id;author;title;doi;year;abstract;vr_a;search_a;valid;source;vr_b;;search_b;explanation 1;"Brondani, Juliana Rubenich; de Lima Silva, Luis Alvaro; Zacarias, Eliakim; de Freitas, Edison Pignaton";Pathfinding in hierarchical representation of large realistic virtual terrains for simulation systems;10.1016/j.eswa.2019.07.029;2019;"A prominent pathfinding challenge is the fast computation of path plans in large virtual terrain environments used in simulation systems. Based on a hierarchical approach for pathfinding and terrain representation, this work details the design, the implementation and the test of a quadtree-based structure in the irregular grid navigation map representation of large realistic virtual terrain environments. To achieve this goal, it is described how a hierarchical global A* pathfinding algorithm searches for a path in a coarse initial irregular grid structure then proceeding with the search in refined regions of interest where obstacles are found. Thus, the proposed solution presents as major contribution the enhanced quadtree-based map representation for pathfinding in large virtual terrains. The pathfinding response time of this solution is statistically compared with different hierarchical/non-hierarchical and regular/irregular terrain representation structures instantiated in the modeling of ""small"" realistic terrain scenarios. After these experiments, similar ones are developed in a massive (large) virtual terrain inserted into a real-life simulation system for the development of military tactical training exercises. The results show that the response time required to generate pathfinding results can be reduced when the proposed global pathfinding technique over the quadtree-based hierarchical and irregular navigation map representation of the large virtual terrain is explored in the development of simulation systems. (C) 2019 Elsevier Ltd. All rights reserved.";NOT;NA;NA;Web of Science;;;; 2;"Ayed, Ines; Ghazel, Adel; Jaume-i-Capo, Antoni; Moya-Alcover, Gabriel; Varona, Javier; Martinez-Bueso, Pau";Vision-based serious games and virtual reality systems for motor rehabilitation: A review geared toward a research methodology;10.1016/j.ijmedinf.2019.06.016;2019;Background: Nowadays, information technologies are being widely adopted to promote healthcare and rehabilitation. Owing to their affordability and use of hand-free controllers, vision-based systems have gradually been integrated into motor rehabilitation programs and have greatly drawn the interest of healthcare practitioners and the research community. Many studies have illustrated the effectiveness of these systems in rehabilitation. However, the report and design aspects of the reported clinical trials were disregarded.Objective: In this paper, we present a systematic literature review of the use of vision-based serious games and virtual reality systems in motor rehabilitation programs. We aim to propose a research methodology that engineers can use to improve the designing and reporting processes of their clinical trials.Methods: We conducted a review of published studies that entail clinical experiments. Searches were performed using Web of Science and Medline (PubMed) electronic databases, and selected studies were assessed using the Downs and Black Checklist and then analyzed according to specific research questions.Results: We identified 86 studies and our findings indicate that the number of studies in this field is increasing, with Korea and USA in the lead. We found that Kinect, EyeToy system, and GestureTek IREX are the most commonly used technologies in studying the effects of vision-based serious games and virtual reality systems on rehabilitation. Findings also suggest that cerebral palsy and stroke patients are the main target groups, with a particular interest on the elderly patients in this target population. The findings indicate that most of the studies focused on postural control and upper extremity exercises and used different measurements during assessment.Conclusions: Although the research community's interest in this area is growing, many clinical trials lack sufficient clarity in many aspects and are not standardized. Some recommendations have been made throughout the article.;VR;FALSE;NA;Web of Science;;;; 3;"Ren, Jiaping; Xiang, Wei; Xiao, Yangxi; Yang, Ruigang; Manocha, Dinesh; Jin, Xiaogang";Heter-Sim: Heterogeneous Multi-Agent Systems Simulation by Interactive Data-Driven Optimization.;10.1109/TVCG.2019.2946769;2019;Interactive multi-agent simulation algorithms are used to compute the trajectories and behaviors of different entities in virtual reality scenarios. However, current methods involve considerable parameter tweaking to generate plausible behaviors. We introduce a novel approach (Heter-Sim) that combines physics-based simulation methods with data-driven techniques using an optimization-based formulation. Our approach is general and can simulate heterogeneous agents corresponding to human crowds, traffic, vehicles, or combinations of different agents with varying dynamics. We estimate motion states from real-world datasets that include information about position, velocity, and control direction. Our optimization algorithm considers several constraints, including velocity continuity, collision avoidance, attraction, direction control. Other constraints are implemented by introducing a novel energy function to control the motions of heterogeneous agents. To accelerate the computations, we reduce the search space for both collision avoidance and optimal solution computation. Heter-Sim can simulate tens or hundreds of agents at interactive rates and we compare its accuracy with real-world datasets and prior algorithms. We also perform user studies that evaluate the plausible behaviors generated by our algorithm and a user study that evaluates the plausibility of our algorithm via VR.;VR;FALSE;NA;Web of Science;;;; 4;"Garcia-Munoz, Cristina; Jesus Casuso-Holgado, M.";Effectiveness of Wii Fit Balance board in comparison with other interventions for post-stroke balance rehabilitation. Systematic review and meta-analysis;10.33588/rn.6907.2019091;2019;Introduction. Virtual reality is a booming therapeutic tool within the neurorehabilitation field. Among the different non-inmersive virtual reality systems, the most outstanding is the platform, Wii Fit Balance.Aim. To review the scientific literature published in recent years about the effectiveness of Wii Fit Balance tool. The use of this platform for balance training in patients who have suffered a stroke compared to conventional therapies is going to be analyzed from a quantitative and qualitative point of view.Subjects and methods. A search of the databases has been carried out: PubMed, Lilacs, PEDro, Scopus, Web of Science and Cochrane Library. Descriptors employed were 'Wii Fit Balance', 'Wii', 'stroke', 'ictus' and 'balance'. Studies were analyzed methodologically by PEDro Scale. For those possible variables a meta-analysis was elaborated.Results. Sixteen randomized clinical trials were selected for the systematic