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find Keyword "Virtual reality" 18 results
  • Progress in telerehabilitation of post-stroke cognitive impairment

    Post-stroke cognitive dysfunction is a common complication of stroke, and active rehabilitation therapy can effectively promote the recovery of patients. As a new treatment method, telecognitive rehabilitation is used in rehabilitation treatment of cognitive disorders. Its main technologies include computer-assisted cognitive rehabilitation, virtual reality technology, and artificial intelligence technology. It can use the Internet platform to provide homogeneous treatment, make patients more convenient for cognitive rehabilitation treatment, help to ensure the continuity of rehabilitation treatment, and save medical costs. This article describes the definition of cognitive telerehabilitation, the development and application of cognitive telerehabilitation technology, and summarizes the existing problems. The purpose is to provide a reference for the clinical application of cognitive telerehabilitation in China and future research directions.

    Release date:2020-07-26 03:07 Export PDF Favorites Scan
  • Application of virtual reality technology in low vision teaching

    Objective To explore the application effect of virtual reality (VR) technology in low vision teaching for optometry students. Methods Undergraduate students majoring in optometry at West China School of Medicine of Sichuan University were selected as the research subjects. The students enrolled in 2020 adopted the traditional lecture-based learning (LBL) teaching mode (LBL teaching group), while the students enrolled in 2021 adopted the VR teaching mode (VR teaching group). Both groups of students studied the content of the same chapter on low vision, completed in-class tests after learning, and completed a questionnaire survey. Results There were 28 students in the VR teaching group and 30 students in the LBL teaching group. There was no statistically significant difference in age or gender composition between the two groups of students (P>0.05). The in-class test scores of students in the VR teaching group were higher than those in the LBL teaching group (86.43±6.10 vs. 78.10±7.69, P<0.05). Except for “subjective discomfort with this teaching mode”, the differences in other evaluation results between the two groups were statistically significant (P<0.05). VR teaching group students generally believed that applying VR technology to low vision teaching helped understand the visual experience and daily life status of low vision patients, improved learning efficiency and hands-on ability, reduced learning burden, and hoped to use this teaching mode routinely in other subject teaching. All students in the VR teaching group believed that this teaching mode was interesting, highly innovative, and enhanced teacher-student interaction.Conclusions Applying VR technology to low vision teaching can enable students to personally experience the impact of various diseases on patients’ visual function and daily life. This teaching method not only optimizes and improves teaching effectiveness, but also has a high acceptance rate among students, which is worth further promoting in future optometry teaching.

    Release date:2024-10-25 01:48 Export PDF Favorites Scan
  • Review of joint attention deficit intervention based on virtual reality for children with autism

    Joint attention deficit is one of the core disorders in children with autism, which seriously affects the development of multiple basic skills such as language and communication. Virtual reality scene intervention has great potential in improving joint attention skills in children with autism due to its good interactivity and immersion. This article reviewed the application of virtual reality based social and nonsocial scenarios in training joint attention skills for children with autism in recent years, summarized the problems and challenges of this intervention method, and proposed a new joint paradigm for social scenario assessment and nonsocial scenario training. Finally, it looked forward to the future development and application prospects of virtual reality technology in joint attention skill training for children with autism.

    Release date:2024-06-21 05:13 Export PDF Favorites Scan
  • Simulation System of Cardiovascular Interventional Simulation Based on Unity3D Virtual Reality Technology

    ObjectiveTo design an interventional cardiology simulation system based on unity 3d virtual reality technology to simulate the multi-sensory feedback in the operation of heart disease. MethodsWe used 3Dmax and Unity3D engine to build a three-dimensional cardiovascular model, and use Falcon Novint and Rift Oculus software and hardware system to build a virtual reality environment to simulate pilot wire intervention surgery. ResultsThe user can use the Falcon Novint force feedback controller to carry out a variety of virtual instrument exercises of percutaneous coronary angioplasty, and also it can restore operation scene through Rift Oculus virtual reality device. ConclusionA simulation system for interventional surgery is designed, which provides the help for the extensive medical training.

    Release date:2016-11-04 06:36 Export PDF Favorites Scan
  • Virtual Reality Bronchoscopy Stimulation in the Training of Bronchoscopy

    Objective To study the application of virtual reality bronchoscopy stimulation in novice trainees. Methods Four novice bronchoscopists entered the training programby using a VR bronchoscopy in the clinical skill center. After the program, the dexterity, speed, and accuracy of all the four doctors were tested using the virtual simulation models. Results were compared to four skilled physicians as control group who had performed at least 50 bronchoscopies. Before-training and after-training test scores were compared using paired t tests. For comparisons between after-training novice and skilled physician scores, unpaired twosample t tests were used. Results All of the four trainees finished the training program. The novices significantly improved their dexterity, speed and accuracy. The percentage of observed segments increased from ( 74. 0 ±5. 1) % to ( 89. 3 ±4. 0) % . The number of contacts with the bronchial wall decreased from 87. 5 ±13. 2 to 30. 5 ±9. 3, and total time spent shortened from ( 700. 8 ±56. 6) s to ( 607. 0 ±17. 8) s. There were no statistically significant differences between novice accuracy ( the percentage of observed segments) after training and skilled physician accuracy [ ( 89. 3 ±4. 0) % vs ( 91. 3 ±3. 0) % , P = 0. 456] . Conclusion Practice using a virtual bronchoscopy simulator help novice trainees to attain a level of skill at performing diagnostic bronchoscopy, and it might play an important role in the training of chest physicians.

