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Um ambiente de multiprojeção totalmente imersivo baseado em aglomerados de computadores. ; A complete immersive multiprojection environment based in computer clusters.

Soares, Luciano Pereira
Fonte: Biblioteca Digitais de Teses e Dissertações da USP Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Tese de Doutorado Formato: application/pdf
Publicado em 24/06/2005 Português
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Nas últimas décadas a tecnologia de realidade virtual tem sido cada vez mais utilizada em várias aplicações na sociedade. Particularmente a partir do início da década de 90, observamos o advento da realidade virtual baseada em multiprojeções, com o surgimento do paradigma de construção de sistemas de realidade virtual totalmente imersivos como por exemplo o CAVE™. Esta tese tem por objetivo apresentar pesquisas e desenvolvimentos relacionados com a implementação do primeiro sistema de multiprojeção totalmente imersivo baseado em aglomerado de computadores convencionais, sistema este denominado de CAVERNA Digital. O trabalho aqui apresentado é composto por um panorama atual do estado da arte das tecnologias de realidade virtual baseadas em multiprojeção. O conceito de aglomerados de computadores convencionais para realidade virtual, ou especificamente VRCluster é apresentado, bem como uma taxonomia de organização interna dos VRClusters. O sistema de multiprojeção da CAVERNA Digital é apresentado, descrevendo em detalhe as opções dos inúmeros subsistemas como projetores, telas, subsistema de vídeo, dispositivos de interação e outros. Outra contribuição desta tese é pela inovação de uma plataforma de visualização interativa voltada para ambientes de realidade virtual imersivos...

Associação de redes de Petri com objetos virtuais e reais para controle de ambientes virtuais imersivos e telepresença; Association of Petri nets with virtual and real objects for controlling immersive virtual environments and telepresence

Oliveira, Claiton de
Fonte: Biblioteca Digitais de Teses e Dissertações da USP Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Dissertação de Mestrado Formato: application/pdf
Publicado em 25/06/2008 Português
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A telepresença, como um refinamento da teleoperação, permite que o indivíduo controle não apenas a simulação mas a própria realidade. Uma vez que, esta proporciona a habilidade de manipular a realidade física remotamente em tempo real, através de sua representação virtual. Através da tecnologia de realidade virtual, pode-se criar uma grande diversidade de ambientes apropriados aos mais variados tipos de aplicações, possibilitando simulações de situações do mundo real em um ambiente ou mundo virtual. A aplicação de ambientes virtuais no processo de manufatura está relacionada tanto com a manutenção e treinamento, como também a criação e simulação de protótipos virtuais antes de sua utilização no chão-de-fábrica. O uso de redes de Petri para modelagem de ambientes virtuais, mostra-se como uma poderosa ferramenta gráfica/matemática que pode capturar naturalmente as principais características dos sistemas de realidade virtual, além de proporcionar resultados empíricos interessantes na verificação automática de concorrência e sistemas de tempo real. Por permitir modelar a computação não determinística e paralela, a modelagem de ambientes virtuais com redes de Petri é adequada não apenas para simulação...

Avaliação de usabilidade de ambientes de realidade virtual e aumentada

Amado, Angela Eika Pimentel
Fonte: Universidade de Aveiro Publicador: Universidade de Aveiro
Tipo: Dissertação de Mestrado
Português
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Esta dissertação tem como principal objectivo verificar a possibilidade da utilização de métodos e técnicas de avaliação de usabilidade criados para ambientes 2D em ambientes de realidade virtual e aumentada. Para alcançar tal objectivo foi realizada uma revisão bibliográfica dos principais conceitos e características dos ambientes de realidade virtual e aumentada, dos princípios e paradigmas que regem a usabilidade e das principais formas de avaliação da mesma. Com base no levantamento bibliográfico foram desenvolvidas duas experiências: a primeira consistiu numa experiência controlada com o objectivo de comparar o desempenho dos utilizadores num jogo desenvolvido num ambiente de realidade virtual e num ambiente desktop. A segunda permitiu uma avaliação qualitativa que se baseou na opinião de vários utilizadores depois dos mesmos visualizarem dados das suas áreas de aplicação num ambiente de realidade aumentada e num desktop. Também foram observadas as diferenças entre as formas de visualização, manipulação e orientação nos vários ambientes utilizados. Apesar das características específicas que os ambientes de realidade virtual e aumentada possuem, tais como manipulação intuitiva, interacção natural...

