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    Virtual Reality Planning in Reconstructive Surgery for Orbital Prosthetic Rehabilitation Using ImmersiveTouch Platform: Preliminary Report
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    Abstract:
    Virtual reality (VR) is emerging as an effective and intuitive surgical planning and 3D visualization tool. Digital surgical planning is the gold standard for planning the placement of implants in maxillofacial prosthetics, but the field lacks a platform exclusively designed to perform the task. Virtual reality planning (VRP) specific for maxillofacial prosthetics offers the clinician improved control of the presurgical planning and the potential to limit the need to adapt other advanced segmentation software. Furthermore, the virtual plan can be directly translated to the patient through custom 3D printed (3DP) surgical guides and visual aids. To the best of our knowledge, this article outlines the development of the world's first virtual reality planning platform and workflow for pre-operatory planning within a VR environment for clinical use specific to facial prosthetics and anaplastology.
    Keywords:
    Reconstructive Surgery
    This paper is a synoptic review of virtual reality, its features, types, and virtual reality systems, as well as the elements of the VR system hardware and software, which are essential components of virtual reality systems.
    Immersion
    Artificial reality
    Component (thermodynamics)
    Citations (49)
    We designed a rehabilitation program for patients with post-myocardial infarction by modifying the 14-step program of Emory University into a more suitable form for a Japanese. The usefulness of this rehabilitation program was evaluated by comparing the clinical course of our patients with that of the patients in our affiliated institutions, where patients had no systematic rehabilitation therapy. The following results were obtained: 1) Most patients of the rehabilitation-completed group were living a non-restricted life 6 months after discharge. The life style of the rehabilitation group even including the rehabilitation-non-completed group, was far better than that of the non-rehabilitation group. 2) Many patients of the rehabilitation group were working at the same job as before infarction 3 years after discharge, while a substantial number of the patients of the non-rehabilitation group had changed their job or retired within 3 years after discharge. 3) The reason for changing job or retiring was primarily subjective symptoms or objective findings in the rehabilitation-completed group, while it was mostly fear in the non-rehabilitation group. 4) Patients who could not complete our program were mainly old patients of over 70 years of age, patients with extensive anterior infarction and subendocardial infarction and ones with complications such as shock and cardiac failure.
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    Rehabilitation is the significant way that helps stroke patients to regain their normal living by restoring the lost functionality to return to its normal functionality. Currently, there are many ways of rehabilitation. In this paper, the rehabilitation by using Electromyography signal (EMG) from patient to control rehabilitation device is proposed. The type of rehabilitation can be chosen either active assistive rehabilitation or passive rehabilitation. In addition, part of body for the rehabilitation can be chosen either upper limb, lower limb or four limbs simultaneously. The proposed system is easy for the patient to understand and execute. The rehabilitation follows normal physiology of human i.e. starts by developing sensory motor, motor neuron, muscle fiber and muscle respectively. Therefore, the proposed rehabilitation in this paper has advantage to the development of stroke patient.
    Stroke
    Citations (2)
    The article reviews a ten-year experience with rehabilitation of post-stroke patients accumulated at specialized in- and out-patient rehabilitation centers. The authors present the principles of structuring the recovery process, as well as the main components of rehabilitation programmes, individual methods, and their combination. The ultimate results of rehabilitation treatment are considerably better than those observed following the traditional chemo- and physiotherapy.
    Stroke
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    老年者急性心筋梗塞例についてリハビリテーション (以下リハビリと略す) の効果, 影響を検討するため, 対照としてリハビリを施行していなかった期間の心筋梗塞群 (リハビリ(-)群) 53人平均77.1歳と, リハビリを組織的に開始後に入院した心筋梗塞群 (リハビリ(+)群) 84人平均76.1歳とに分け, 予後との関連を検討した. リハビリ(+)群を到達リハビリレベルにより分類すると, リハビリ不能群20人, 軽度リハビリ群15人, 歩行訓練群27人, リハビリ終了群22人であった. リハビリレベル別の合併症の頻度の比較では, リハビリ到達レベル高度の群に梗塞後狭心症が多かった. 心不全の有無, 梗塞再発に関しては各群間に有意差はなかった. 退院時運動レベルと梗塞後の合併症との関連を見ると, 狭心症を有する群に於いて有意に運動レベルが高かった. リハビリ(-), (+)の各群の平均3.5年の観察期間中に於いて, 心臓死は各々51%, 41%にのぼった. リハビリ(-)群の平均7.5年の観察期間中, 心臓死は62%であった. リハビリ(+)群の心臓死例26人について, リハビリレベルと生存年数の間にr=0.53 (p<0.01) の正相関が見られた. 梗塞後狭心症を両群で比較するとリハビリ (-) で13%, リハビリ(+)群で42%と, リハビリ(+)群で多かった. 退院時運動能力は, リハビリ (+) 群で高かった. 生命予後の検討では, リハビリ(+)群で生存率が高い傾向があり, 心死率は低い傾向があったが, 有意差は見られなかった.
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    Virtual Reality(VR) contents provides a user with unusual experience through high sense of immersion in limited area in reality. However, due to limits in real world, there are lots of elements in locomotion within virtual reality that should be considered. VR contents can cause VR sickness or give a user an unpleasant feeling depending on locomotion. The purpose of this study is to find out an influence of locomotion within VR(Virtual Reality) on VR sickness in order to make a contribution to relieving VR sickness.
    Immersion
    Simulator sickness
    Sense of presence
    Virtual Reality (VR) technologies have the potential to improve online education for students. This paper reports on a course on the topic of virtual reality using VR technologies and Mozilla Hubs. Findings from student questionnaire responses suggest that students appreciated the unique educational experience of learning about VR in VR and felt more present in VR when compared to other online learning experiences. However, it was noted that using a VR headset made it difficult to take notes and became uncomfortable for some students after long periods of time.
    Headset
    Immersion
    This paper briefly introduces virtual reality technology, expounds the characteristics and composition of virtual reality technology, and conducts in-depth research and analysis on the development path of "VR+" in virtual reality industry, hoping to develop "VR+" of virtual reality industry. This paper will play a certain reference and help, and lay a good foundation for the sustainable and stable development of the virtual reality industry.
    Immersion
    헤드 마운티드 디스플레이 (HMD; Head Mounted Display)를 활용한 가상현실(VR; Virtual Reality) 기술의 상용화가 코앞으로 다가왔다. 오큘러스 스토리 스튜디오, VRC(Virtual Reality Company), Jaunt VR, 레전더리 픽쳐스, 월트 디즈니 컴퍼니 등 다양한 스타트업 기업과 거대 미디어를 통해 VR 영상 콘텐츠가 개발되고 있으나 국내의 기존 애니메이션 업계 대부분은 VR콘텐츠에 대한 회의주의적 시각에 머물러 있으며 제작을 위한 연구 역시 상대적으로 미비한 상황이다. 본고는 VR애니메이션 제작을 위해 진행된 선행 연구로 VR콘텐츠와 기존 영상 콘텐츠의 가장 큰 차이점인 롱 테이크 기법 활용에 대하여 논하고 Google ATAP(Advanced Technology and Projects)의 VR영상 〈HELP〉를 구체적인 사례로 삼아 롱 테이크 연출을 분석하여 다루었다. 이를 통해 추후의 VR영상 관련 연구와 VR애니메이션 제작에 도움이 되고자 한다.
    Optical head-mounted display
    Immersion
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