Evaluation of 3D Slicer As a Medical Virtual Reality Visualization Platform
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The Application of Virtual Reality in Engineering Education
applied sciences Review The Application of Virtual Reality in Engineering Education Maged Soliman 1 , Apostolos Pesyridis 2,3, Damon Dalaymani-Zad 1,*, Mohammed Gronfula 2 and Miltiadis Kourmpetis 2 1 College of Engineering, Design and Physical Sciences, Brunel University London, London UB3 3PH, UK; [email protected] 2 College of Engineering, Alasala University, King Fahad Bin Abdulaziz Rd., Dammam 31483, Saudi Arabia; [email protected] (A.P.); [email protected] (M.G.); [email protected] (M.K.) 3 Metapower Limited, Northwood, London HA6 2NP, UK * Correspondence: [email protected] Abstract: The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and towards education and training. In this paper, we argue and present evidence from vast research that VR is an excellent tool in engineering education. Through our review, we deduced that VR has positive cognitive and pedagogical benefits in engineering education, which ultimately improves the students’ understanding of the subjects, performance and grades, and education experience. In addition, the benefits extend to the university/institution in terms of reduced liability, infrastructure, and cost through the use of VR as a replacement to physical laboratories. There are added benefits of equal educational experience for the students with special needs as well as distance learning students who have no access to physical labs. Furthermore, recent reviews identified that VR applications for education currently lack learning theories and objectives integration in their design. -
Design Architecture in Virtual Reality
Design Architecture in Virtual Reality by Anisha Sankar A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Architecture Waterloo, Ontario, Canada, 2019 © Anisha Sankar 2019 Author’s Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. - iii - Abstract Architectural representation has newly been introduced to Virtual Real- ity (VR) technology, which provides architects with a medium to show- case unbuilt designs as immersive experiences. Designers can use specialized VR headsets and equipment to provide a client or member of their design team with the illusion of being within the digital space they are presented on screen. This mode of representation is unprec- edented to the architectural field, as VR is able to create the sensation of being encompassed in an environment at full scale, potentially elic- iting a visceral response from users, similar to the response physical architecture produces. While this premise makes the technology highly applicable towards the architectural practice, it might not be the most practical medium to communicate design intent. Since VR’s conception, the primary software to facilitate VR content creation has been geared towards programmers rather than architects. The practicality of inte- grating virtual reality within a traditional architectural design workflow is often overlooked in the discussion surrounding the use of VR to rep- resent design projects. This thesis aims to investigate the practicality of VR as part of a de- sign methodology, through the assessment of efficacy and efficiency, while studying the integration of VR into the architectural workflow. -
Learn More: Windows Mixed Reality Platform + Steamvr
NOT FOR USE IN INDIA FAQ HP REVERB VR HEADSET PROFESSIONAL EDITION, STEAMVR & WINDOWS MIXED REALITY 2 1.0 STEAMVR 3 2.0 HP REVERB VR HEADSET PRO EDITION 6 3.0 WINDOWS MIXED REALITY 7 LEARN MORE: WINDOWS MIXED 4.0 GENERAL VR REALITY PLATFORM + STEAMVR Frequently asked questions about HP’s professional head-mounted display (HMD) - built on the Windows Mixed Reality (WMR) platform - and integration with SteamVR. The HP Reverb Virtual Reality Headset - Professional Edition offers stunning immersive computing with significant ease of setup and use in a cost effective solution. This solution is well suited for Engineering Product Dev and design reviews, AEC (Architecture, Engineering & Construction) reviews, location-based entertainment, and MRO (Maintenance, Repair and Overhaul) training use