review and six of them were included in the meta-analysis. Results for the descriptive analysis were heterogeneous. This situation is confirmed through the meta-analysis results, because the analyzed variables for static and dynamic balance show intra-group improvement and no significant differences between groups post-intervention.Conclusion. Wii Fit Balance, virtual reality platform, is an available therapeutic tool which has been shown at least as effective as conventional balance training in post-stroke patients.;VR;FALSE;NA;Web of Science;;;; 5;"Rahman, Rafa; Wood, Matthew E.; Qian, Long; Price, Carrie L.; Johnson, Alex A.; Osgood, Greg M.";Head-Mounted Display Use in Surgery: A Systematic Review;10.1177/1553350619871787;2019;"Purpose. We analyzed the literature to determine (1) the surgically relevant applications for which head-mounted display (HMD) use is reported; (2) the types of HMD most commonly reported; and (3) the surgical specialties in which HMD use is reported. Methods. The PubMed, Embase, Cochrane Library, and Web of Science databases were searched through August 27, 2017, for publications describing HMD use during surgically relevant applications. We identified 120 relevant English-language, non-opinion publications for inclusion. HMD types were categorized as ""heads-up"" (nontransparent HMD display and direct visualization of the real environment), ""see-through"" (visualization of the HMD display overlaid on the real environment), or ""non-see-through"" (visualization of only the nontransparent HMD display). Results. HMDs were used for image guidance and augmented reality (70 publications), data display (63 publications), communication (34 publications), and education/training (18 publications). See-through HMDs were described in 55 publications, heads-up HMDs in 41 publications, and non-see-through HMDs in 27 publications. Google Glass, a see-through HMD, was the most frequently used model, reported in 32 publications. The specialties with the highest frequency of published HMD use were urology (20 publications), neurosurgery (17 publications), and unspecified surgical specialty (20 publications). Conclusion. Image guidance and augmented reality were the most commonly reported applications for which HMDs were used. See-through HMDs were the most commonly reported type used in surgically relevant applications. Urology and neurosurgery were the specialties with greatest published HMD use.";VR;FALSE;NA;Web of Science;;;; 6;"Holz, Nathalie E; Meyer-Lindenberg, Andreas";[The importance of social neurosciences for psychiatry].;10.1007/s00115-019-00791-1;2019;BACKGROUND: The social brain is dysfunctional in numerous stress-related psychiatric disorders.OBJECTIVE: The definition of social brain networks and their susceptibility for social environmental stress. It is also reviewed how social brain networks are disrupted in schizophrenia, autism and conduct disorder.MATERIAL AND METHODS: Literature search in PubMed.RESULTS: The social brain consists of several subnetworks that act in concert to foster empathy. Interestingly, except for the mirror neuron system, the neural networks of the social brain have been reported to be vulnerable to social environmental stress and have also been highlighted as being compromised in psychiatric disorders. As an example, schizophrenia is related to dysfunction in social perception, mentalizing, and affiliation, whereas the most pronounced deficits in autism are seen during social perception and mentalizing. Patients with conduct disorder are more prone to dysfunction in perception, affiliation and aversion.CONCLUSION: Social stress affects subnetworks also compromised in psychiatric disorders. Therefore, it is plausible that the social brain might mediate the association between social stress and psychiatric disorders. To advance ecological validity in social neuroscience, recent research has highlighted the role of hyperscanning and virtual reality as means by which amore naturalistic assessment of social interactions might be feasible.;NOT;NA;NA;Web of Science;;;; 7;"Perrochon, Anaick; Borel, Benoit; Istrate, Dan; Compagnat, Maxence; Daviet, Jean-Christophe";Exercise-based games interventions at home in individuals with a neurological disease: A systematic review and meta-analysis;10.1016/j.rehab.2019.04.004;2019;Objective: The objective of this review was to summarize the current best evidence for the effectiveness, feasibility, user compliance and safety of exercise-based games (EBGs), including virtual reality and interactive video game interventions, for the rehabilitation of individuals with neurological disorders at home.Material and methods: We identified randomized controlled trials (RCT) evaluating the effects of EBGs in neurological patients in home settings by searching 3 electronic databases (MEDLINE, SCOPUS, CENTRAL Library) from inception to March 2018. All data pertaining to participants, interventions, outcomes, supervision and cost-effectiveness were independently extracted by 2 reviewers. Risk of bias was independently assessed by 2 reviewers.Results: Reports of 11 RCT studies with heterogeneous populations (i.e., stroke, Parkinson disease and multiple sclerosis) were included in the review. The treatment of experimental groups included EBGs (i.e., commercially available games such as Nintendo Wii or Dance Dance Revolution or custom-designed devices), and control groups received a controlled (i.e., conventional therapy) or uncontrolled (i.e., usual care) intervention. Across studies, EBGs at home tended to have limited effects on upper and lower limbs. We demonstrated an increased risk of participants dropping out of the program or discontinuing training in experimental groups (n = 51 participants) as compared with controls (n = 23 participants). Few adverse events (2 of 6 studies), such as minor musculoskeletal pain, were reported in balance training.Conclusions: This systematic review reveals that EBGs seem a relevant alternative for rehabilitation at home because the effectiveness of these interventions was at least equivalent to conventional therapy or usual care. We give recommendations for the development of new EBG therapies. (C) 2019 Elsevier Masson SAS. All rights reserved.;NOT;NA;NA;Web of Science;;;; 8;"Garcia-Garcia, Elena; Sanchez-Herrera Baeza, Patricia; Cuesta-Gomez, Alicia";Effectiveness of the virtual reality in the rehabilitation of the upper limb in the spinal cord injury. A systematic review;10.33588/rn.6904.2019034;2019;Introduction. Spinal cord injury is a complex and life-disrupting condition. The functional recovery of the upper limb has been considered as an important objective in tetraplegia because it improves significantly the quality of living in these patients. Virtual reality is a new emerging tool of rehabilitation in spinal cord injured patients.Aim. To carry out a systematic review about the information about the application of these systems in spinal cord injury in the rehabilitation of the upper limb.Patients and methods. This review includes clinical trials dated until April 