Interaction in virtual environments with the upper body

Vital, Mariana Barros
Fonte: Universidade de Lisboa Publicador: Universidade de Lisboa
Tipo: Dissertação de Mestrado
Publicado em //2012 Português
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Tese de mestrado em Engenharia Informática, apresentada à Universidade de Lisboa, através da Faculdade de Ciências, 2012; Pode-se considerar que a Realidade Virtual é uma interface entre o utilizador e um sistema computacional, cujo objetivo principal é simular um Envolvimento Virtual realístico no qual é possível navegar e com o qual se pode interagir em tempo real. O objetivo é proporcionar ao utilizador uma forte sensação de imersão no Envolvimento Virtual ou seja, a sensação de presença física e efetiva nesse envolvimento. Para haver o máximo de imersividade nos Envolvimentos Virtuais são usados diversos dispositivos para que a navegação e interação sejam o mais credíveis possível, dispositivos tais como Head-Mounted Displays, luvas de dados, de rastreamento e dispositivos que geram sensações de tato e força (feedback háptico). Alguns sistemas dispõem de superfícies de representação de grandes dimensões como por exemplo a CAVE. Atualmente a Realidade Virtual é utilizada em diversas áreas porque é uma forma de simular uma experiência próxima da realidade reduzindo, em alguns casos, o perigo que existe no mundo real e permitindo de forma fácil a repetição de situações ou experiências. A Realidade Virtual é aplicada em áreas tão diversas como a Medicina para treino cirúrgico em pacientes virtuais...

Walking training associated with virtual reality-based training increases walking speed of individuals with chronic stroke: systematic review with meta-analysis

Rodrigues-Baroni,Juliana M.; Nascimento,Lucas R.; Ada,Louise; Teixeira-Salmela,Luci F.
Fonte: Associação Brasileira de Pesquisa e Pós-Graduação em Fisioterapia Publicador: Associação Brasileira de Pesquisa e Pós-Graduação em Fisioterapia
Tipo: Artigo de Revista Científica Formato: text/html
Publicado em 01/12/2014 Português
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OBJECTIVE: To systematically review the available evidence on the efficacy of walking training associated with virtual reality-based training in patients with stroke. The specific questions were: Is walking training associated with virtual reality-based training effective in increasing walking speed after stroke? Is this type of intervention more effective in increasing walking speed, than non-virtual reality-based walking interventions? METHOD: A systematic review with meta-analysis of randomized clinical trials was conducted. Participants were adults with chronic stroke and the experimental intervention was walking training associated with virtual reality-based training to increase walking speed. The outcome data regarding walking speed were extracted from the eligible trials and were combined using a meta-analysis approach. RESULTS: Seven trials representing eight comparisons were included in this systematic review. Overall, the virtual reality-based training increased walking speed by 0.17 m/s (IC 95% 0.08 to 0.26), compared with placebo/nothing or non-walking interventions. In addition, the virtual reality-based training increased walking speed by 0.15 m/s (IC 95% 0.05 to 0.24), compared with non-virtual reality walking interventions. CONCLUSIONS: This review provided evidence that walking training associated with virtual reality-based training was effective in increasing walking speed after stroke...

A Randomized, Controlled Trial of Immersive Virtual Reality Analgesia during Physical Therapy for Pediatric Burn Injuries

