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        ·高被引論文摘要·

        2016-02-14 03:21:22被引頻次473
        中國學(xué)術(shù)期刊文摘 2016年9期
        關(guān)鍵詞:虛擬環(huán)境出版物來源

        被引頻次:473

        國內(nèi)外虛擬現(xiàn)實(shí)技術(shù)的研究現(xiàn)狀

        姜學(xué)智,李忠華

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        ·高被引論文摘要·

        被引頻次:473

        國內(nèi)外虛擬現(xiàn)實(shí)技術(shù)的研究現(xiàn)狀

        姜學(xué)智,李忠華

        摘要:虛擬現(xiàn)實(shí)技術(shù)是由計(jì)算機(jī)產(chǎn)生,通過視、聽、觸覺等作用,使用戶產(chǎn)生身臨其境感覺的交互式視景仿真,具有多感知性、存在感、交互性和自主性等特征,文章介紹了動(dòng)態(tài)環(huán)境建模技術(shù),實(shí)時(shí)三維圖形生成技術(shù),立體顯示和傳感器技術(shù),應(yīng)用系統(tǒng)開發(fā)工具,系統(tǒng)集成技術(shù)。目前已在軍事、醫(yī)學(xué)、設(shè)計(jì)和娛樂等領(lǐng)域得到了廣泛應(yīng)用。美日等發(fā)達(dá)國家對(duì)其進(jìn)行了廣泛的研究,取得了重大成果。國內(nèi)的研究也取得了一定的成果。 虛擬現(xiàn)實(shí)技術(shù)是現(xiàn)代仿真技術(shù)的一個(gè)重要發(fā)展方向,是一種多源信息熔合的交互式的三維動(dòng)態(tài)視景和實(shí)體行為的系統(tǒng)仿真。文章從中國古代的模擬飛行動(dòng)物的有聲風(fēng)箏到現(xiàn)代美國飛行模擬器的發(fā)明;從虛擬現(xiàn)實(shí)的“Artificial Reality”到“Virtual Reality”、三個(gè)關(guān)鍵元素到三個(gè)基本特征的提出,文章首次從新的視角闡述虛擬現(xiàn)實(shí)技術(shù)的演變發(fā)展史及其理論形成,概括了VR發(fā)展的特點(diǎn)。首次提出用通式來表達(dá)VR的屬性。進(jìn)一步地簡單介紹了VR技術(shù)在軍事、工程、醫(yī)學(xué)、文化教育等方面取得的成果和應(yīng)用。最后展望了虛擬現(xiàn)實(shí)技術(shù)的發(fā)展前景,未來研究的熱點(diǎn)。 虛擬現(xiàn)實(shí)是人類在探索自然過程中創(chuàng)造形成的一種用于認(rèn)識(shí)自然、模擬自然,進(jìn)而更好地適應(yīng)和利用自然的科學(xué)方法和技術(shù)。文中在分析虛擬現(xiàn)實(shí)全過程的基礎(chǔ)上,給出虛擬現(xiàn)實(shí)問題的不同分類及一種理論表達(dá),并抽象出虛擬現(xiàn)實(shí)領(lǐng)域的三大科學(xué)技術(shù)問題類;在此基礎(chǔ)上從虛擬現(xiàn)實(shí)中的建模方法、虛擬現(xiàn)實(shí)表現(xiàn)技術(shù)、人機(jī)交互及設(shè)備、虛擬現(xiàn)實(shí)開發(fā)平臺(tái)與支撐環(huán)境和虛擬現(xiàn)實(shí)應(yīng)用等幾個(gè)方面論述了虛擬現(xiàn)實(shí)當(dāng)前的主要研究目標(biāo)、研究成果和發(fā)展趨勢(shì);最后指出虛擬現(xiàn)實(shí)需要進(jìn)一步致力研究解決的若干理論和技術(shù)問題。 