environments. HIGHLIGHT: Take advantage of the complete Windows 10 Mixed Reality and SteamVR ecosystems. The HP Reverb VR Headset Pro HP Reverb Virtual Reality Headset - Professional Edition is not recommended for children under the age of Edition is built on the Windows IMPORTANT NOTE: 13. All users should read the HP Reverb Virtual Reality Headset - Professional Edition User Guide to reduce the risk of personal Mixed Reality platform. injury, discomfort, property damage, and other potential hazards and for important information related to your health and Integration with SteamVR safety when using the headset. Windows Mixed Reality requires Windows 10 October 2018 Update installed on the workstation requires the Windows Mixed or PC. Features may require software or other 3rd-party applications to provide the described functionality. To minimize the Reality bridge app. possibility of experiencing discomfort using a VR application, ensure that the PC system is equipped with the appropriate graphics and CPU for the VR application. -
S O F T W a R E D E V E L O P E R ' S Q U a R T E R
SOFTWARE DEVELOPER’S QUARTERLY Issue 12• Jan 2010 MIDAS 2.4 RELEASED AS OPEN SOURCE Editor’s Note ........................................................................... 1 Kitware is proud to announce the release of MIDAS 2.4, a major release implementing more than 20 new features. We Recent Releases ..................................................................... 1 are also happy to announce that the MIDAS source-code is now freely available under an unrestricted (BSD) license. A Synthetic LiDAR Scanner for VTK ..................................... 3 New Variational Level-Set Classes with Region Fitting Energy in ITK ......................................................................... 6 Alternative Memory Models for ITK..................................... 9 N3 Implementation for MRI Bias Field Correction ............ 11 Exporting Contours to DICOM-RTSTRUCT ......................... 13 Kitware News ...................................................................... 15 Kitware is pleased to present a special edition of the Source which features several of the strongest Insight Journal submissions from 2009. The Insight Journal was designed Improved image gallery with color selection to provide a realistic support system for disseminating sci- entific research in the medical image processing domain. For the past year MIDAS, Kitware’s digital archiving and Recognizing the need for a mechanism whereby the medical distributed processing system, has been generating a lot of image analysis community can collectively share their -
Immersive Virtual Reality Attacks and the Human Joystick Peter Casey University of New Haven
University of New Haven Masthead Logo Digital Commons @ New Haven Electrical & Computer Engineering and Computer Electrical & Computer Engineering and Computer Science Faculty Publications Science 3-27-2019 Immersive Virtual Reality Attacks and the Human Joystick Peter Casey University of New Haven Ibrahim Baggili University of New Haven, [email protected] Ananya Yarramreddy University of New Haven Follow this and additional works at: https://digitalcommons.newhaven.edu/ electricalcomputerengineering-facpubs Part of the Computer Engineering Commons, Electrical and Computer Engineering Commons, Forensic Science and Technology Commons, and the Information Security Commons Publisher Citation Casey, P., Baggili, I., & Yarramreddy, A. (2019). Immersive Virtual Reality Attacks and the Human Joystick. IEEE Transactions on Dependable and Secure Computing. doi:10.1109/TDSC.2019.2907942 Comments This material is based upon work supported by the National Science Foundation under Grant No. 1748950. © © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. The ev rsion of record may be found at http://dx.doi.org/10.1109/ TDSC.2019.2907942. Dr. Baggili was appointed to the University of New Haven's Elder Family Endowed Chair in 2015. 1 Immersive Virtual Reality Attacks and the Human Joystick Peter Casey, Ibrahim Baggili, and Ananya Yarramreddy Abstract—This is one of the first accounts for the security analysis of consumer immersive Virtual Reality (VR) systems. -
Self Representation and Interaction in Immersive Virtual Reality
