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Research Demos Program
Mirracle: Augmented Reality In-situ Visualization of Human Anatomy Using a Magic Mirror
Tobias Blum, Valerie Kleeberger, Christoph Bichlmeier, Nassir Navab
Computer Aided Medical Procedures & Augmented Reality (CAMP), Technische Universitat Munchen, Munich, Germany
ABSTRACT: The mirracle system extends the concept of an Augmented Reality (AR) magic mirror to the visualization of human anatomy on the body of the user. Using a medical volume renderer a CT dataset is augmented onto the user. By a slice based user interface, slice from the CT and an additional photographic dataset can be selected.
Game-Based Rehabilitation: The JewelMine Game A Balance and Upper Limb Rehabilitation System Based on the Depth-Sensing Camera of the Microsoft Kinect
Belinda Lange, Albert Rizzo, Evan Suma, Eric McConnell, Chien-Yen Chang, Sebastian Koenig, Rick Juang, Mark Bolas
Institute for Creative Technologies, University of Southern California, USA
ABSTRACT: Using video games in rehabilitation settings has the potential to provide patients with fun and motivating exercise tools. Within the Medical VR and MxR groups at the USC Institute for Creative Technologies, we have been leveraging the technology of the Microsoft Kinect 3D depth-sensing camera. Our Kinect-based rehabilitation game “JewelMine” consists of a set of static balance training exercises which encourage the players to reach out of their base of support. We plan to demonstrate a sophisticated post-session analysis tool and several content themes which can be changed dynamically during a therapy session.
STRIVE: Stress Resilience in Virtual Environments, A Pre-Deployment Virtual Reality System for Teaching Stress Resilience and Assessing Chronic and Acute Stress Responses
J. Galen Buckwalter, Albert Rizzo, Bruce John, Brad Newman, Josh Williams, Thomas Parsons
Institute for Creative Technologies, University of Southern California, USA
ABSTRACT: The Stress Resilience In Virtual Environments (STRIVE) project aims to create a set of combat simulations that are part of a multi-episode narrative experience. Users can be immersed within challenging combat contexts and interact with virtual characters within these episodes as part of an experiential learning approach. Such approaches, often referred to as Stress Inoculation Training, have been found to reduce the neuroendocrine response, increase coping competence and reduce cortisol response. STRIVE is currently developing three combat modules with a narrative arc that includes increasingly intense combat situations, relational development, stress and loss, and emotional trauma. The goal is to raise the service member’s threshold for the stress of combat.
ARBlocks: A Projective Augmented Reality Platform for Educational Activities
Rafael Alves Roberto, Veronica Teichrieb
Voxar Labs, Informatics Center, Federal University of Pernambuco, Brazil
ABSTRACT: This demonstration will allow visitors to use different applications builded for the ARBlocks, a dynamic blocks platform based on projective augmented reality and tangible user interfaces aiming early childhood educational activities. Those applications, along with the platform itself, were designed to be useful tools for educators to teach general subjects for children, such as mathematical and language skills, as well as develop important abilities, like motor coordination and collaboration.
Navigating Large Data Sets in Virtual Worlds
Huaiyu Liu, Mic Bowman, Robert Adams, Dan Lake, Jerry Talton, Sean Koehl, and Robert Noradki
Intel Labs, USA
ABSTRACT: The ever increasing mass of information leads to new challenges on analyzing or navigating the large data sets. Combining visual perception and interaction capabilities with the enormous storage and computational power of today's computer systems, especially with the rise of 3D virtual worlds, has great potential in providing deeper immersion and intuitive interactions with large data sets. In this demo, we exploit the potential of navigating large datasets in a 3D virtual world, by transforming raw data sets into semantically rich, high level interactions and presenting data through rich, real-time visualization. We also explore the use of various digital devices that most users have available to build “distributed interfaces” and provide capabilities that make interactions within the 3D space, and with the data sets presented in the 3D space, more natural and expressive.
Virtual Reality to Go A USC ICT Mixed Reality Lab Demonstration
David Krum, Evan Suma, Mark Bolas
USC School of Cinematic Arts, USC Institute for Creative Technologies
ABSTRACT: Our demonstration will exhibit a number of low cost virtual reality systems built using smartphones, inexpensive optics, and game engine software. These systems will demonstrate how VR researchers and developers can leverage current trends in commodity hardware and software to bring virtual reality to a wider audience. This demonstration dovetails with the Workshop on Off-the-Shelf Virtual Reality (OTSVR), which we will also be organizing at the VR conference.
The Mixed Reality Lab at the USC Institute for Creative Technologies works to advance the design and practice of mixed reality and virtual reality. The lab is particularly focused on the research and development of new technologies and techniques to enhance immersion and interaction for learning and training.
Mixed Reality Game Prototypes for Upper Body Exercise and Rehabilitation
Marientina Gotsis, Vangelis Lympouridis, David Turpin, Amanda Tasse, Irina C. Poulos, Diane Tucker, Maximilian Swider, Alasdair G. Thin, Maryalice Jordan-Marsh
University of Southern California, University of Edinburgh, Choreo Theatro Company Inc., Heriot-Watt University
ABSTRACT: This research demonstration consists of an integrated hardware and software platform developed for rapid prototyping of virtual reality-based games for upper body exercise and rehabilitation. The exercise protocol has been adopted from an evidence-based shoulder exercise program for individuals with spinal cord injury. The hardware consists of a custom metal rig that holds a standard wheelchair, six Gametraks attached to elastic exercise bands, a Microsoft Kinect, a laptop and a large screen. A total of 21 prototypes were built using drivers for Kinect, MaxMSP and Unity Pro 3 in order to evaluate game ideas based on deconstruction of the exercise protocol. Future directions include validation of our heuristic design and evaluation model and the development of an exercise suite of point-of-care VR games.
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