虛擬現(xiàn)實(shí)技術(shù)是多功能的交互技術(shù),該文介紹了虛擬現(xiàn)實(shí)技術(shù)及其發(fā)展過程、概念特征、研究內(nèi)容以及應(yīng)用的主要領(lǐng)域,并且結(jié)合虛擬現(xiàn)實(shí)技術(shù)的應(yīng)用展望了虛擬現(xiàn)實(shí)技術(shù)的發(fā)展前景。 虛擬現(xiàn)實(shí)技術(shù)的特征可用3個(gè)I,即Immersion(沉浸感,也稱浸入感、臨場(chǎng)感)、Interaction(交互性)、Imagination(想象力)來描述。其中,沉浸感能使用戶感受到真切地進(jìn)入到虛擬空間之中,用戶將感覺不到身體所處的外部環(huán)境,而“融合”到虛擬世界中去;交互性則能使用戶實(shí)時(shí)地控制虛擬空間中虛擬物體的行為,從而使用戶感覺到自己是虛擬空間的主體,用戶還可通過三維交互設(shè)備直接控制虛擬世界中的對(duì)象;而想象力則是人對(duì)虛擬空間的創(chuàng)造能力。 建模技術(shù)是虛擬現(xiàn)實(shí)中的關(guān)鍵技術(shù)之一,經(jīng)歷了從幾何建模、物理建模到行為建模的發(fā)展進(jìn)程,行為建模方法真正體現(xiàn)了虛擬現(xiàn)實(shí)的特征。目前,以行為建模方法為代表的新一代建模方法的研究方興未艾,其應(yīng)用前景非??捎^。 分析了虛擬現(xiàn)實(shí)(VR)技術(shù)區(qū)別于相鄰近的技術(shù)的重要特征,回顧了虛擬現(xiàn)實(shí)技術(shù)發(fā)展的三個(gè)階段。介紹了虛擬現(xiàn)實(shí)技術(shù)在美國等國家的研究現(xiàn)狀、主要技術(shù)及關(guān)鍵技術(shù)的開發(fā)狀況。 虛擬現(xiàn)實(shí)是一種高度逼真的模擬人在自然環(huán)境中視、聽、動(dòng)等行為的人機(jī)界面。圖形生成是虛擬現(xiàn)實(shí)技術(shù)的重要瓶頸。本文對(duì)面向虛擬現(xiàn)實(shí)的實(shí)時(shí)圖形生成技術(shù)及其發(fā)展情況作了詳細(xì)的介紹和綜述。其主要內(nèi)容是圖形生成的硬件體系結(jié)構(gòu)以及在虛擬現(xiàn)實(shí)的真實(shí)感圖形生成中用于加速的各種有效技術(shù)。 虛擬現(xiàn)實(shí)技術(shù)是一門新興邊緣的技術(shù),研究內(nèi)容涉及多個(gè)領(lǐng)域,應(yīng)用十分廣泛,被公認(rèn)為是21世紀(jì)重要的發(fā)展學(xué)科以及影響人們生活的重要技術(shù)之一。從虛擬現(xiàn)實(shí)的概念出發(fā),對(duì)虛擬現(xiàn)實(shí)技術(shù)的國內(nèi)外研究現(xiàn)狀進(jìn)行了充分論述,并展望了虛擬現(xiàn)實(shí)的發(fā)展趨勢(shì)。 “虛擬現(xiàn)實(shí)”就是一種可以創(chuàng)建和體驗(yàn)虛擬世界的計(jì)算機(jī)系統(tǒng)。這種系統(tǒng)生成的各種虛擬環(huán)境,作用于用戶的視覺、聽覺、觸覺,使用戶產(chǎn)生身臨其境的感覺,沉浸其中。而所謂虛擬世界則是虛擬環(huán)境或給定仿真對(duì)象的集合虛擬現(xiàn)實(shí)是近年發(fā)展起來的一項(xiàng)新技術(shù),目前已廣泛地應(yīng)用于許多領(lǐng)域。該文闡述了虛擬現(xiàn)實(shí)技術(shù)的產(chǎn)生、概念、特征及其意義、虛擬現(xiàn)實(shí)技術(shù)的技術(shù)組成和藝術(shù)、情感魅力,分析了虛擬現(xiàn)實(shí)技術(shù)的研究內(nèi)容、方向和技術(shù)瓶頸。