2018, which investigate the functional recovery of the upper limb through virtual reality systems in patients with complete or incomplete tetraplegia. The following databases were used to search for those clinical trials: Scopus, Web of Science, PubMed, Medline Complete, Science Direct, CINHAL and Brain.Results. Five articles were selected for this review, including randomized clinical trials and clinical trials. The main results show a good tendency on the functional recovery with the combination of virtual reality systems and conventional therapy.Conclusions. The main limitations and the low quality of the studies show the necessity of further investigations with this new tool of rehabilitation. However, the incorporation of virtual reality systems as a rehabilitation supplement might be a beneficial tool on the functional recovery in spinal cord injury.;VR;FALSE;NA;Web of Science;;;; 9;"Maggio, Maria Grazia; Maresca, Giuseppa; De Luca, Rosaria; Stagnitti, Maria Chiara; Porcari, Bruno; Ferrera, Maria Cristina; Galletti, Franco; Casella, Carmela; Manuli, Alfredo; Calabro, Rocco Salvatore";The Growing Use of Virtual Reality in Cognitive Rehabilitation: Fact, Fake or Vision? A Scoping Review;10.1016/j.jnma.2019.01.003;2019;"Objective: This review aims to evaluate the role of Virtual Reality (VR) in cognitive rehabilitation of different neurological diseases. and the accessibility to healthcare systems providing this type of treatment.Method of Research: Studies performed between 2003 and 2017 and fulfilling the selected criteria were found on PubMed, Scopus, Cochrane and Web of Sciences databases. The search combined the terms VR rehabilitation with different neurological disease.Results: Our findings showed that neurological patients performed significant improvement in many cognitive domains (executive and visual-spatial abilities; speech, attention and memory skills) following the use of VR training.Conclusions: This review supports the idea that rehabilitation through new VR tools could positively affect neurological patients' outcomes, by boosting motivation and participation so to get a better response to treatment. In particular, VR can be used to enhance the effects of conventional therapies, promoting longer training sessions and a reduction in overall hospitalization time.";VR;FALSE;NA;Web of Science;;;; 10;"He, Ming-Xing; Lei, Cong-Jie; Zhong, Dong-Ling; Liu, Qi-Cen; Zhang, Hong; Huang, Yi-Jie; Li, Yu-Xi; Liu, Xiao-Bo; Li, Juan; Jin, Rong-Jiang; Wan, Li";The effectiveness and safety of electromyography biofeedback therapy for motor dysfunction of children with cerebral palsy A protocol for systematic review and meta-analysis;10.1097/MD.0000000000016786;2019;Introduction: To investigate the effectiveness and safety of electromyography (EMG) biofeedback therapy in improving motor dysfunction among children with cerebral palsy (CP).Methods and analysis: The following databases will be searched: PubMed, EMBASE, ScienceDirect, the Cochrane Library, China National Knowledge infrastructure (CNKI), Technology Periodical Database (VIP), WanFang Data and China Biology Medicine (CBM) from inception to June 2019. All relevant randomized controlled trials (RCTs) utilizing EMG biofeedback therapy for CP will be included. The main outcome is the Gross Motor Function Measure (GMFM). Additional outcomes such as the Modified Ashworth Scale (MAS), Integral Electromyogram (iEMG), Composite Spasticity Scale (CSS), passive range of motion (PROM) or other related outcomes will be included, adverse effects of EMG biofeedback therapy and comparators will also be included. Two reviewers will screen studies, extract data and assess quality independently. Review Manager 5.3 will be used to assess the risk of bias, data synthesis, and subgroup analysis.Ethics and dissemination: This systematic review does not require formal ethical approval because all data will be analyzed anonymously. Results will provide a general overview and evidence concerning the effectiveness and safety of EMG biofeedback therapy for children with CP. The findings of this systematic review will be disseminated through peer-reviewed publications or conference presentations.;NOT;NA;NA;Web of Science;;;; 11;"Fang, Yu-Min; Lin, Chun";The Usability Testing of VR Interface for Tourism Apps;10.3390/app9163215;2019;"Virtual reality (VR) is considered to be an emerging technology. This study compared the usability differences of VR travel software, such as Google Street View, VeeR VR, and Sites in VR, for mobile phones. In the pilot study, three post-graduate students and one interface expert were invited to participate in the designed experimental tasks to provide opinions on the first draft of the questionnaire. Next, thirty college students were recruited to join the formal experiment. After operating the VR interface, they were asked to fill out the questionnaire, and a semi-structured interview was conducted. The results are described as follows: (1) Intuitive operation is required to allow people to select objects smoothly; (2) the chosen object requires a feedback mode to inform the user that the object has been selected; (3) the speed of the feedback mode should be adjustable to fulfil the needs of most people; (4) the contrast of icon color needs to be improved to ensure the most efficient verification of the operations; and (5) a search button or reminder function can be added to aid first-time users.";VR;TRUE;NA;Web of Science;TRUE;;FALSE;Comparison of different tourism apps in VR with search 12;"Kinne, Bonni Lynn; Owens, Katelynn Jo; Rajala, Brittany Ann; Ticknor, Stephanie Kay";Effectiveness of home-based virtual reality on vestibular rehabilitation outcomes: a systematic review;10.1080/10833196.2019.1647382;2019;Background: A 2015 systematic review evaluated the efficacy of utilizing virtual reality in vestibular rehabilitation programs. However, the biggest limitation with most of the included virtual reality systems was the associated cost of the equipment. In addition, home-based exercises are the preferred method of vestibular rehabilitation treatments. Objectives: The purpose of this systematic review was to examine the effectiveness of home-based virtual reality systems on vestibular rehabilitation outcomes. Methods: The following databases were examined: CINAHL Complete, ProQuest Medical Database, and PubMed. The following search terms were utilized: 'video OR computer' AND 'vestibular' AND 'home'. The evidence level for all of the included articles was evaluated using the Oxford Centre for Evidence-Based Medicine 2011 Levels of Evidence and the methodological rigor for all of the included articles was evaluated using a 10-item tool created by Medlicott and Harris. Results: Based on the inclusion and exclusion criteria, seven articles were selected for inclusion in this systematic review. This systematic review found that home-based virtual reality interventions were able to effectively achieve the primary objectives of vestibular rehabilitation and that the use of these interventions was equally as effective as the use