    Release date:2016-09-14 11:24 Export PDF Favorites Scan
  • Research progress on emotion recognition by combining virtual reality environment and electroencephalogram signals

    Emotion recognition refers to the process of determining and identifying an individual's current emotional state by analyzing various signals such as voice, facial expressions, and physiological indicators etc. Using electroencephalogram (EEG) signals and virtual reality (VR) technology for emotion recognition research helps to better understand human emotional changes, enabling applications in areas such as psychological therapy, education, and training to enhance people’s quality of life. However, there is a lack of comprehensive review literature summarizing the combined researches of EEG signals and VR environments for emotion recognition. Therefore, this paper summarizes and synthesizes relevant research from the past five years. Firstly, it introduces the relevant theories of VR and EEG signal emotion recognition. Secondly, it focuses on the analysis of emotion induction, feature extraction, and classification methods in emotion recognition using EEG signals within VR environments. The article concludes by summarizing the research’s application directions and providing an outlook on future development trends, aiming to serve as a reference for researchers in related fields.

    Release date:2024-04-24 09:50 Export PDF Favorites Scan
  • Application of virtual reality technology in gynecology and obstetrics teaching

    Gynecology and obstetrics teaching has strong practicality. Because of the lack of practice on patients who has strong self-protection consciousness and the likely injury due to invasive operation, students and young doctors can’t have many opportunities to make actual clinical operation which limits their abilities of clinical skills. Based on this, the virtual reality medical education in the teaching of obstetrics and gynecology develops fast these days because of its necessity, ethicality, and economical effect, which might be popularized. It plays a very important role in cultivating young doctors’ manipulative ability, training "three basics and three strictness", mastering abstract knowledge, and quantitative assessing effect of clinical teaching.

    Release date:2017-06-22 02:01 Export PDF Favorites Scan
  • Application of electronic skin in healthcare and virtual reality

    Electronic skin has shown great application potential in many fields such as healthcare monitoring and human-machine interaction due to their excellent sensing performance, mechanical properties and biocompatibility. This paper starts from the materials selection and structures design of electronic skin, and summarizes their different applications in the field of healthcare equipment, especially current development status of wearable sensors with different functions, as well as the application of electronic skin in virtual reality. The challenges of electronic skin in the field of wearable devices and healthcare, as well as our corresponding strategies, are discussed to provide a reference for further advancing the research of electronic skin.

    Release date:2023-12-21 03:53 Export PDF Favorites Scan
  • Efficacy of virtual reality technology on cognitive dysfunction in patients with cerebral vascular accident: a meta-analysis

    ObjectiveTo systematically review the efficacy of virtual reality technology on cognitive dysfunction in patients with cerebral vascular accident (CVA).MethodsEMbase, Web of Science, PubMed, The Cochrane Library, WanFang Data, VIP and CNKI databases were electronically searched to collect the randomized controlled trials (RCTs) on virtual reality technology on cognitive dysfunction in patients with CVA from inception to December 31st, 2020. Two reviewers independently screened literature, extracted data and assessed risk of bias of included studies. Meta-analysis was then performed using RevMan 5.3 software.ResultsA total of 25 RCTs involving 1 113 patients were included. The results of the meta-analysis showed that the scores of MBI (MD=9.24, 95%CI 1.91 to 16.56, P=0.01), MMSE (MD=3.02, 95%CI 1.11 to 4.93, P=0.002) and RBMT-2 (MD=2.74, 95%CI 1.97 to 3.51, P<0.000 01) in VR group were superior to the control group. However, there were no significant differences between the two groups in scores of BI, MOCA, and VCPT.ConclusionsCurrent evidence shows that virtual reality technology may have positively influence on cognitive function and participation in the daily life activities of patients with CVA. Due to the limited quality and quantity of the included studies, more high-quality studies are needed to verify the above conclusions.

    Release date:2021-09-18 02:32 Export PDF Favorites Scan
  • Study of virtual reality technology combined with reduction plasty of femoral head in treatment of coxa plana

    Objective To explore the feasibility of virtual reality (VR) technology combined with reduction plasty of the femoral head in the treatment of coxa plana and evaluate its effectiveness. Methods Three patients with coxa plana were selected as the research objects between October 2018 and October 2020, all of them were male, aged 15-24 years. Preoperative surgical planning was performed using VR technology; 256 rows of CT data of hip joint were imported into software to generate three-dimensional (3D) imaging, simulate the surgical process, and determine the matching relationship between the femoral head and acetabulum. According to the preoperative planning, reduction plasty of the femoral head under surgical dislocation, relative lengthening of the femoral neck, and periacetabular osteotomy were performed. The reduction of osteotomy size of femoral head and rotation angle of acetabulum were confirmed by C-arm fluoroscopy. The healing of the osteotomy were assessed by radiological examination after operation. The Harris score of hip function and visual analogue scale (VAS) score were recorded before and after operation. The femoral head roundness index, center-edge (CE) angle, and femoral head coverage were measured by X-ray films. ResultsThree operations were completed successfully, and the operation time was 460, 450, and 435 minutes, and the intraoperative blood loss was 733, 716, and 829 mL, respectively. All patients were infused with 3 U suspension oligoleucocyte and 300 mL frozen virus inactivated plasma after operation. No postoperative complication occurred, such as infection and deep vein thrombosis. Three patients were followed up 25, 30, and 15 months, respectively. CT showed good healing of the osteotomy at 3 months after operation. The VAS score and Harris score at 12 months after operation and at last follow-up, as well as the femoral head rounding index, hip CE angle, and femoral head coverage at 12 months after operation significantly improved when compared with those before operation; the hip function was evaluated by the Harris score at 12 months after operation, and all three patients were good. ConclusionVR technology combined with reduction plasty of the femoral head can achieve satisfactory short-term effectiveness in the treatment of coxa plana.

    Release date:2023-03-13 08:33 Export PDF Favorites Scan
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