Self Representation and Interaction in Immersive Virtual Reality Eros Viola a, Fabio Solari b and Manuela Chessa c Dept. of Informatics, Bioengineering, Robotics, and Systems Engineering, University of Genoa, Italy Keywords: Virtual Reality, Self Representation, Intel Realsense D435, Interaction, Leap Motion, Manus Prime Haptic Gloves, Alignment, Rigid Transformation, Live Correction. Abstract: Inserting a self-representation in Virtual Reality is an open problem with several implications for both the sense of presence and interaction in virtual environments. To cope the problem with low cost devices, we de- vise a framework to align the measurements of different acquisition devices used while wearing a tracked VR head-mounted display (HMD). Specifically, we use the skeletal tracking features of an RGB-D sensor (Intel Realsense d435) to build the user’s avatar, and compare different interaction technologies: a Leap Motion, the Manus Prime haptic gloves, and the Oculus Controllers. The effectiveness of the proposed systems is assessed through an experimental session, where an assembly task is proposed with the three different interaction medi- ums, with and without the self-representation. Users reported their feeling by answering the User Experience and Igroup Presence Questionnaires, and we analyze the total time to completion and the error rate. 1 INTRODUCTION The focus is to develop a framework that is compat- ible with the most common head-mounted displays In current Virtual Reality (VR) applications, the vi- (HMDs), and that can also be extended to other track- sual feedback of the user’s body is often missing, de- ing devices, both for the body tracking and for the spite the abundance of enabling technologies, which hands and fingers tracking. -
Subject Index
863 Subject Index ‘Note: Page numbers followed by “f” indicate figures, “t” indicate tables and “b” indicate boxes.’ A Affordances, 112–114 A/D conversion. See Analog to Digital conversion in virtual reality, 114–117 (A/D conversion) false affordances, 116 AAAD. See Action at a distance (AAAD) reinforcing perceived affordances, 116–117 AAR. See After-action review (AAR) After-action review (AAR), 545f, 630, 630f, 634–635, 645, Absolute input, 198–200 761 Abstract haptic representations, 439 Affordances of VR, 114–117 Abstract synthesis, 495 Agency, 162, 164, 181 Abstraction triangle, 448 Agents, 552–553, 592–593, 614, 684–685 Accelerometers, 198–199, 218 AIFF. See Audio interchange file format (AIFF) Accommodation, 140–141, 273–275, 320, 570, 804 Airfoils, 13 Action at a distance (AAAD), 557–558 AIs. See Artificial intelligences (AIs) Activation mechanism, 554–556, 583 Aladdin’s Magic Carpet Ride VR experience, 185–186, 347, Active haptic displays, 516 347f, 470, 505, 625, 735, 770–771 Active input, 193–196 Alberti, Leon Battista, 28 Active surfaces, 808 Alice system for programming education, Adaptability, 122–123 758–759 Adaptive rectangular decomposition (ARD), 502 AlloSphere, 51–52, 51f, 280 Additive sound creation techniques, 499 Allstate Impaired Driver Simulator, 625, 629f Advanced Realtime Tracking (ART), 53–54, 213f Alpha delta fiber (Aδ fiber), 149 Advanced Robotics Research Lab (ARRL), 369 Alphanumeric value selection, 591–593 Advanced systems, 11–12 Ambient sounds, 436–437, 505 Advanced texture mapping techniques, 469–473 Ambiotherm device, 372, 373f Adventure (games), 12 Ambisonics, 354 Adverse effect, 351 Ambulatory platforms, 242–243 Aestheticism, 414 American Sign Language (ASL), 552–553 Affine transformations, 486–487 Amount/type of information, 196–198 864 | SUBJECT INDEX Amplification, 349–350 ARToolKit (ARTK), 48–49, 715–716 Amplifier, 349–350, 349f Ascension Technologies, 41–44, 44f, 46–47, 86–87 Anaglyphic 3D, 270f, 7f, 30, 49, 269–270, 271f ASL. -
Envrment: Investigating Experience in a Virtual User-Composed Environment