of a traditional vestibular rehabilitation program. In addition, it may be most beneficial to combine virtual reality with traditional vestibular rehabilitation. Conclusions: Clinicians should consider using a combination of virtual reality and traditional vestibular rehabilitation when treating individuals who have been diagnosed with a vestibular dysfunction.;VR;FALSE;NA;Web of Science;;;; 13;"Wu, Huiyue; Zhang, Shaoke; Liu, Jiayi; Qiu, Jiali; Zhang, Xiaolong (Luke)";The Gesture Disagreement Problem in Free-hand Gesture Interaction;10.1080/10447318.2018.1510607;2019;Accurately understanding a user's intention is often essential to the success of any interactive system. An information retrieval system, for example, should address the vocabulary problem (Furnas et al., 1987) to accommodate different query terms users may choose. A system that supports natural user interaction (e.g., full-body game and immersive virtual reality) must recognize gestures that are chosen by users for an action. This article reports an experimental study on the gesture choice for tasks in three application domains. We found that the chance for users to produce the same gesture for a given task is below 0.355 on average, and offering a set of gesture candidates can improve the agreement score. We discuss the characteristics of those tasks that exhibit the gesture disagreement problem and those tasks that do not. Based on our findings, we propose some design guidelines for free-hand gesture-based interfaces.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;IR is just an example in the abstract 14;"Arienti, Chiara; Lazzarini, Stefano G.; Pollock, Alex; Negrini, Stefano";Rehabilitation interventions for improving balance following stroke: An overview of systematic reviews;10.1371/journal.pone.0219781;2019;"BackgroundThe aim of this study was to synthesize evidence from systematic reviews, to summarise the effects of rehabilitation interventions for improving balance in stroke survivors.MethodsWe conducted an overview of systematic reviews (SRs). We included Cochrane Systematic Reviews and non-Cochrane Systematic Reviews of randomized-controlled clinical trials and not-randomized clinical trials, in all types of stroke, comparing the effects of interventions, control interventions and no interventions on balance-related outcomes. We conducted a comprehensive search of electronic databases, from inception to December 2017. Data extracted included: number and type of participants, type of intervention, control intervention, method of assessing risk of bias of primary studies, balance outcome measures and results of statistical meta-analyses. Methodological quality of included reviews was assessed using AMSTAR 2. A narrative description of the characteristics of the SRs was provided and results of meta-analyses summarised with reference to their methodological quality.Results51 SRs (248 primary studies and 10,638 participants) met the inclusion criteria and were included in the overview. All participants were adults with stroke. A wide variety of different balance and postural control outcomes were included. 61% of SRs focussed on the effectiveness of physical therapy, 20% virtual reality, 6% electromechanical devices, 4% Tai-Chi, whole body vibration and circuit training intervention, and 2% cognitive rehabilitation. The methodology of 54% of SRs were judged to be of a ""low or critically low"" quality, 23% ""moderate"" quality and 22% ""high"" quality.ConclusionsThere are 51 SRs of evidence relating to the effectiveness of interventions to improve balance in people with stroke, but the majority of these are of poor methodological quality, limiting our ability to draw clear implications. Only 22% of these SRs were judged to be of high quality, highlighting the need to address important methodological issues within rehabilitation research.";VR;FALSE;NA;Web of Science;;;; 15;"Dou, Jinhua; Qin, Jingyan; Wang, Qingju; Zhao, Qichao";Identification of usability problems and requirements of elderly Chinese users for smart TV interactions;10.1080/0144929X.2018.1551423;2019;With the development of Information and Communications Technology (ICT), smart TV is gradually becoming universal and penetrating daily life. Smart TV has a wide range of user groups, and the elderly is an important group. The special physiological and psychological characteristics of Chinese elderly highlight the usability problems of smart TV interactions for them. The main functions of smart TVs were selected and operated by the elderly in this study. With the help of physiological measurements, behaviour analyses and interviews during natural usage scenarios, we determined the usability issues and user requirements of Chinese elderly for interacting with smart TVs. The research shows that the elderly in China have the intention to use smart TV products, but the usability of interactive systems affects the experience of using a smart TV. The results indicate that different content search methods result in different user experiences. Pinyin search is difficult to operate using a remote control, and some influencing factors are revealed. Voice search results in the best user experience for the elderly, but the recognition accuracy is easily affected by factors such as user accents and environmental noise. Hierarchical search is easy to operate, but it often takes a long time to finish an involved task. Other usability issues of some main functions, i.e. screen mirroring, shopping, playing games, system settings and application downloads, were also obtained, and the requirements of the elderly were well understood. These findings have implications for interaction design and implementation of smart TV service systems.;NOT;NA;NA;Web of Science;;;; 16;"Sun, Xiang; Ansari, Nirwan";Adaptive Avatar Handoff in the Cloudlet Network;10.1109/TCC.2017.2701794;2019;In a traditional big data network, data streams generated by User Equipments (UEs) are uploaded to the remote cloud (for further processing) via the Internet. However, moving a huge amount of data via the Internet may lead to a long End-to-End (E2E) delay between a UE and its computing resources (in the remote cloud) as well as severe traffic jams in the Internet. To overcome this drawback, we propose a cloudlet network to bring the computing and storage resources from the cloud to the mobile edge. Each base station is attached to one cloudlet and each UE is associated with its Avatar in the cloudlet to process its data locally. Thus, the E2E delay between a UE and its computing resources in its Avatars is reduced as compared to that in the traditional big data network. However, in order to maintain the low E2E delay when UEs roam away, it is necessary to hand off Avatars accordingly-it is not practical to hand off the Avatars' virtual disks during roaming as this will incur unbearable migration time and network congestion. We propose the LatEncy Aware Replica placemeNt (LEARN) algorithm to place a number of replicas of each Avatar's virtual disk into suitable cloudlets. Thus, the Avatar can be