        關(guān)鍵詞:虛擬現(xiàn)實(shí)技術(shù);虛擬環(huán)境;研究現(xiàn)狀 虛擬現(xiàn)實(shí);關(guān)鍵元素;3I特征;通式;演變發(fā)展 虛擬現(xiàn)實(shí);建模;繪制;人機(jī)交互;開發(fā)平臺(tái) 虛擬現(xiàn)實(shí)技術(shù);分布式虛擬環(huán)境;交互技術(shù);心理學(xué) 虛擬現(xiàn)實(shí);虛擬環(huán)境;混合建模;幾何實(shí)體;光源照射;世界坐標(biāo)系;用戶坐標(biāo)系;虛擬物體;圖象合成;虛擬對(duì)象 虛擬現(xiàn)實(shí);幾何建模;物理建模;行為建模 虛擬現(xiàn)實(shí)技術(shù);發(fā)展過程;研究現(xiàn)狀 虛擬現(xiàn)實(shí);圖形生成;圖形加速 虛擬現(xiàn)實(shí);研究現(xiàn)況;發(fā)展趨勢(shì) 虛擬現(xiàn)實(shí);交互技術(shù);虛擬環(huán)境;沉浸;構(gòu)想

        虛擬現(xiàn)實(shí)技術(shù)的演變發(fā)展與展望

        鄒湘軍,孫健,何漢武,等

        來源出版物:系統(tǒng)仿真學(xué)報(bào), 2004, 16 (9): 1905-32-1909

        被引頻次:284

        虛擬現(xiàn)實(shí)綜述

        趙沁平

        來源出版物:中國科學(xué)(F輯:信息科學(xué)), 2009, 39(1): 2-46

        被引頻次:233

        展望虛擬現(xiàn)實(shí)技術(shù)

        蘇建明,張續(xù)紅,胡慶夕

        來源出版物:計(jì)算機(jī)仿真, 2004, 21(1): 18-21

        被引頻次:179

        虛擬現(xiàn)實(shí)中基于圖形與圖象的混合建模技術(shù)

        李自力

        來源出版物:中國圖象圖形學(xué)報(bào):A 輯, 2001, 6(1): 96-101

        被引頻次:177

        虛擬現(xiàn)實(shí)中的建模方法

        楊克儉,劉舒燕,陳定方

        來源出版物:武漢理工大學(xué)學(xué)報(bào), 2001, 23(6): 47-50

        被引頻次:168

        虛擬現(xiàn)實(shí)技術(shù)的發(fā)展過程及研究現(xiàn)狀

        吳迪,黃文騫

        來源出版物:海洋測(cè)繪, 2002, 22(6): 15-17

        被引頻次:151

        虛擬現(xiàn)實(shí)的圖形生成技術(shù)

        劉學(xué)慧,吳恩華

        來源出版物:中國圖象圖形學(xué)報(bào):A 輯, 1997, 2(4): 205-212

        被引頻次:150

        虛擬現(xiàn)實(shí)技術(shù)的國內(nèi)外研究現(xiàn)狀與發(fā)展

        許微

        來源出版物:現(xiàn)代商貿(mào)工業(yè), 2009, 21(2): 279-280

        被引頻次:149

        虛擬現(xiàn)實(shí)技術(shù)概述

        張占龍,羅辭勇,何為

        來源出版物:計(jì)算機(jī)仿真, 2005, 22(3): 1-3

        被引頻次:1097

        來源出版物:IEEE Transactions on Neural Systems and Rehabilitation Engineering, 2001, 9(3): 308-318

        被引頻次:228

        Virtualized reality: Constructing virtual worlds from real scenes

        Kanade, T; Rander, P; Narayanan, PJ; et al.