ENVRMENT: INVESTIGATING EXPERIENCE IN A VIRTUAL USER-COMPOSED ENVIRONMENT A Thesis presented to the Faculty of California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Master of Science in Computer Science by Matthew Key December 2020 c 2020 Matthew Key ALL RIGHTS RESERVED ii COMMITTEE MEMBERSHIP TITLE: EnVRMent: Investigating Experience in a Virtual User-Composed Environment AUTHOR: Matthew Key DATE SUBMITTED: December 2020 COMMITTEE CHAIR: Zo¨eWood, Ph.D. Professor of Computer Science COMMITTEE MEMBER: Christian Eckhardt, Ph.D. Professor of Computer Science COMMITTEE MEMBER: Franz Kurfess, Ph.D. Professor of Computer Science iii ABSTRACT EnVRMent: Investigating Experience in a Virtual User-Composed Environment Matthew Key Virtual Reality is a technology that has long held society's interest, but has only recently began to reach a critical mass of everyday consumers. The idea of modern VR can be traced back decades, but because of the limitations of the technology (both hardware and software), we are only now exploring its potential. At present, VR can be used for tele-surgery, PTSD therapy, social training, professional meetings, conferences, and much more. It is no longer just an expensive gimmick to go on a momentary field trip; it is a tool, and as with the automobile, personal computer, and smartphone, it will only evolve as more and more adopt and utilize it in various ways. It can provide a three dimensional interface where only two dimensions were previously possible. It can allow us to express ourselves to one another in new ways regardless of the distance between individuals. -
Memory Forensics of Immersive Virtual Reality with the HTC Vive
DIGITAL FORENSIC RESEARCH CONFERENCE Inception: Virtual Space in Memory Space in Real Space – Memory Forensics of Immersive Virtual Reality with the HTC Vive By Peter Casey, Rebecca Lindsay-Decusati, Ibrahim Baggili, and Frank Breitinger From the proceedings of The Digital Forensic Research Conference DFRWS 2019 USA Portland, OR (July 15th - 19th) DFRWS is dedicated to the sharing of knowledge and ideas about digital forensics research. Ever since it organized the first open workshop devoted to digital forensics in 2001, DFRWS continues to bring academics and practitioners together in an informal environment. As a non-profit, volunteer organization, DFRWS sponsors technical working groups, annual conferences and challenges to help drive the direction of research and development. https://dfrws.org Digital Investigation 29 (2019) S13eS21 Contents lists available at ScienceDirect Digital Investigation journal homepage: www.elsevier.com/locate/diin DFRWS 2019 USA d Proceedings of the Nineteenth Annual DFRWS USA Inception: Virtual Space in Memory Space in Real Space e Memory Forensics of Immersive Virtual Reality with the HTC Vive Peter Casey*, Rebecca Lindsay-Decusati, Ibrahim Baggili, Frank Breitinger University of New Haven, 300 Boston Post Rd, West Haven, CT, 06516, USA article info abstract Article history: Virtual Reality (VR) has become a reality. With the technology's increased use cases, comes its misuse. Malware affecting the Virtual Environment (VE) may prevent an investigator from ascertaining virtual information from a physical scene, or from traditional “dead” analysis. Following the trend of anti- Keywords: forensics, evidence of an attack may only be found in memory, along with many other volatile data Memory forensics points. -
Telepresence and Remote Communication Through Virtual Reality Gabriella Rydenfors
LiU-ITN-TEK-A--17/012--SE Telepresence and remote communication through virtual reality Gabriella Rydenfors 2017-06-09 Department of Science and Technology Institutionen för teknik och naturvetenskap Linköping University Linköpings universitet nedewS ,gnipökrroN 47 106-ES 47 ,gnipökrroN nedewS 106 47 gnipökrroN LiU-ITN-TEK-A--17/012--SE Telepresence and remote communication through virtual reality Examensarbete utfört i Datateknik vid Tekniska högskolan vid Linköpings universitet Gabriella Rydenfors Handledare Karljohan Lundin Palmerius Examinator Camilla Forsell Norrköping 2017-06-09 Upphovsrätt Detta dokument hålls tillgängligt på Internet – eller dess framtida ersättare – under en längre tid från publiceringsdatum under förutsättning att inga extra- ordinära omständigheter uppstår. Tillgång till dokumentet innebär tillstånd för var och en att läsa, ladda ner, skriva ut enstaka kopior för enskilt bruk och att använda det oförändrat för ickekommersiell forskning och för undervisning. Överföring av upphovsrätten vid en senare tidpunkt kan inte upphäva detta tillstånd. All