Smart VR/AR/MR Systems for Professionals

Detalles Bibliográficos
Otros Autores: Subburaj, Karupppasamy, editor (editor)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Boca Raton, FL : CRC Press [2024]
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009825842306719
Tabla de Contenidos:
  • Cover
  • Half Title
  • Title Page
  • Copyright Page
  • Table of Contents
  • Editor biographies
  • List of contributors
  • Preface
  • Acknowledgments
  • Part 1: Revolutionizing design with immersive technologies
  • Chapter 1: Embracing virtual reality: Empowering professionals in the design process
  • 1.1 Introduction
  • 1.1.1 Aim and contribution
  • 1.2 Design processes
  • 1.3 Using VR in the design process
  • 1.3.1 Discover
  • 1.3.2 Define
  • 1.3.3 Develop
  • 1.3.4 Deliver
  • 1.4 The impact of VR on the design process
  • 1.4.1 The impact of VR on professionals and other stakeholders
  • 1.4.2 The impact of VR on users
  • 1.4.3 The impact of VR on technology
  • 1.4.4 The impact of VR on design
  • 1.5 Limitations of VR
  • 1.6 Guidelines for using VR during the design process for professionals
  • 1.6.1 Consider the actual benefit of the usage of VR
  • 1.6.2 Choose appropriate immersive displays
  • 1.6.3 Prioritize interactivity over representation
  • 1.6.4 Choose appropriate interaction techniques
  • 1.6.5 Avoid the exposure of technical limitations of VR
  • 1.6.6 Minimize cybersickness
  • 1.7 Conclusion
  • Notes
  • References
  • Chapter 2: Revolutionizing computer-aided design with virtual reality
  • 2.1 Introduction
  • 2.1.1 Augmented Reality (AR) and Mixed Reality (MR)
  • 2.1.2 Virtual reality used for computer-aided design
  • 2.1.3 CAD software compatible with VR
  • 2.2 Applications of VR in 3DExperience CAD software
  • 2.2.1 Case study - VR used with 3DExperience
  • 2.2.2 Oculus Rift console
  • 2.2.3 HTC Vive Eye Pro console
  • 2.2.4 Interaction methods virtual reality-CAD
  • 2.3 Results and discussions
  • 2.3.1 Visualisation of parts, assemblies, and processes - virtual engineering control
  • 2.3.2 Manipulating 3D objects - collaborative working
  • 2.3.3 Training in the virtual environment
  • 2.3.4 Studying the ergonomics of a 3D object.
  • 2.3.5 Creating 3D models/sketches using VR
  • 2.3.6 Continuous development and optimisation
  • 2.4 Conclusions
  • Acknowledgements
  • Bibliography
  • Chapter 3: Innovations in healthcare product development: Exploring AR/VR/MR technologies
  • 3.1 Introduction
  • 3.2 Medical and healthcare education
  • 3.2.1 Human anatomy using AR
  • 3.2.2 Human anatomy using MR
  • 3.2.3 Human anatomy using VR
  • 3.3 Diagnostics
  • 3.4 Surgery
  • 3.4.1 Examining complex dynamics using AR
  • 3.4.2 VR in surgery
  • 3.4.3 Broadcasting and recording VR surgery
  • 3.5 Dentistry
  • 3.6 AR-based technologies to improve physical rehabilitation
  • 3.7 Discussion (Challenges and future of AR in healthcare)
  • References
  • Part 2: Enhancing manufacturing with virtual, augmented, and mixed reality
  • Chapter 4: Transforming manufacturing with digital twins and metrology in VR
  • 4.1 Introduction
  • 4.1.1 Background and driving forces
  • 4.2 Ontological modeling of geometry
  • 4.2.1 Geometrical features and parameters
  • 4.2.2 EO and CAD geometry
  • 4.3 Measuring path modeling
  • 4.3.1 Mathematical modeling of initial measuring path
  • 4.3.2 Collision avoidance principle
  • 4.3.3 PW setup and probe configuration
  • 4.3.4 Initial measuring path
  • 4.3.5 Optimal measuring path
  • 4.4 Simulation models
  • 4.4.1 PTC Creo
  • 4.4.2 PC-DMIS
  • 4.5 Digital measuring twin
  • 4.6 Conclusions
  • Acknowledgements
  • References
  • Chapter 5: Enhancing human-robot collaboration: Augmented reality interfaces for smarter path planning
  • 5.1 Introduction
  • 5.2 Research method
  • 5.2.1 Human-robot interaction
  • 5.2.2 Path planning
  • 5.2.3 Augmented reality for human-robot collaboration
  • 5.3 Implementations and results
  • 5.3.1 Augmented reality interfaces for path planning
  • 5.3.2 System architecture
  • 5.3.3 Interfaces for handheld devices
  • 5.3.4 Interfaces for head-mounted devices.
  • 5.4 Assessing the usability of AR interfaces for path planning
  • 5.4.1 Usability evaluation
  • 5.5 Conclusions
  • References
  • Part 3: Crafting the future: System design and applications
  • Chapter 6: Unveiling the future of medical imaging: Scan to VR pipeline for visualization
  • 6.1 Introduction
  • 6.2 Case study
  • 6.3 Methodology
  • 6.4 Results
  • 6.5 Discussion
  • 6.6 Summary and conclusion
  • Acknowledgements
  • References
  • Chapter 7: Accelerating rehabilitation through AR/VR solutions
  • 7.1 Introduction
  • 7.1.1 Brief explanation of the state of the art of VR/AR systems
  • 7.2 Search strategy
  • 7.3 Existing AR/VR technologies for physical rehabilitation
  • 7.4 AR/VR technology as healthcare treatment options
  • 7.4.1 Upper limb
  • 7.4.2 Lower limb
  • 7.4.3 Parkinson's Disease
  • 7.4.4 Stroke
  • 7.4.5 Sclerosis
  • 7.4.6 Pain management
  • 7.5 State of art review (top 5 articles)
  • 7.6 Design and development approaches for Physical Rehabilitation
  • 7.6.1 Traditional research and development of AR/VR devices
  • 7.6.1.1 Patient side
  • 7.6.1.2 Physician/physiotherapist
  • 7.6.1.3 Software
  • 7.6.1.4 Limitations of AR/VR usability
  • 7.6.2 FDA regulations for AR/VR product development
  • 7.7 Discussion
  • 7.7.1 Application and benefits
  • 7.7.1.1 Mental health and concerned disorders
  • 7.7.1.2 Surgical limitations and pediatric diagnosis
  • 7.7.2 Emerging risks
  • 7.7.3 Design standard requirements
  • 7.7.4 Future research directions
  • 7.8 Conclusion
  • Acknowledgements
  • References
  • Chapter 8: Overcoming phobias: Harnessing the power of immersive virtual reality therapy
  • 8.1 Introduction
  • 8.1.1 Background and driving forces
  • 8.2 Various types of phobias
  • 8.3 Available treatments for phobias
  • 8.4 Virtual reality in the treatment of phobias
  • 8.5 Virtual reality systems.
  • 8.6 Applications of the Immersive 3D Visualization Lab
  • 8.7 Practical aspects of phobia treatment with the use of virtual reality
  • 8.8 Conclusions
  • Acknowledgements
  • References.