        來源出版物:IEEE Multimedia, 1997 (1): 34-47

        被引頻次:221

        Virtual reality surgical simulator

        Satava, RM

        來源出版物:Surgical Endoscopy, 1993, 7(3): 203-205

        被引頻次:217

        Proficiency-based virtual reality training significantly reduces the error rate for residents during their first 10 laparoscopic cholecystectomies

        Ahlberg, G; Enochsson, L; Gallagher, AG; et al.

        來源出版物:The American Journal of Surgery, 2007, 193(6): 797-804

        被引頻次:181

        Virtual reality exposure therapy for Vietnam veterans with posttraumatic stress disorder

        Rothbaum, BO; Hodges, LF; Ready, D; et al.

        來源出版物:The Journal of Clinical Psychiatry, 2001, 62(8): 1, 478-622

        被引頻次:181

        Virtual bronchoscopy - Relationships of virtual reality endobronchial simulations to actual bronchoscopic findings

        Vining, DJ; Liu, K; Choplin, RH; et al.

        來源出版物:CHEST Journal, 1996, 109(2): 549-553

        來源出版物:遼寧工程技術(shù)大學(xué)學(xué)報(bào): 自然科學(xué)版, 2004, 23(2): 238-240

        被引頻次:307

        來源出版物:Nature Materials, 2003, 2(5): 301-306

        被引頻次:1059

        Self-cleaning surfaces - Virtual realities

        Blossey, R

        Abstract:In the 19th century, Oscar Wilde stated “We live, I regret to say, in an age of surfaces”. Today, we do so even more, and we do not regret it: key advances in the understanding and fabrication of surfaces with controlled wetting properties are about to make the dream of a contaminationfree (or ‘no-clean’) surface come true. Two routes to self-cleaning are emerging, which work by the removal of dirt by either film or droplet flow. Although a detailed understanding of the mechanisms underlying the behaviour of liquids on such surfaces is still a basic research topic, the first commercial products in the household-commodity sector and for applications in biotechnology are coming within reach of the marketplace. This progress report describes the current status of understanding of the underlying mechanisms, the concepts for making such surfaces, and some of their first applications. Objective: To demonstrate that virtual realitybook=27,ebook=31(VR) training transfers technical skills to the operating room (OR) environment.Summary Background Data: The use of VR surgical simulation to train skills and reduce error risk in the OR has never been demonstrated in a prospective, randomized, blinded study. Methods: Sixteen surgical residents (PGY 1–4) had baseline psychomotor abilities assessed, then were randomized to either VR training (MIST VR simulator diathermy task) until expert criterion levels established by experienced laparoscopists were achieved (n=8), or control non-VR-trained (n=8). All subjects performed laparoscopic cholecystectomy with an attending surgeon blinded to training status. Videotapes of gallbladder dissection were reviewed independently by two investigators blinded to subject identity and training, and scored for eight predefined errors for each procedure minute (interrater reliability of error assessment r>0.80). Results: No differences in baseline assessments were found between groups. Gallbladder dissection was 29% faster for VR-trained residents. Non-VR-trained residents were nine times more likely to transiently fail to make progress (P<0.007, Mann-Whitney test) and five times more likely to injure the gallbladder or burn nontarget tissue (chi-square=4.27, P<0.04). Mean errors were six times less likely to occur in the VR-trained group (1.19 vs. 7.38 errors per case; P<0.008, Mann-Whitney test). Conclusions: The use of VR surgical simulation to reach specific target criteria significantly improved the OR performance of residents during laparoscopic cholecystectomy. This validation of transfer of training skills from VR to OR sets the stage for more sophisticated uses of VR in assessment, training, error reduction, and certification of surgeons. BACKGROUND: This study examined the impact of virtual reality (VR) surgical simulation on improvement of psychomotor skills relevant to the performance of laparoscopic cholecystectomy. METHODS: Sixteen surgical trainees performed a laparoscopic cholecystectomy on patients in the operating room (OR). The participants were then randomized to receive VR training (ten repetitions of all six tasks on the Minimally Invasive Surgical Trainer-Virtual Reality (MIST-VR)) or no training. Subsequently, all subjects performed a further laparoscopic cholecystectomy in the OR. Both operative procedures were recorded on videotape, and assessed by two independent and blinded observers using predefined objective criteria. Time to complete the procedure, error score and economy of movement score were assessed during the laparoscopic procedure in the OR. RESULTS: No differences in baseline variables were