handed off among its cloudlets (which contain one of its replicas) without migrating its virtual disk. Simulations demonstrate that LEARN reduces the average E2E delay. Meanwhile, by considering the capacity limitation of each cloudlet, we propose the LatEncy aware Avatar hanDoff (LEAD) algorithm to place UEs' Avatars among the cloudlets such that the average E2E delay is minimized. Simulations demonstrate that LEAD maintains the low average E2E delay.;NOT;NA;NA;Web of Science;;;; 17;"Kamenskikh, E.; Zhukova, I.; Tolmachev, I.; Koroleva, E.; Zhukova, N.; Alifirova, V.; Kolupaeva, E. S.";Application of a neural network and movement recording devices in virtual reality for motor dysfunction assessment in Parkinson's disease patients;NA;2019;NA;VR;FALSE;NA;Web of Science;;;; 18;"Daniel Ona, Edwin; Miguel Garcia-Haro, Juan; Jardon, Alberto; Balaguer, Carlos";Robotics in Health Care: Perspectives of Robot-Aided Interventions in Clinical Practice for Rehabilitation of Upper Limbs;10.3390/app9132586;2019;Robot-aided systems to support the physical rehabilitation of individuals with neurological impairment is one of the fields that has been widely developed in the last few decades. However, the adoption of these systems in clinical practice remains limited. In order to better understanding the causes of this limitation, a systematic review of robot-based systems focused on upper extremity rehabilitation is presented in this paper. A systematic search and review of related articles in the literature were conducted. The chosen works were analyzed according to the type of device, the data analysis capability, the therapy method, the human-robot interaction, the safety strategies, and the focus of treatment. As a conclusion, self-adaptation for personalizing the treatments, safeguarding and enhancing of patient-robot interaction towards training essential factors of movement generation into the same paradigm, or the use of lifelike environments in fully-immersive virtual reality for increasing the assimilation of motor gains could be relevant factors to develop more accepted robot-aided systems in clinical practice.;VR;FALSE;NA;Web of Science;;;; 19;"Maggio, Maria Grazia; Russo, Margherita; Cuzzola, Marilena Foti; Destro, Massimo; La Rosa, Gianluca; Molonia, Francesco; Bramanti, Placido; Lombardo, Giuseppe; De Luca, Rosaria; Calabro, Rocco Salvatore";Virtual reality in multiple sclerosis rehabilitation: A review on cognitive and motor outcomes;10.1016/j.jocn.2019.03.017;2019;"Multiple sclerosis (MS) is a demyelinating neurodegenerative disease with lesions involving the central nervous system. Clinical symptoms consist of disturbances in motor activity (e.g., weakness, spasticity, and tremor), sensory functioning (e.g., pain), visual functions (e.g., diplopia and optic neuritis), besides different cognitive (attention deficit and executive dysfunction) and behavioral abnormalities. This review aims to evaluate the role of VR tools in cognitive and motor rehabilitation of MS patients. Studies performed between 2010 and 2017 and fulfilling the selected criteria were searched on PubMed, Scopus, Cochrane and Web of Sciences databases, by combining the terms ""VR rehabilitation"" and ""MS"". Our findings showed that, following the use of VR training, MS patients presented a significant improvement in motor (especially gait and balance) and cognitive function (with regard to executive and visual-spatial abilities, attention and memory skills). This review supports the idea that rehabilitation through new VR tools could positively affect MS patients' outcomes, by boosting motivation and participation with a better response to treatment. (C) 2019 Elsevier Ltd. All rights reserved.";NOT;NA;NA;Web of Science;;;; 20;"Goodman, Adam J.; Melson, Joshua; Aslanian, Harry R.; Bhutani, Manoop S.; Krishnan, Kumar; Lichtenstein, David R.; Navaneethan, Udayakumar; Pannala, Rahul; Parsi, Mansour A.; Schulman, Allison R.; Sethi, Amrita; Sullivan, Shelby A.; Thosani, Nirav; Trikudanathan, Guru; Trindade, Arvind J.; Watson, Rabindra R.; Maple, John T.";Endoscopic simulators;10.1016/j.gie.2018.10.037;2019;Background and Aims: Simulation refers to educational tools that allow for repetitive instruction in a nonpatient care environment that is risk-free. In GI endoscopy, simulators include ex vivo animal tissue models, live animal models, mechanical models, and virtual reality (VR) computer simulators.Methods: After a structured search of the peer-reviewed medical literature, this document reviews commercially available GI endoscopy simulation systems and clinical outcomes of simulation in endoscopy.Results: Mechanical simulators and VR simulators are frequently used early in training, whereas ex vivo and in vivo animal models are more commonly used for advanced endoscopy training. Multiple studies and systematic reviews show that simulation-based training appears to provide novice endoscopists with some advantage over untrained peers with regard to endpoints such as independent procedure completion and performance time, among others. Data also suggest that simulation training may accelerate the acquisition of specific technical skills in colonoscopy and upper endoscopy early in training. However, the available literature suggests that the benefits of simulator training appear to attenuate and cease after a finite period. Further studies are needed to determine if meeting competency metrics using simulation will predict actual clinical competency.Conclusions: Simulation training is a promising modality that may aid in endoscopic education. However, for widespread incorporation of simulators into gastroenterology training programs to occur, simulators must show a sustained advantage over traditional mentored teaching in a cost-effective manner. Because most studies evaluating simulation have focused on novice learners, the role of simulation training in helping practicing endoscopists gain proficiency using new techniques and devices should be further explored.;VR;FALSE;NA;Web of Science;;;; 21;"Rohrbach, Nina; Chicklis, Emily; Levac, Danielle Elaine";What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review;10.1186/s12984-019-0546-4;2019;"PurposeThe purported affective impact of virtual reality (VR) and active video gaming (AVG) systems is a key marketing strategy underlying their use in stroke rehabilitation, yet little is known as to how affective constructs are measured or linked to intervention outcomes. The purpose of this scoping review is to 1) explore how motivation, enjoyment, engagement, immersion and presence are measured or described in VR/AVG interventions for patients with stroke; 2) identify directional relationships between these constructs; and 3) evaluate their impact on motor learning outcomes.MethodsA literature search was undertaken of VR/AVG interventional studies for adults post-stroke published in Medline, PEDro and CINAHL databases between 2007 and 2017. Following screening, reviewers used an iterative charting framework to extract data about construct measurement and description. A numerical and thematic analytical approach adhered to established scoping review guidelines.ResultsOne hundred fifty-five studies were included in the review. Although the majority (89%; N=138) of studies described at least one of the five constructs within their text, construct measurement took place in only 32% (N=50) of studies. The most frequently described construct was motivation (79%, N=123) while the most frequently measured construct was enjoyment (27%, N=42). A summative content analysis of the 50 studies in which a construct was measured revealed that constructs were described either as a rationale for the use of VR/AVGs in rehabilitation (76%, N=38) or as an explanation for intervention results (56%, N=29). 