annan användning av dokumentet kräver upphovsmannens medgivande. För att garantera äktheten, säkerheten och tillgängligheten finns det lösningar av teknisk och administrativ art. Upphovsmannens ideella rätt innefattar rätt att bli nämnd som upphovsman i den omfattning som god sed kräver vid användning av dokumentet på ovan beskrivna sätt samt skydd mot att dokumentet ändras eller presenteras i sådan form eller i sådant sammanhang som är kränkande för upphovsmannens litterära eller konstnärliga anseende eller egenart. För ytterligare information om Linköping University Electronic Press se förlagets hemsida http://www.ep.liu.se/ Copyright The publishers will keep this document online on the Internet - or its possible replacement - for a considerable time from the date of publication barring exceptional circumstances. -
Quantifying Anatomical Shape with Slicersalt
SOURCEA PUBLICATION FOR SOFTWARE DEVELOPERS Issue 44 Quantifying Anatomical Shape p.3 with SlicerSALT CONTENTS Kitware Source contains information on open source software. Since 2006, its articles have shared first-hand experiences from Kitware team members and those outside the company’s offices who use and/or develop platforms such as CMake, the Visualization Toolkit, ParaView, the Insight Segmentation and Registration Toolkit, Resonant and the Kitware Image and Video Exploitation and Retrieval toolkit. Readers who wish to share their own experiences or subscribe to the publication can connect with the Kitware Source editor at [email protected]. Kitware Source comes in multiple forms. Kitware mails hard p.3 copies to addresses in North America, and it publishes each issue as a series of posts on https://blog.kitware.com. GRAPHIC DESIGNER QUANTIFYING ANATOMICAL Steve Jordan SHAPE WITH SLICERSALT EDITORS Sandy McKenzie Mary Elise Dedicke GRAND OPENING PHOTOGRAPHER p.5 Elizabeth Fox Photography This work is licensed under an Attribution 4.0 International 3D SLICER AND VIRTUAL (CC BY 4.0) License. INSECT DISSECTION Kitware, ParaView, CMake, KiwiViewer and VolView are registered trademarks of Kitware, Inc. All other trademarks are property of their respective owners. COVER CONTENT Stanford Bunny image generated with SlicerSALT’s Shape Analysis Module. See “Quantifying Anatomical Shape with p.8 SlicerSALT,” which begins on page three, for Stanford bunny meshes. KITWARE NEWS 2 QUANTIFYING ANATOMICAL SHAPE WITH SLICERSALT Beatriz Paniagua Two years ago, the National Institute of Biomedical Imaging and Bioengineering funded an initiative to create open source software to enable biomedical researchers to generate shape analysis measurements from their medical images. -
3D Slicer Documentation
3D Slicer Documentation Slicer Community Sep 24, 2021 CONTENTS 1 About 3D Slicer 3 1.1 What is 3D Slicer?............................................3 1.2 License..................................................4 1.3 How to cite................................................5 1.4 Acknowledgments............................................7 1.5 Commercial Use.............................................8 1.6 Contact us................................................9 2 Getting Started 11 2.1 System requirements........................................... 11 2.2 Installing 3D Slicer............................................ 12 2.3 Using Slicer............................................... 14 2.4 Glossary................................................. 19 3 Get Help 23 3.1 I need help in using Slicer........................................ 23 3.2 I want to report a problem........................................ 23 3.3 I would like to request enhancement or new feature........................... 24 3.4 I would like to let the Slicer community know, how Slicer helped me in my research......... 24 3.5 Troubleshooting............................................. 24 4 User Interface 27 4.1 Application overview........................................... 27 4.2 Review loaded data............................................ 29 4.3 Interacting with views.......................................... 31 4.4 Mouse & Keyboard Shortcuts...................................... 35 5 Data Loading and Saving 37 5.1 DICOM data..............................................