found between the two groups. Surgeons who received VR training performed laparoscopic cholecystectomy significantly faster than the control group (P=0.021). Furthermore, those who had VR training showed significantly greater improvement in error (P=0.003) and economy of movement (P=0.003) scores. CONCLUSION: Surgeons who received VR simulator training showed significantly greater improvement in performance in the OR than those in the control group. VR surgical simulation is therefore a valid tool for training of laparoscopic psychomotor skills and could be incorporated into surgical training programmes. Summary Background Data: To inform surgeons about the practical issues to be considered for successful integration of virtual reality simulation into a surgical training program. The learning and practice of minimally invasive surgery (MIS) makes unique demands on surgical training programs. A decade ago Satava proposed virtual reality (VR) surgical simulation as a solution for this problem. Only recently have robust scientific studies supported that vision. Methods: A review of the surgical education, human-factor, and psychology literature to identify important factors which will impinge on the successful integration of VR training into a surgical training program. Results: VR is more likely to be successful if it is systematically integrated into a well-thought-out education and training program which objectively assesses technical skills improvement proximate to the learning experience. Validated performance metrics should be relevant to the surgical task being trained but in general will require trainees to reach an objectively determined proficiency criterion, based on tightly defined metrics and perform at this level consistently. VR training is more likely to bebook=28,ebook=32successful if the training schedule takes place on an interval basis rather than massed into a short period of extensive practice. High-fidelity VR simulations will confer the greatest skills transfer to the in vivo surgical situation, but less expensive VR trainers will also lead to considerably improved skills generalizations. Conclusions: VR for improved performance of MIS is now a reality. However, VR is only a training tool that must be thoughtfully introduced into a surgical training curriculum for it to successfully improve surgical technical skills. A personal computer (PC)-based desktop virtual reality (VR) system was developed for rehabilitating hand function in stroke patients. The system uses two input devices, a Cyber-Glove and a Rutgers Master U-ND (RMII) force feedback glove, allowing user interaction with a virtual environment. This consists of four rehabilitation routines, each designed to exercise one specific parameter of hand movement: range, speed, fractionation or strength. The use of performance-based target levels is designed to increase patient motivation and individualize exercise difficulty to a patient’s current state. Pilot clinical trials have been performed using the above system combined with noncomputer tasks, such as pegboard insertion or tracing of two-dimensional (2-D) patterns. Three chronic stroke patients used this rehabilitation protocol daily for two weeks. Objective measurements showed that each patient showed improvement on most of the hand parameters over the course of the training. Subjective evaluation by the patients was also positive. This technical report focuses on this newly developed technology for VR rehabilitation. A new visual medium, Virtualized Reality, immerses viewers in a virtual reconstruction of real-world events. The Virtualized Reality world model consists of real images and depth information computed from these images. Stereoscopic reconstructions provide a sense of complete immersion, and users can select their own viewpoints at view time, independent of the actual camera positions used to capture the event. The virtual-reality surgical simulator signals the beginning of an era of computer simulation for surgery. The surgical resident of the future will learn new perspectives on surgical anatomy and repeatedly practice surgical procedures until they are perfect before performing surgery on patients. Primitive though these initial steps are, they represent the foundation for an educational base that will be as important to surgery as the flight simulator is to aviation. It is anticipated that the full development of the surgical simulator will take less than the 40 years which was required for flight simulators to become an indispensable ingredient of pilot training. As the system evolves, many new and yet-to-be-imagined applications will arise, but we must have understanding and patience as we wait for computer power to improve to a point where VR surgical simulation can emerge from its PacMan era. Background: Virtual reality (VR) training has been shown previously to improve intraoperative performance during part of a laparoscopic cholecystectomy. The aim of this study was to assess the effect of proficiency-based VR training on the outcome of the first 10 entire cholecystectomies performed by novices.Methods: Thirteen laparoscopically inexperienced residents were randomized to either (1) VR training until a predefined expert level of performance was reached, or (2) the control group. Videotapes of each resident’s first 10 procedures were reviewed independently in a blinded fashion and scored for predefined errors. Results: The VR-trained groupbook=29,ebook=33consistently made significantly fewer errors (P=0.0037). On the other hand, residents in the control group made, on average, 3 times as many errors and used 58% longer surgical time. Conclusions: The results of this study show that training on the VR simulator to a level of proficiency significantly improves intraoperative performance during a resident’s first 10 laparoscopic cholecystectomies. Background: Virtual reality (VR) integrates real-time computer graphics, body-tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer-generated virtual environment that changes in a natural way with head and body motion. VR exposure (VRE) is proposed as an alternative to typical imaginal exposure treatment for Vietnam combat veterans with posttraumatic stress disorder (PTSD). Method: This report presents the results of an open clinical trial using VRE to treat Vietnam combat veterans who have DSM-IV PTSD. In 8 to 16 sessions. 10 male patients were exposed to 2 virtual environments: A virtual Huey helicopter flying over a virtual Vietnam and a clearing surrounded by jungle. Results: Clinician-rated PTSD symptoms as measured by the Clinician Administered PTSD Scale, the primary outcome measure, at 6-month follow-up indicated an overall statistically significant reduction from baseline (P=0.0021) in symptoms associated with specific reported traumatic experiences. All 8 participants interviewed at the 6-month follow-up reported reductions in PTSD symptoms ranging from 15% to 67%. Significant decreases were seen in all 3 symptom clusters (P<0.02). Patient self-reported intrusion symptoms as measured by the Impact of Event Scale were significantly lower (P<0.05) at 3 months than at baseline but not at 6 months. although there was a clear trend toward fewer intrusive thoughts and somewhat less avoidance. Conclusion: Virtual reality exposure therapy holds promise for treating PTSD in Vietnam veterans. Advances in computer technology have permitted development of virtual reality images of the tracheobronchial tree using data sets derived from helical CT of the chest. To determine the relevance of these images to actual bronchoscopic findings, we compared “virtual bronchoscopy”images with videotaped bronchoscopy results in 20 patients who had undergone both helical chest CT and fiberoptic bronchoscopy during clinical evaluation of their thoracic problems. Suboptimal endobronchial simulations in ten patients identified important, readily-addressed technical requirements for this imaging procedure. In the ten patients with technically suitable renderings of the airway, virtual bronchoscopy simulations accurately demonstrated endobronchial obstructions by tumor in five, airway distortion and/or ectasia in four, and accessory bronchi in another. These preliminary observations suggest that virtual bronchoscopy simulations accurately represent major endobronchial anatomic findings. This technique may have a role in prebronchoscopy planning, endoscopy training, and/or endobronchial therapy, and merits further study.

        Virtual reality training improves operating room performance - Results of a randomized, double-blinded study

        Seymour, NE; Gallagher, AG; Roman, SA; et al.

        來源出版物:Annals of Surgery, 2002, 236(4): 458-464

        被引頻次:539

        Randomized clinical trial of virtual reality simulation for laparoscopic skills training

        Grantcharov, TP; Kristiansen, VB; Bendix, J; et al.

        來源出版物:British Journal of Surgery, 2004, 91(2): 146-150

        被引頻次:335

        Virtual reality simulation for the operating room -Proficiency-based training as a paradigm shift in surgical skills training

        Gallagher, AG; Ritter, EM; Champion, H; et al.

        來源出版物:Annals of Surgery, 2005, 241(2): 364-372

        被引頻次:230

        Virtual reality-enhanced stroke rehabilitation

        Jack, D; Boian, R; Merians, AS; et al.

        Keywords:Cyber Glove; haptic glove; rehabilitation; Rutgers Master II-ND; stroke; virtual reality (VR) computer-assisted diagnosis; computer simulation; bronchoscopy; lung neoplasms; tomography, x-ray computed

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