Schmitt, Yuko S.; Hoffman, Hunter G.; Blough, David K.; Patterson, David R.; Jensen, Mark P.; Soltani, Maryam; Carrougher, Gretchen J.; Nakamura, Dana; Sharar, Sam R.
Fonte: PubMed Publicador: PubMed
Tipo: Artigo de Revista Científica
Português
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This randomized, controlled, within-subjects (crossover design) study examined the effects of immersive virtual reality as an adjunctive analgesic technique for hospitalized pediatric burn inpatients undergoing painful physical therapy. Fifty-four subjects (6–19 years old) performed range-of-motion exercises under a therapist’s direction for one to five days. During each session, subjects spent equivalent time in both the virtual reality and the control conditions (treatment order randomized and counterbalanced). Graphic rating scale scores assessing the sensory, affective, and cognitive components of pain were obtained for each treatment condition. Secondary outcomes assessed subjects’ perception of the virtual reality experience and maximum range-of-motion. Results showed that on study day one, subjects reported significant decreases (27–44%) in pain ratings during virtual reality. They also reported improved affect (“fun”) during virtual reality. The analgesia and affect improvements were maintained with repeated virtual reality use over multiple therapy sessions. Maximum range-of-motion was not different between treatment conditions, but was significantly greater after the second treatment condition (regardless of treatment order). These results suggest that immersive virtual reality is an effective nonpharmacologic...

Moving from Virtual Reality Exposure-Based Therapy to Augmented Reality Exposure-Based Therapy: A Review

Baus, Oliver; Bouchard, Stéphane
Fonte: Frontiers Media S.A. Publicador: Frontiers Media S.A.
Tipo: Artigo de Revista Científica
Publicado em 04/03/2014 Português
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This paper reviews the move from virtual reality exposure-based therapy to augmented reality exposure-based therapy (ARET). Unlike virtual reality (VR), which entails a complete virtual environment (VE), augmented reality (AR) limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although, the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the twentieth century. Since, then, technological developments have enabled an ever increasing level of seamless integration of virtual and physical elements into one view. Like VR, AR allows the exposure to stimuli which, due to various reasons, may not be suitable for real-life scenarios. As such, AR has proven itself to be a medium through which individuals suffering from specific phobia can be exposed “safely” to the object(s) of their fear, without the costs associated with programing complete VEs. Thus, ARET can offer an efficacious alternative to some less advantageous exposure-based therapies. Above and beyond presenting what has been accomplished in ARET, this paper covers some less well-known aspects of the history of AR, raises some ARET related issues...

Virtual reality training improves balance function

Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng
Fonte: Medknow Publications & Media Pvt Ltd Publicador: Medknow Publications & Media Pvt Ltd
Tipo: Artigo de Revista Científica
Publicado em 01/09/2014 Português
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Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.

Effects of virtual reality-based bilateral upper-extremity training on brain activity in post-stroke patients

Lee, Su-Hyun; Kim, Yu-Mi; Lee, Byoung-Hee
Fonte: The Society of Physical Therapy Science Publicador: The Society of Physical Therapy Science
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
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[Purpose] This study investigated the therapeutic effects of virtual reality-based bilateral upper-extremity training on brain activity in patients with stroke. [Subjects and Methods] Eighteen chronic stroke patients were divided into two groups: the virtual reality-based bilateral upper-extremity training group (n = 10) and the bilateral upper-limb training group (n = 8). The virtual reality-based bilateral upper-extremity training group performed bilateral upper-extremity exercises in a virtual reality environment, while the bilateral upper-limb training group performed only bilateral upper-extremity exercise. All training was conducted 30 minutes per day, three times per week for six weeks, followed by brain activity evaluation. [Results] Electroencephalography showed significant increases in concentration in the frontopolar 2 and frontal 4 areas, and significant increases in brain activity in the frontopolar 1 and frontal 3 areas in the virtual reality-based bilateral upper-extremity training group. [Conclusion] Virtual reality-based bilateral upper-extremity training can improve the brain activity of stroke patients. Thus, virtual reality-based bilateral upper-extremity training is feasible and beneficial for improving brain activation in stroke patients.