38 (76%) of the studies proposed relational links between two or more constructs and/or between any construct and motor learning. No study used statistical analyses to examine these links.ConclusionsResults indicate a clear discrepancy between the theoretical importance of affective constructs within VR/AVG interventions and actual construct measurement. Standardized terminology and outcome measures are required to better understand how enjoyment, engagement, motivation, immersion and presence contribute individually or in interaction to VR/AVG intervention effectiveness.";VR;FALSE;NA;Web of Science;;;; 22;Grossberg, Stephen;The Embodied Brain of SOVEREIGN2: From Space-Variant Conscious Percepts During Visual Search and Navigation to Learning Invariant Object Categories and Cognitive-Emotional Plans for Acquiring Valued Goals;10.3389/fncom.2019.00036;2019;This article develops a model of how reactive and planned behaviors interact in real time. Controllers for both animals and animats need reactive mechanisms for exploration, and learned plans to efficiently reach goal objects once an environment becomes familiar. The SOVEREIGN model embodied these capabilities, and was tested in a 3D virtual reality environment. Neural models have characterized important adaptive and intelligent processes that were not included in SOVEREIGN. A major research program is summarized herein by which to consistently incorporate them into an enhanced model called SOVEREIGN2. Key new perceptual, cognitive, cognitive-emotional, and navigational processes require feedback networks which regulate resonant brain states that support conscious experiences of seeing, feeling, and knowing. Also included are computationally complementary processes of the mammalian neocortical What and Where processing streams, and homologous mechanisms for spatial navigation and arm movement control. These include: Unpredictably moving targets are tracked using coordinated smooth pursuit and saccadic movements. Estimates of target and present position are computed in the Where stream, and can activate approach movements. Motion cues can elicit orienting movements to bring new targets into view. Cumulative movement estimates are derived from visual and vestibular cues. Arbitrary navigational routes are incrementally learned as a labeled graph of angles turned and distances traveled between turns. Noisy and incomplete visual sensor data are transformed into representations of visual form and motion. Invariant recognition categories are learned in the What stream. Sequences of invariant object categories are stored in a cognitive working memory, whereas sequences of movement positions and directions are stored in a spatial working memory. Stored sequences trigger learning of cognitive and spatial/motor sequence categories or plans, also called list chunks, which control planned decisions and movements toward valued goal objects. Predictively successful list chunk combinations are selectively enhanced or suppressed via reinforcement learning and incentive motivational learning. Expected vs. unexpected event disconfirmations regulate these enhancement and suppressive processes. Adaptively timed learning enables attention and action to match task constraints. Social cognitive joint attention enables imitation learning of skills by learners who observe teachers from different spatial vantage points.;VR;FALSE;NA;Web of Science;;;; 23;Collett, Thomas S.;Path integration: how details of the honeybee waggle dance and the foraging strategies of desert ants might help in understanding its mechanisms;10.1242/jeb.205187;2019;Path integration is a navigational strategy that gives an animal an estimate of its position relative to some starting point. For many decades, ingenious and probing behavioural experiments have been the only window onto the operation of path integration in arthropods. New methods have now made it possible to visualise the activity of neural circuits in Drosophila while they fly or walk in virtual reality. Studies of this kind, as well as electrophysiological recordings from single neurons in the brains of other insects, are revealing details of the neural mechanisms that control an insect's direction of travel and other aspects of path integration. The aim here is first to review the major features of path integration in foraging desert ants and honeybees, the current champion path integrators of the insect world, and second consider how the elaborate behaviour of these insects might be accommodated within the framework of the newly understood neural circuits. The discussion focuses particularly on the ability of ants and honeybees to use a celestial compass to give direction in Earth-based coordinates, and of honeybees to use a landscape panorama to provide directional guidance for path integration. The possibility is raised that well-ordered behaviour might in some cases substitute for complex circuitry.;VR;FALSE;NA;Web of Science;;;; 24;"Starke, Sebastian; Hendrich, Norman; Zhang, Jianwei";Memetic Evolution for Generic Full-Body Inverse Kinematics in Robotics and Animation;10.1109/TEVC.2018.2867601;2019;In this paper, a novel and fast memetic evolutionary algorithm is presented which can solve fully constrained generic inverse kinematics with multiple end effectors and goal objectives, leaving high flexibility for the design of custom cost functions. The algorithm utilizes a hybridization of evolutionary and swarm optimization, combined with the limited-memory-Broyden-Fletcher-Goldfarb-Shanno with bound constraints algorithm for gradient-based optimization. Accurate solutions can be found in real-time and suboptimal extrema are robustly avoided, scaling well even for greatly higher degree of freedom. The algorithm provides a general framework for hounded continuous optimization which only requires two parameters for the number of individuals and elites to be set, and supports adding additional goals and constraints for inverse kinematics, such as minimal displacement between solutions, collision avoidance, or functional joint relations. Experimental results on several industrial and anthropomorphic robots as well as on virtual characters demonstrate the algorithm to be applicable for solving complex kinematic postures for different challenging tasks in robotics, human-robot interaction and character animation, including