scholarly journals Collecting People’s Preferences in Immersive Virtual Reality: A Case Study on Public Spaces in Singapore, Germany, and France

2020 ◽  
Author(s):  
Sebastian Stadler ◽  
◽  
Henriette Cornet ◽  
Fritz Frenkler
2020 ◽  
Vol 1 ◽  
Author(s):  
Reza Firoozabadi ◽  
Moamen Elhaddad ◽  
Sydney Drever ◽  
Maryam Soltani ◽  
Michael Githens ◽  
...  

Immersive virtual reality is proving effective as a non-pharmacologic analgesic for a growing number of painful medical procedures. External fixator surgical pins provide adjunctive stability to a broken pelvic bone until the bones heal back together, then pins are removed. The purpose of the present case study was to measure for the first time, whether immersive virtual reality could be used to help reduce pain and anxiety during the orthopedic process of removing external fixator pins from a conscious patient in the orthopedic outpatient clinic, and whether it is feasible to use VR in this context. Using a within-subject within wound care design with treatment order randomized, the patient had his first ex-fix pin unscrewed and removed from his healing pelvic bone while he wore a VR helmet and explored an immersive snowy 3D computer generated world, adjunctive VR. He then had his second pin removed during no VR, standard of care pain medications. The patient reported having 43% less pain intensity, 67% less time spent thinking about pain, and 43% lower anxiety during VR vs. during No VR. In addition, the patient reported that his satisfaction with pain management was improved with the use of VR. Conducting simple orthopedic procedures using oral pain pills in an outpatient setting instead of anesthesia in the operating room greatly reduces the amount of opioids used, lowers medical costs and reduces rare but real risks of expensive complications from anesthesia including oversedation, death, and post-surgical dementia. These preliminary results suggest that immersive VR merits more attention as a potentially viable adjunctive non-pharmacologic form of treatment for acute pain and anxiety during medical procedures in the orthopedic outpatient clinic. Recent multi-billion dollar investments into R and D and mass production have made inexpensive immersive virtual reality products commercially available and cost effective for medical applications. We speculate that in the future, patients may be more willing to have minor surgery procedures in the outpatient clinic, with much lower opioid doses, while fully awake, if offered adjunctive virtual reality as a non-pharmacologic analgesic during the procedure. Additional research and development is recommended.


2010 ◽  
Vol 1 (1) ◽  
pp. 93 ◽  
Author(s):  
Julián Flores ◽  
Antonio Otero ◽  
Eduardo Mallo ◽  
Rubén Arenas

<p>Over the past decade, projection based immersive virtual reality systems have increased in popularity. These kinds of systems and their applications left the laboratories and universities and became widely used in museums, schools, and other exhibition spaces. This trend has taken place largely due to vast improvements in the performance of projectors, CPU’s, and PC graphics cards at progressively lower costs. In this paper we present two of the most significant projects from the MAR group of University Santiago de Compostela in the design and development of low cost immersive virtual reality systems, in use at museums and public spaces.</p>


2009 ◽  
Vol 3 (1-2) ◽  
pp. 175-191 ◽  
Author(s):  
Francis Rousseaux ◽  
Indira Thouvenin

This papers starts with some mysterious contribution by Michel Foucault (1967) about heterotopias as special epistemological sites. With a recent case-study – an immersive virtual reality art project dealing with some ancient abbey reconstruction and managed by a French engineering school – we analyse the successive attempts to satisfy the system users by extending Foucault's heterotopology, which appears to be useful and creative for the Virtual Reality research communities.


Geosciences ◽  
2021 ◽  
Vol 11 (4) ◽  
pp. 149
Author(s):  
Federico Pasquaré Pasquaré Mariotto ◽  
Fabio Luca Bonali

In this paper, we have adopted a modern, cutting-edge methodology to make geoheritage sites (geosites) available and explorable worldwide, through both immersive and non-immersive virtual reality, particularly suitable also in COVID-19 times. In doing this, we have focused our attention on five different outcroppings, shallow magma bodies in Iceland: such geological objects, although being often underestimated, are, on the contrary, very suitable for geoheritage popularization purposes. These outstanding outcrops have been transformed in virtual outcrops (VOs) through UAV-based photogrammetry 3D modelling, and have been uploaded on a brand-new, dedicated online resource (GeoVires Virtual Reality Lab for Earth Sciences) which is accessible worldwide for Earth Science teaching and communication. As already stressed above, the choice of these Icelandic shallow magma bodies has been suggested by the fact that such geological objects, although extraordinarily challenging both in terms of geotourism and teaching, are seldom the object of attention from the international scientific community. The five VOs are defined here as virtual geosites (VGs) because they are, indeed, geosites that are fully accessible with a smartphone, a tablet, or a PC; moreover, each is provided with a detailed description and notes available during 3D exploration. Our work could represent a model for future, similar efforts aimed at popularizing Earth Sciences and making geoheritage available to a broad public through VGs.


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