The impact of user-input devices on virtual desktop trainers

Glaser, William R.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Tipo: Tese de Doutorado Formato: xx, 137 p. : col. ill., col. maps ;
Português
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Approved for public release; distribution is unlimited; Virtual desktop trainers have become ubiquitous in the U.S. military and have the capability of altering their user interface. The military will gladly pay for additional peripheral devices but only if they can demonstrate improved training effectiveness. This research project seeks to establish an input device configuration solution for virtual desktop trainers. Specifically, we compared the standard laptop keyboard and mouse to a configuration incorporating a game controller. Additionally, we investigated the value of incorporating a head-tracking device. These peripheral devices could minimize the time required to gain sufficient gaming proficiency, resulting in more time dedicated to training military skills. We employed a within subjects experimental design to evaluate young active duty Soldier's ability to move and shoot in a virtual environment using different input devices. We found that the keyboard and mouse was superior to the game controller configuration in overall performance. The one exception was during the driving event. The head tracker was found to be detrimental to overall performance. Our recommended configuration consisted of the keyboard and mouse without the head tracker for standard users and only providing game controllers to Soldiers who drive vehicles; US Army (USA) author

The effect of sound delivery methods on a user's sense of presence in a virtual environment

Scorgie, Mark A.; Sanders, Richard D.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Tipo: Tese de Doutorado Formato: xiv, 113 p. : ill. (some col.), col. map ;
Português
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Approved for public release; distribution is unlimited.; This thesis done in cooperation with the MOVES Institute.; The purpose behind this thesis was two-fold. First, the effect of sound delivery on a user's sense of presence in a virtual environment was investigated. Second, the physiological responses of electrodermal activity, heart rate, and temperature were measured and correlated to the user's subjective sense of presence in an attempt to determine if physiological measures can be used in the future as an objective measure of presence. A computer based first-person shooter game (Medal of Honor: Allied Assaultâ ) was utilized as the virtual environment. The independent variable was sound delivery method (no sound, 5.1 surround sound, headphones, and headphones with subwoofer). The dependent variables were physiological response and questionnaire results. Results indicated that sound contributed to the user's sense of presence as evidenced by electrodermal activity and temperature and questionnaire scores. Also, significant changes occurred between the speaker and headphone sound delivery methods. This response suggests that speakers created a higher sense of emotion and possibly induced a higher level of presence in participants.; Major...

The impact of emotional arousal on learning in virtual environments

Ulate, Stephen O.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Tipo: Tese de Doutorado Formato: xiv, 88 p. : ill. (some col.) ;
Português
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Approved for public release; distribution is unlimited; Research on animals has shown that injections of adrenalin paired with a learning experience improved memory retention. Adrenalin is a key hormone in emotional arousal and fight or flight responses. It stands to reason that emotional arousal (in moderation) may also have a positive impact on human learning. The purpose of this thesis was to investigate the impact of emotional arousal on learning in virtual environments. An experiment was conducted to observe learning differences in a low-arousal condition and a high-arousal condition. A first-person shooter videogame (America's Army: Operations) was used as the virtual environment. In the low-arousal condition, participants wandered peacefully through a scenario memorizing objects they encountered. High-arousal participants wandered through the same environment, but were required to fight through the scenario while under attack. Results indicated that individuals in the high-arousal condition performed better on recall tasks immediately following the exposure and also 24 hours later.; Lieutenant, United States Navy

Critical Posthumanism; El Posthumanismo Crítico; Le Post-humanisme Critique

Botz-Bornstein, Thorsten; Universidad de La Sabana
Fonte: Universidad de la Sabana Publicador: Universidad de la Sabana
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
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“Uncritical Posthumanism” celebrates the continuation of the human by non-human means (for example, a new techno-bio body) as well as the creation of a reality by “unreal” means. Posthumanists attempt to make the body more self-contained and energy-efficient, developing theinteraction of body-technology and consciousness-digitality, biotechnology or bioinformatics. The mutual interference of body, consciousness and reality creates a new space of “Virtual Reality.” Critical Posthumanism attempts to disentangle the common characteristics of human reality andposthuman Virtual Reality and establishes communicative links between both by sticking to the conviction that simulation should never win over reality. Critical Posthumanism attempts to locate the human in the posthuman. This article analyzes the common points of Virtual Reality, biotechnology, and globalization by reflecting on the notion of the narrative. The existence of Virtual Reality, the gene-code, and globalization is due to the desire to elude any narrative and to express reality “directly.” Gene technology tries to grasp not a certain – temporally definable – stage of the entire process of generation, but the gene itself, as the essential quantity of generation that has no real place in generation itself. Globalization “globalizes” the globe and represents it as something that is neither the “real world” nor its narration but rather a new sphere that we have to accept as such. Critical Posthumanism defines the subtle differences between a Virtual Reality in the sense of a technological narrative and an existential Virtual Irreality that interprets the virtual in a more “human” fashion.; el “Posthumanismo Acrítico” celebra la continuación de lo humano por medios no humanos (por ejemplo...

