objects were used, decisions of what sources to reference, puzzle piecing broken remains together, and even educated guesses used to fill gaps in information often go unobserved by the public. This work will educate users about those choices by allowing the side-by-side comparison of conflicting theories on the reconstruction of the Tholos at Delphi, which is an ideal site because of …
The Effects Of Primary And Secondary Task Workloads On Cybersickness In Immersive Virtual Active Exploration Experiences, Rohith Venkatakrishnan
The Effects Of Primary And Secondary Task Workloads On Cybersickness In Immersive Virtual Active Exploration Experiences, Rohith Venkatakrishnan
All Dissertations
Virtual reality (VR) technology promises to transform humanity. The technology enables users to explore and interact with computer-generated environments that can be simulated to approximate or deviate from reality. This creates an endless number of ways to propitiously apply the technology in our lives. It follows that large technological conglomerates are pushing for the widespread adoption of VR, financing the creation of the Metaverse - a hypothetical representation of the next iteration of the internet.
Even with VR technology's continuous growth, its widespread adoption remains long overdue. This can largely be attributed to an affliction called cybersickness, an analog to …
Murder On The Vr Express: Studying The Impact Of Thought Experiments At A Distance In Virtual Reality, Andrew Kissel, Krzysztof J. Rechowicz, John B. Shull
Murder On The Vr Express: Studying The Impact Of Thought Experiments At A Distance In Virtual Reality, Andrew Kissel, Krzysztof J. Rechowicz, John B. Shull
Philosophy Faculty Publications
Hypothetical thought experiments allow researchers to gain insights into widespread moral intuitions and provide opportunities for individuals to explore their moral commitments. Previous thought experiment studies in virtual reality (VR) required participants to come to an on-site laboratory, which possibly restricted the study population, introduced an observer effect, and made internal reflection on the participants’ part more difficult. These shortcomings are particularly crucial today, as results from such studies are increasingly impacting the development of artificial intelligence systems, self-driving cars, and other technologies. This paper explores the viability of deploying thought experiments in commercially available in-home VR headsets. We conducted …
The Design, Development, And Determination Of A Virtual Reality Classroom, Victoria Alexxis Reddington
The Design, Development, And Determination Of A Virtual Reality Classroom, Victoria Alexxis Reddington
Electronic Theses and Dissertations
The COVID-19 pandemic has radically changed the way students learn and engage with their peers and instructors. Likewise, instructors have had to quickly transform their course materials to suit the online classroom format. Results from a survey of students and instructors at the University of Denver revealed that perceived levels of learning and collaboration were lessened with the transition to online learning. Moreover, the sense of presence in an educational atmosphere with other individuals was reported to be significantly stronger in a real physical classroom, as compared to an online classroom. This thesis therefore seeks to provide a new, alternative …
Vrsensory: Designing Inclusive Virtual Games With Neurodiverse Children, Ben Wasserman, Derek Prate, Bryce Purnell, Alex Muse, Kaitlyn Abdo, Kendra Day, Louanne Boyd
Vrsensory: Designing Inclusive Virtual Games With Neurodiverse Children, Ben Wasserman, Derek Prate, Bryce Purnell, Alex Muse, Kaitlyn Abdo, Kendra Day, Louanne Boyd
Engineering Faculty Articles and Research
We explore virtual environments and accompanying interaction styles to enable inclusive play. In designing games for three neurodiverse children, we explore how designing for sensory diversity can be understood through a formal game design framework. Our process reveals that by using sensory processing needs as requirements we can make sensory and social accessible play spaces. We contribute empirical findings for accommodating sensory differences for neurodiverse children in a way that supports inclusive play. Specifically, we detail the sensory driven design choices that not only support the enjoyability of the leisure activities, but that also support the social inclusion of sensory-diverse …
A Virtual Reality System For Practicing Conversation Skills For Children With Autism, Natalia Stewart Rosenfield, Kathleen Lamkin, Jennifer Re, Kendra Day, Louanne E. Boyd, Erik J. Linstead
A Virtual Reality System For Practicing Conversation Skills For Children With Autism, Natalia Stewart Rosenfield, Kathleen Lamkin, Jennifer Re, Kendra Day, Louanne E. Boyd, Erik J. Linstead
Engineering Faculty Articles and Research
We describe a virtual reality environment, Bob’s Fish Shop, which provides a system where users diagnosed with Autism Spectrum Disorder (ASD) can practice social interactions in a safe and controlled environment. A case study is presented which suggests such an environment can provide the opportunity for users to build the skills necessary to carry out a conversation without the fear of negative social consequences present in the physical world. Through the repetition and analysis of these virtual interactions, users can improve social and conversational understanding.
Virtual Reality As A Training Tool To Treat Physical Inactivity In Children, Adam W. Kiefer, David Pincus, Michael J. Richardson, Gregory D. Myer
Virtual Reality As A Training Tool To Treat Physical Inactivity In Children, Adam W. Kiefer, David Pincus, Michael J. Richardson, Gregory D. Myer
Psychology Faculty Articles and Research
Lack of adequate physical activity in children is an epidemic that can result in obesity and other poor health outcomes across the lifespan. Physical activity interventions focused on motor skill competence continue to be developed, but some interventions, such as neuromuscular training (NMT), may be limited in how early they can be implemented due to dependence on the child’s level of cognitive and perceptual-motor development. Early implementation of motor-rich activities that support motor skill development in children is critical for the development of healthy levels of physical activity that carry through into adulthood. Virtual reality (VR) training may be beneficial …
An Immersive Telepresence System Using Rgb-D Sensors And Head-Mounted Display, Xinzhong Lu, Ju Shen, Saverio Perugini, Jianjun Yang
An Immersive Telepresence System Using Rgb-D Sensors And Head-Mounted Display, Xinzhong Lu, Ju Shen, Saverio Perugini, Jianjun Yang
Computer Science Faculty Publications
We present a tele-immersive system that enables people to interact with each other in a virtual world using body gestures in addition to verbal communication. Beyond the obvious applications, including general online conversations and gaming, we hypothesize that our proposed system would be particularly beneficial to education by offering rich visual contents and interactivity. One distinct feature is the integration of egocentric pose recognition that allows participants to use their gestures to demonstrate and manipulate virtual objects simultaneously. This functionality enables the instructor to effectively and efficiently explain and illustrate complex concepts or sophisticated problems in an intuitive manner. The …
Head In Space : A Head-Tracking Based Binaural Spatialization System, Luca A. Ludovico, Davide Andrea Mauro Phd, Dario Pizzamiglio
Head In Space : A Head-Tracking Based Binaural Spatialization System, Luca A. Ludovico, Davide Andrea Mauro Phd, Dario Pizzamiglio
Computer Sciences and Electrical Engineering Faculty Research
This paper discusses a system capable of detecting the position of the listener through a head-tracking system and rendering a 3D audio environment by binaural spatialization. Head tracking is performed through face recognition algorithms which use a standard webcam, and the result is presented over headphones, like in other typical binaural applications. With this system users can choose an audio file to play, provide a virtual position for the source in an euclidean space, and then listen to the sound as if it is coming from that position. If they move their head, the signal provided by the system changes …