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Tytuł artykułu

Preliminary research on application of virtual reality as optical stimulation in videonystagmography

Treść / Zawartość
Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
The paper presents a research on the utilization of a virtual reality as means of stimulation during a videonystagmography examination. The main aim of the research was to test whether an optical stimulation generated by means of virtual reality presented in a helmet-mounted display is applicable to the videonystagmography examination. Eye position was recorded by an infrared camera mounted in virtual reality head-set. Visual stimulations were first performed on a LCD display mounted in VR goggles and then on a LCD monitor. Tracking of a moving field was a subject's task. Target horizontal and vertical jumps were used for calibration. Visual stimuli applied were pendulum target movement and moving vertical stripes. The results of tests showed that pupil positions registered during the virtual stimulation were consistent with those registered during the traditional stimulation.
Rocznik
Tom
Strony
9--20
Opis fizyczny
Bibliogr. 25 poz., rys., tab., wykr.
Twórcy
autor
  • Institute of Innovative Technologies EMAG, Poland, Katowice, ul. Leopolda 31
autor
  • Institute of Innovative Technologies EMAG, Poland, Katowice, ul. Leopolda 31
autor
  • Institute of Innovative Technologies EMAG, Poland, Katowice, ul. Leopolda 31
Bibliografia
  • [1] ALPINI D., PUGNETTI L., MENDOZZI L., BARBIERI E., MONTI, B. CESARANI A. Virtual reality in vestibular diagnosis and rehabilitation. Proceedings of The 2nd European Conference on Disability, Virtual reality and Associated Technologies, Skovde, Sweden, 1998. pp. 221–227.
  • [2] BENEDICT E. Introduction to electronystagmography http://scholarworks.umt.edu/cgi/viewcontent.cgi? article=3756context=etd. 1985. University of Montana, Missoula, Montana, USA.
  • [3] BERGERON M., LORTIE C., GUITTON M. Use of virtual reality tools for vestibular disorders rehabilitation: A comprehensive analysis. Advances in Medicine, 2014, Vol. 128. pp. 1005–1007. doi:10.1155/2015/916735.
  • [4] BRANDT S. Statistical and computational methods in data analysis. 1998. Springer, New York.
  • [5] DAVIDSON S., HUSSEMAN J. Clinical manual of otolaryngology. 2012. JP Medical Ltd.
  • [6] FRIEDMAN D., PIZARRO R., OR-BERKERS K., NEYRET S., PAN X., SLATER M. A method for generating an illusion of backwards time travel using immersive virtual reality - an exploratory study. Frontiers in Psychology, 2014, Vol. 9. doi: 10.3389/fpsyg.2014.00943.
  • [7] GEIG M. Unity game development in 24 hours. 2014. SAMS Publishing.
  • [8] JANCZEWSKI G. Clinical otoneurology. 1986. Wydawnictwo Lekarwskie PZWL, Warszawa.
  • [9] KAMATH M., SHENOY S., SREEDHARAN S., BHOJWANI K., MAMMEN S., MAJEED N. Role of electronystagmography in balance disorders: A clinical study. Indian Journal of Otolaringology, 2015, Vol. 21. pp. 201–208.
  • [10] KERCKHOVEN V. G., MERT A., RU D. J. Experimental studies of virtual reality-delivered compared to conventional exercise programs for rehabilitation. Journal of Laryngology and Otology, 2014, Vol. 128. pp. 1005–1007. doi:10.1017/S0022215114002254.
  • [11] KOSTORZ I., KOWALSKI W., LUDWIG Z. Research on utilization of virtual reality as optical stimulation in electronystagmography. Journal of Medical Informatics Technologies, 2016, Vol. 25. University o Silesia, pp. 115–137. doi=10.1093/brain/65.2.115.
  • [12] KOT T., NOVAK´ P. Utilization of the oculus rift hmd in mobile robot teleoperation. Modeling and Optimization of the Aerospace, Robotics, Mechatronics, Machines-Tools, Mechanical Engineering and Human Motricity Fields, 7 2014, Vol. 555 of Applied Mechanics and Materials. Trans Tech Publications, pp. 199–208. doi:10.4028/www.scientific.net/AMM.555.199.
  • [13] LAVALLE S., YERSHOVA A., KATSEV M., ANTONOV M. Head tracking for the oculus rift. robotics and automation (icra). IEEE International Conference on Hong Kong, 2014. pp. 187–194. doi: 10.1109/ICRA.2014.6906608.
  • [14] LEE J. Amazing non-gaming ways people are using oculus rift [internet]. makeuseof [updated 2014 oct 23, cited 2016 jun 20] http://www.makeuseof.com/tag/5-amazingnon-gaming-ways-people-using-oculus-rift/. 2014.
  • [15] MASKEY M., LOWRY J., RODGERS J., MCCONACHIE H., PARR J. Reducing specific phobia/fear in young people with autism spectrum disorders (asds) through a virtual reality environment intervention. PLoS ONE, 2014, Vol. 9. e100374. doi:10.1371/journal.pone.0100374.
  • [16] OTSU N. A threshold selection method from gray-level histograms. IEEE Transactions on Systems, Man, and Cybernetics, Jan 1979, Vol. 9. pp. 62–66.
  • [17] RIZZO A., BUCKWALTER J., ZAAG VAN DER C. Virtual environment applications for neuropsychological assessment and rehabilitation. Handbook of virtual environments, 2002. Earlbaum, New York, pp. 1027–1064.
  • [18] SUREZ H., GEISINGER D., FERREIRA E., SUREZ A., SAN ROMN A., SOTTA G. Visual gravitational vertical perception in peripheral vestibular hypofunction. Acta Oto-Laryngologica, 2012, Vol. 132. pp. 415–419. PubMed PMID:22073979.
  • [19] SVEISTRUP H., MCCOMAS J., THORNTON M., MARSHALL S., FINESTONE H., MCCORMICK A., ET.AL. Experimental studies of virtual reality-delivered compared to conventional exercise programs for rehabilitation. Cyberpsychology and Behavior, 2003, Vol. 6. pp. 245–249.
  • [20] THORN A. Practical game development with unity and blender. 2015. Cengage Learning.
  • [21] TIMM F., BARTH E. Accurate eye centre localisation by means of gradients. VISAPP, 2011.
  • [22] UNITY D. E. Unity 3d editor https://unity3d.com/. 2016.
  • [23] VIOLA P., JONES M. Rapid object detection using a boosted cascade of simple features. Proceedings of the 2001 IEEE Computer Society Conference on Computer Vision and Pattern Recognition. CVPR 2001, 2001, Vol. 1. pp. I–511–I–518 vol.1.
  • [24] WONG C. W., OLAFSSON V., PLANK M., SNIDER J., HALGREN E., POIZNER H., LIU T. T. Resting-state fmri activity predicts unsupervised learning and memory in an immersive virtual reality environment. PLoS ONE, 10 2014, Vol. 9. Public Library of Science, pp. 1–8.
  • [25] YAP H. J., TAHA Z., MD DAWAL S. Z., CHANG S.-W. Virtual reality based support system for layout planning and programming of an industrial robotic work cell. PLoS ONE, 10 2014, Vol. 9. Public Library of Science, pp. 1–15. doi=10.1371/journal.pone.0109692.
Uwagi
PL
Opracowanie rekordu w ramach umowy 509/P-DUN/2018 ze środków MNiSW przeznaczonych na działalność upowszechniającą naukę (2019).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-97481558-f3e3-4c5a-9e3b-66ad1c30b7df
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