Use of Virtual Reality Tools for Vestibular Disorders Rehabilitation: A Comprehensive Analysis

Bergeron, Mathieu; Lortie, Catherine L.; Guitton, Matthieu J.
Fonte: Hindawi Publishing Corporation Publicador: Hindawi Publishing Corporation
Tipo: Artigo de Revista Científica
Português
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Classical peripheral vestibular disorders rehabilitation is a long and costly process. While virtual reality settings have been repeatedly suggested to represent possible tools to help the rehabilitation process, no systematic study had been conducted so far. We systematically reviewed the current literature to analyze the published protocols documenting the use of virtual reality settings for peripheral vestibular disorders rehabilitation. There is an important diversity of settings and protocols involving virtual reality settings for the treatment of this pathology. Evaluation of the symptoms is often not standardized. However, our results unveil a clear effect of virtual reality settings-based rehabilitation of the patients' symptoms, assessed by objectives tools such as the DHI (mean decrease of 27 points), changing symptoms handicap perception from moderate to mild impact on life. Furthermore, we detected a relationship between the duration of the exposure to virtual reality environments and the magnitude of the therapeutic effects, suggesting that virtual reality treatments should last at least 150 minutes of cumulated exposure to ensure positive outcomes. Virtual reality offers a pleasant and safe environment for the patient. Future studies should standardize evaluation tools...

The concept of strong and weak virtual reality

Lisewski, A. M.
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Português
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We approach the virtual reality phenomenon by studying its relationship to set theory, and we investigate the case where this is done using the wellfoundedness property of sets. Our hypothesis is that non-wellfounded sets (hypersets) give rise to a different quality of virtual reality than do familiar wellfounded sets. We initially provide an alternative approach to virtual reality based on Sommerhoff's idea of first and second order self-awareness; both categories of self-awareness are considered as necessary conditions for consciousness in terms of higher cognitive functions. We then introduce a representation of first and second order self-awareness through sets, and assume that these sets, which we call events, originally form a collection of wellfounded sets. Strong virtual reality characterizes virtual reality environments which have the limited capacity to create only events associated with wellfounded sets. In contrast, the more general concept of weak virtual reality characterizes collections of virtual reality mediated events altogether forming an entirety larger than any collection of wellfounded sets. By giving reference to Aczel's hyperset theory we indicate that this definition is not empty, because hypersets encompass wellfounded sets already. Moreover...

Virtual Reality: A Definition History - A Personal Essay

Bryson, Steve
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 16/12/2013 Português
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This essay, written in 1998 by an active participant in both virtual reality development and the virtual reality definition debate, discusses the definition of the phrase "Virtual Reality" (VR). I start with history from a personal perspective, concentrating on the debate between the "Virtual Reality" and "Virtual Environment" labels in the late 1980's and early 1990's. Definitions of VR based on specific technologies are shown to be unsatisfactory. I propose the following definition of VR, based on the striking effects of a good VR system: "Virtual Reality is the use of computer technology to create the effect of an interactive three-dimensional world in which the objects have a sense of spatial presence." The justification for this definition is discussed in detail, and is favorably compared with the dictionary definitions of "virtual" and "reality". The implications of this definition for virtual reality technology are briefly examined.; Comment: 6 pages

The Physical World as a Virtual Reality

Whitworth, Brian
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Português
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This paper explores the idea that the universe is a virtual reality created by information processing, and relates this strange idea to the findings of modern physics about the physical world. The virtual reality concept is familiar to us from online worlds, but our world as a virtual reality is usually a subject for science fiction rather than science. Yet logically the world could be an information simulation running on a multi-dimensional space-time screen. Indeed, if the essence of the universe is information, matter, charge, energy and movement could be aspects of information, and the many conservation laws could be a single law of information conservation. If the universe were a virtual reality, its creation at the big bang would no longer be paradoxical, as every virtual system must be booted up. It is suggested that whether the world is an objective reality or a virtual reality is a matter for science to resolve. Modern information science can suggest how core physical properties like space, time, light, matter and movement could derive from information processing. Such an approach could reconcile relativity and quantum theories, with the former being how information processing creates space-time, and the latter how it creates energy and matter.; Comment: The argument that virtual reality information simulations may be relevant to modern physics theory is a little outside the mainstream...