dexterous object manipulation, collision-free full-body motion, as well as animation post-processing for video games and films. Implementations are made available for Unity3D and robot operating system.;NOT;NA;NA;Web of Science;;;; 25;"Zafrane, Mohammed Amine; Boudjemai, Abdelamdjid; Boughanmi, Nabil";Interactive design of space manufacturing systems, optimality and opportunity;10.1007/s12008-018-0515-3;2019;Increasing competitiveness in the space market, forces the industrialists and to pursuit ways to manufacture a high quality product at a minimal cost, to reduce the risk, optimize manufacturing cost and time, the developers have promoted focus on the interactive design of the products. This research focuses on Interactive Multidisciplinary Design and Optimization of Launch Vehicle Satellite with a three-stage liquid propellant. Recently, several works have been developed in the interactive Optimization Design Strategy and multidisciplinary design optimization. In this study, a new multidisciplinary design optimization approach has been involved in system space design including new disciplines. The design strategy has been successfully applied to design problems faced at space designers. The optimizer tool developed for interactive Optimization Design Strategy based on Heuristic Algorithms (Gravitational Search Algorithm, Stochastic Fractal Search, and Search Group Algorithm) proof the highest performance in terms of quality and convergence. The results of virtual reality manufacturing tool presented in this paper are significant in the preliminary system space design which presents an effective approach of development by reducing the cost and the time of analysis and that tool could help decision-makers to understand better the range of possibilities that confront them.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;Not about information search at all 26;"Gabbard, Joseph L.; Mehra, Divya Gupta; Swan, J. Edward, II";Effects of AR Display Context Switching and Focal Distance Switching on Human Performance (vol 25, pg 2228, 2019);10.1109/TVCG.2018.2832633;2019;In augmented reality (AR) environments, information is often distributed between real world and virtual contexts, and often appears at different distances from the user. Therefore, to integrate the information, users must repeatedly switch context and refocus the eyes. To focus at different distances, the user's eyes must accommodate, which when done repeatedly can cause eyestrain and degrade task performance. An experiment was conducted that examined switching context and focal distance between a real and an AR environment, using a text-based visual search task and a monocular optical see-through AR display. Both context switching and focal distance switching resulted in significantly reduced performance. In addition, repeatedly performing the task caused visual fatigue to steadily increase. Performance was particularly poor for virtual text presented at optical infinity, and for target letters that participants tried to read before their eyes had completely accommodated to a new focal distance. The results show that context switching and focal distance switching are important AR user interface design issues.;AR;TRUE;NA;Web of Science;;;; 27;"Haberkern, Hannah; Basnak, Melanie A.; Ahanonu, Biafra; Schauder, David; Cohen, Jeremy D.; Bolstad, Mark; Bruns, Christopher; Jayaraman, Vivek";Visually Guided Behavior and Optogenetically Induced Learning in Head-Fixed Flies Exploring a Virtual Landscape;10.1016/j.cub.2019.04.033;2019;Studying the intertwined roles of sensation, experience, and directed action in navigation has been facilitated by the development of virtual reality (VR) environments for head-fixed animals, allowing for quantitative measurements of behavior in well-controlled conditions. VR has long featured in studies of Drosophila melanogaster, but these experiments have typically allowed the fly to change only its heading in a visual scene and not its position. Here we explore how flies move in two dimensions (2D) using a visual VR environment that more closely captures an animal's experience during free behavior. We show that flies' 2D interaction with landmarks cannot be automatically derived from their orienting behavior under simpler one-dimensional (1D) conditions. Using novel paradigms, we then demonstrate that flies in 2D VR adapt their behavior in response to optogenetically delivered appetitive and aver-sive stimuli. Much like free-walking flies after encounters with food, head-fixed flies exploring a 2D VR respond to optogenetic activation of sugar-sensing neurons by initiating a local search, which appears not to rely on visual landmarks. Visual landmarks can, however, help flies to avoid areas in VR where they experience an aversive, optogenetically generated heat stimulus. By coupling aversive virtual heat to the flies' presence near visual landmarks of specific shapes, we elicit selective learned avoidance of those landmarks. Thus, we demonstrate that head-fixed flies adaptively navigate in 2D virtual environments, but their reliance on visual landmarks is context dependent. These behavioral paradigms set the stage for interrogation of the fly brain circuitry underlying flexible navigation in complex multisensory environments.;VR;FALSE;NA;Web of Science;;;; 28;"Corfas, Roman A.; Sharma, Tarun; Dickinson, Michael H.";Diverse Food-Sensing Neurons Trigger Idiothetic Local Search in Drosophila;10.1016/j.cub.2019.03.004;2019;Foraging animals may benefit from remembering the location of a newly discovered food patch while continuing to explore nearby [1, 2]. For example, after encountering a drop of yeast or sugar, hungry flies often perform a local search [3, 4]. That is, rather than remaining on the food or simply walking away, flies execute a series of exploratory excursions during which they repeatedly depart and return to the resource. Fruit flies, Drosophila melanogaster, can perform this food-centered search behavior in the absence of external landmarks, instead relying on internal (idiothetic) cues [5]. This path-integration behavior may represent a deeply conserved navigational capacity in insects [6, 7], but its underlying neural basis remains unknown. Here, we used optogenetic activation to screen candidate cell classes and found that local searches can be initiated by diverse sensory neurons. Optogenetically induced searches resemble those triggered by actual food, are modulated by starvation state, and exhibit key features of path integration. Flies perform tightly centered searches around the fictive food site, even within a constrained maze, and they can return to the fictive food site after long excursions. Together, these results suggest that flies enact local searches in response to a wide variety of food-associated cues and that these sensory pathways may converge upon a common neural system for navigation. Using a virtual reality system, we demonstrate that local searches can be optogenetically induced in tethered flies walking on a spherical treadmill, laying the groundwork for future