Contents Part 1 Chapter 1 Chapter 2 Chapter 3 Part 2 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Preface XI Human-computer Interaction 1 Brain-Computer Interface Systems used for Virtual Rea
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Trang 2VIRTUAL REALITY
Edited by Jae-Jin Kim
Trang 3Virtual Reality
Edited by Jae-Jin Kim
Copyright © 2017 Second Edition
All chapters are Open Access articles distributed under the Creative Commons Non Commercial Share Alike Attribution 3.0 license, which permits to copy,
distribute, transmit, and adapt the work in any medium, so long as the original work is properly cited After this work has been published, authors
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for the accuracy of information contained in the published articles The publisher assumes no responsibility for any damage or injury to persons or property arising out
of the use of any materials, instructions, methods or ideas contained in the book
First published January, 2011 second 2017
Printed in India
A free online edition of this book is available at www.intechopen.com
Additional hard copies can be obtained from orders@intechweb.org
Virtual Reality, Edited by Jae-Jin Kim
ISBN-10: 953-307-518-X
ISBN-13: 978-953-307-518-1
Trang 5Contents
Part 1
Chapter 1
Chapter 2
Chapter 3
Part 2
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Preface XI
Human-computer Interaction 1
Brain-Computer Interface Systems used for Virtual Reality Control 3 Gert Pfurtscheller, Robert Leeb, Josef Faller and Christa Neuper Hapto-Acoustic Interaction Metaphors
in 3D Virtual Environments for Non-Visual Settings 21 Fabio De Felice, Floriana Renna,
Giovanni Attolico and Arcangelo Distante Collaborative 3D Interaction in Virtual Environments: a Workflow-Based Approach 49 Samir Otmane, Christophe Domingues,
Frédéric Davesne and Malik Mallem Advanced Virtual Reality Technologies 69 Virtual Reality to Simulate Visual
Tasks for Robotic Systems 71 Manuela Chessa, Fabio Solari and Silvio P Sabatini Development of a Finger Pad Force
Display for a Hand Haptic Interface 93 Haruhisa Kawasaki, Shinya Koide, Tetuya Mouri and Takahiro Endo Face-Touch: An Emotional Facial
Expression Technique of Avatar Based
on Tactile Vibration in Virtual Reality Game 107 Ahmad Hoirul Basori, Abdullah Bade,
Mohd Shahrizal Sunar and Daut Daman
VR Development with InTml 127 Pablo Figueroa
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Part 3 Chapter 8
Chapter 9
Chapter 10
Chapter 11
Part 4
Chapter 12
Chapter 13
Chapter 14
Chapter 15
Chapter 16
Evaluation of Cognition and Behavior 147 Compelling Self-Motion Through Virtual Environments without Actual Self-Motion
~ Using Self-Motion IIlusions (“Vection”)
to Improve User Experience in VR 149 Bernhard E Riecke
Neck Motion Analysis Using a Virtual Environment 177 Sarig Bahat Hilla
Handedness and Dexterity Evaluation System Using Haptic Virtual Reality Technology 203 Masanao Koeda, Mako Matsuyama,
Munetaka Sugihashi and Tsuneo Yoshikawa
An Exploratory Study on the Relationship between Orientation Map Reading and Way-finding in Unfamiliar Environments 223 Chieh-Hsin Tang, Chin-Wei Chang,
Ying-Ji Chuang and Ching-Yuan Lin
VR as aTherapeutic Tool 245 Virtuality Supports Reality for e-Health Applications 247 Giovanni Saggio and Carlo Alberto Pinto
Simulation of Subject Specific Bone Remodeling and Virtual Reality Visualization 273 Ajay Sonar and James Carroll
Application of Advanced Virtual Reality and 3D Computer Assisted Technologies in Computer Assisted Surgery and Tele-3D-computer Assisted Surgery in Rhinology 291 Ivica Klapan, Pero Raos, Tomislav Galeta, Ljubimko Simici¢, Juraj Lukinovié, Zeljko Vranješ, Josip Males,
Stanko Belina and Višeslav Cuk Development of a Medical Training System with Integration of Users’ Skills Assessment 325 Ronei M Moraes and Liliane S Machado
Virtual Reality Simulators for Objective Evaluation on Laparoscopic Surgery:
Current Trends and Benefits 349 Ignacio Oropesa, Pablo Lamata, Patricia Sanchez-Gonzalez, José B Pagador, Maria E Garcia,
Francisco M Sanchez-Margallo and Enrique J Gomez
Trang 7Part 5
Chapter 17
Chapter 18
Chapter 19
Chapter 20
Part 6
Chapter 21
Chapter 22
Chapter 23
Chapter 24
Chapter 25
Part 7
Chapter 26
Contents VII Neuroscience and Neuro-rehabilitation 375
Research in Neuroscience and Virtual Reality 377
Beatriz Rey and Mariano Alcaniz
Exploring the Potential of Virtual Reality
for the Elderly and People with Disabilities 395
Felix Kamieth, Patrick Dahne, Reiner Wichert,
Juan Luis Villalar, Viveca Jimenez-Mixco,
Antonella Arca and Maria Teresa Arredondo