Survey, Research and Virtual Reality in the Monuments of Seville Included in the World Heritage List

Almagro, Antonio
Fonte: Conselho Superior de Investigações Científicas Publicador: Conselho Superior de Investigações Científicas
Tipo: Comunicación de congreso Formato: 1509362 bytes; application/pdf
Português
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The monumental complex constituted by the Alcazar, the Cathedral and the Archivo de Indias in the city of Seville has been the subject, since its inclusion in the World Heritage List a few years ago, of an extensive documentation project that is to be basis and side work for other research and restoration works carried out. Systematic use of classic photogrammetric processes, forced by the size and characteristics of the monuments themselves, has provided a wide collection of wonderful drawings. Based on this documentation, and on an extensive historic and architectonic research, the analysis of historical transformations in the buildings has been approached, as well as the carrying out of a number of reconstructions using virtual models. With them, some audio-visual montages have been done, explaining the evolution along time of the most significant buildings.; Peer reviewed

Sobre objetos y experiencias virtuales

Pacho, Julián
Fonte: Universidade Autônoma de Barcelona Publicador: Universidade Autônoma de Barcelona
Tipo: Artigo de Revista Científica Formato: application/pdf
Publicado em //2009 Português
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This paper analyses basic onto-epistemological properties of the virtual reality and suggests these theses. First, the virtual reality establishes a new nature; its essential feature is to be an organic world of emancipated techno-theories. Second, the virtual reality doesn’t substitutes the traditional book; it substitutes the world. Third, the experience of the world in the virtual reality excludes the natural world experience. Fourth, the ontology of virtual reality is build without an active individual subject. Finely, ther objects are therefore pure representations.; Se analizan las propiedades ontoepistemológicas básicas de la realidad virtual y se defienden estas tesis: la realidad virtual constituye una nueva naturaleza cuyo rasgo esencial es ser un mundo orgánico de tecno-teorías emancipadas; la realidad virtual no sustituye al libro tradicional, sino al mundo, por lo que en su experiencia se prescinde de la experiencia natural; la ontología de la realidad virtual es construida sin sujeto individual activo; sus objetos son representaciones puras.

Quick-Time VRTM: when medical education meets virtual reality; Quick-Time VRTM: when medical education meets virtual reality

Figueiredo, Eberval Gadelha; Faria, José Weber Vieira de; Ballester, Gerson; Teixeira, Manoel Jacobsen
Fonte: Universidade de São Paulo. Faculdade de Medicina Publicador: Universidade de São Paulo. Faculdade de Medicina
Tipo: info:eu-repo/semantics/article; info:eu-repo/semantics/publishedVersion; Formato: application/pdf
Publicado em 06/12/2009 Português
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Learning medicine is a difficult process to undertake, partially due to the complexity of the subject and limitations of traditional methods of teaching (lectures, textbooks, laboratory and anatomical dissections). These resources have been effective for decades, even though presenting intrinsic drawbacks. Textbooks are non-interactive education tools and do not provide any three dimensional experience. Cadaver dissection is an invaluable aid to learn anatomy. It provides an immersive, interactive experience allied with an inimitable tactile feedback. However, it has several limitations, including availability of specimens, costs and a substantial time commitment. Computer based virtual reality methods may overcome these drawbacks and provide interesting alternatives for medical training. Technological advances have generated great expectations for the use of computer-based virtual reality technologies in medical education, mainly anatomy and surgery. However, these Virtual Reality tools for general medical education are expensive due to the equipment necessary to create highly detailed, immersive three-dimensional image environments with real time friendly user interactivity. The concepts of Virtual Reality methods that generate immersive environments...