Common Issues of Virtual Reality
in Neuro-Rehabilitation 419
Man, D.W.K
tion of Virtual Reality in Neuro-Rehabilitation: an Overview_ 429
Lucia F Lucca, Antonio Candelieri and Loris Pignolo
Psychiatric Evaluation and Therapy 443
Virtual Reality
in Evidence - Based Psychotherapy 445
Aurora Szentágotai, David Opris and Daniel David
Application of “Virtual Realities” in Psychotherapy:
Possibilities, Limitations and Effectiveness 469
Christiane Eichenberg
Virtual Reality-Based Assessment
of Social Skills and Its Application to Mental Illnesses 485 Jae-Jin Kim, Joseph Kim
Emotions and the Emotional Valence
Afforded by the Virtual Environment 501
Stéphane Bouchard
Serious Games for Serious Problems:
from Ludicus to Therapeuticus 515
Pedro Gamito, Jorge Oliveira, Diogo Morais,
Pedro Rosa and Tomaz Saraiva
Educational and Industrial Applications 537
Integrating Low-Cost Virtual Reality
into Engineering Design Curricula 539
Shana Smith
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Chapter 27
Chapter 28
Chapter 29
Chapter 30
Part 8 Chapter 31
Chapter 32
Virtual Reality and Computational Design 547 Michael S Bittermann and | Sevil Sariyildiz
Didactic Models in Civil Engineering Education:
Virtual Simulation of Construction Works 579 Alcinia Z Sampaio, Carlos O Cruz and Octavio P Martins Application of Augmented Reality
to Evaluate Invisible Height for Landscape Preservation 599 Nobuyoshi Yabuki
Virtual Reality Simulation System for Underground Mining Project 615 Keping Zhou and Mingming Guo
Virtual Worlds and Human Society 633
The Otherness of Cyberspace,
Virtual Reality and Hypertext 635 Tugrul Iiter
Actual Policing in Virtual Reality
— A Cause of Moral Panic or a Justified Need? 647 Katalin Parti
Trang 10Preface
Even though virtual reality techniques and their applications have been present for
only two decades, a lot of various interactive methods and applications have been introduced In its inception, button boxes or joysticks were used as virtual reality’s sole interface mechanism However, input devices have increasingly become more multi- faceted and intuitive by taking advantage of numerous developing technologies such
as haptic interface, motion capture, eye-gaze tracking, camera marker tracking, and position tracking Moreover, enhancement of visual display qualities and increased computational capacity and efficiency of personal computers have contributed to dramatic improvement in providing a realistic and interactive experience of virtual environments Research in virtual reality have gradually broadened its scope from primarily focusing on the hardware and technology itself to including more func- tional aspects of various possible virtual reality applications Recently, virtual reality applications have widely expanded to accommodate their usage in scientific research, manufacturing, business, medicine, education, sports, video games, art, and military training and operations
Our goals in writing this book were to provide a comprehensive volume on the medi-
um of virtual reality, introduce how it can be used, and how compelling virtual reality applications can be created In this book we mainly introduce rapidly developing tech- nology of virtual reality which includes new developments in hardware, software and applications, particularly in the field of medicine and engineering We additionally ad- dress relevant ethical concerns in the community regarding the current trend in scien- tific research that utilize virtual reality First two sections - “Human-computer inter- action” and “Advanced virtual reality technologies” - discuss software and hardware Various interaction techniques and their simple applications are presented Next four sections — “Evaluation of cognition and behavior", “VR as a therapeutic tool”, “Neuro-
science and neuro-rehabilitation”, and “Psychiatric evaluation and therapy’ are about
the-state-of-the-art virtual reality applications in medicine Moreover, applications in
other fields - “Educational and Industrial applications” - are also illustrated in the next
section Last section - “Virtual worlds and human society” - is about intention in vir- tual reality and ethical issues in virtual communities
Our reviews regarding virtual reality as an important medium ranges from discussion
of its design and implementation of the hardware that enables virtual reality systems
to be built, to how the medium can be used as a new tool, and also on how to provide better understanding and interest in virtual reality For the latter of aforementioned goals, we briefly discuss the types of virtual reality systems and their differences