studies to image the brain during path integration.;NOT;NA;NA;Web of Science;;;; 29;"Felsberg, Danielle T.; Maher, Jaclyn P.; Rhea, Christopher K.";The State of Behavior Change Techniques in Virtual Reality Rehabilitation of Neurologic Populations;10.3389/fpsyg.2019.00979;2019;Background: Neurologic rehabilitation aims to restore function, address barriers to activity, and improve quality of life in those with injury to the nervous system. Virtual reality (VR) has emerged as a useful tool to enhance neurorehabilitation interventions and outcomes. However, the manner in which VR-based neurorehabilitation has been manipulated to optimize outcomes using theory-based frameworks has not been documented. Behavior Change Techniques (BCTs) are described as the smallest active ingredient in an intervention aimed to change behavior via theoretically-proposed pathways. The purpose of this review was to investigate the ways VR is being used in neurorehabilitation to improve upright mobility, and systematically code those VR interventions for active BCTs.Methods: Keyword searches were performed using database searches of PubMed, SPORTDiscus, and psycINFO. The search yielded 32 studies for inclusion. Coding for BCTs was conducted using the Behavior Change Techniques Taxonomy v1 (BCTTv1).Results: Behavioral Practice, Graded Tasks, Biofeedback, and Explicit Feedback were the most commonly used BCTs. All studies reported improvements in motor performance outcomes. However, none of the studies investigated the efficacy of each component of their VR intervention making it difficult to point to the most effective components of VR interventions overall.Conclusions: This review suggests that investigation into the specific components of VR interventions, along with purposeful implementation and reporting of BCTs will help improve understanding of the efficacy of VR as a neurorehabilitation tool. Future research could benefit from incorporating BCTs into the design process of VR interventions to produce optimal rehabilitation potential.;VR;FALSE;NA;Web of Science;;;; 30;"Alvarez-Lopez, Fernando; Fabian Maina, Marcelo; Saigi-Rubio, Francesc";Use of Commercial Off-The-Shelf Devices for the Detection of Manual Gestures in Surgery: Systematic Literature Review;10.2196/11925;2019;Background: The increasingly pervasive presence of technology in the operating room raises the need to study the interaction between the surgeon and computer system. A new generation of tools known as commercial off-the-shelf (COTS) devices enabling touchless gesture-based human-computer interaction is currently being explored as a solution in surgical environments.Objective: The aim of this systematic literature review was to provide an account of the state of the art of COTS devices in the detection of manual gestures in surgery and to identify their use as a simulation tool for motor skills teaching in minimally invasive surgery (MIS).Methods: For this systematic literature review, a search was conducted in PubMed, Excerpta Medica dataBASE, ScienceDirect, Espacenet, OpenGrey, and the Institute of Electrical and Electronics Engineers databases. Articles published between January 2000 and December 2017 on the use of COTS devices for gesture detection in surgical environments and in simulation for surgical skills learning in MIS were evaluated and selected.Results: A total of 3180 studies were identified, 86 of which met the search selection criteria. Microsoft Kinect (Microsoft Corp) and the Leap Motion Controller (Leap Motion Inc) were the most widely used COTS devices. The most common intervention was image manipulation in surgical and interventional radiology environments, followed by interaction with virtual reality environments for educational or interventional purposes. The possibility of using this technology to develop portable low-cost simulators for skills learning in MIS was also examined. As most of the articles identified in this systematic review were proof-of-concept or prototype user testing and feasibility testing studies, we concluded that the field was still in the exploratory phase in areas requiring touchless manipulation within environments and settings that must adhere to asepsis and antisepsis protocols, such as angiography suites and operating rooms.Conclusions: COTS devices applied to hand and instrument gesture-based interfaces in the field of simulation for skills learning and training in MIS could open up a promising field to achieve ubiquitous training and presurgical warm up.;VR;FALSE;NA;Web of Science;;;; 31;"Dorokhov, A. S.; Sibirev, A., V; Aksenov, A. G.";DYNAMIC SYSTEMS MODELING USING ARTIFICIAL NEURAL NETWORKS FOR AGRICULTURAL MACHINES;10.35633/INMATEH-58-07;2019;"The tasks of designing complex dynamic systems (an agricultural machine, a car, a metalworking machine) are always multi-criteria, since choosing a reliable option needs taking into account many various requirements for the technical systems. The methodologies and methods of dynamic systems research are currently improving due to the need in developing a functional component that takes into account the unlimited possibilities of computers, in some cases changing over to ""virtual reality"". The purpose of the study is to reveal the essence of a promising heuristic approach to the assessment of functional relationships between the functioning elements of dynamic systems and variables describing the state of a given system.Technological production processes can be considered as a dynamic system containing resistance forces. In dynamic systems (machines), a transitory phenomenon occurs when starting and stopping, when switching from one mode to another, as well as when resetting or increasing the working load. In many cases, when studying transitory phenomena in dynamic systems, it is convenient to use not the classical method of integrating differential motion equations, but an operational calculus based on a promising area of applied mathematics - artificial neural networks, and one of the promising methods for the development and design of various dynamic systems is simulation by artificial neural networks.The technological process model for onion harvesting machines presented by artificial neural networks is able to assess the qualitative indicators, separate functioning elements of the cleaning machine performance out of input factors with different physical nature, while further research is based on previous model constructions.The methodology for modeling working processes of dynamic systems by using artificial neural networks in the form of reality objects significantly expands the opportunities for arrangement and reuse of the results obtained, makes it possible to use the analytical apparatus of the information theory (message transmission in the presence of interference) for searching and optimizing the design and operating parameters of the machines under development.";VR;FALSE;NA;Web of Science;;;; 32;"Yang, Ying Ying; Kaddu, Gabriella; Ngendahimana, David; Barkoukis, Hope; Freedman, Darcy; Lubaale, Yovani A. M.; Mupere, Ezekiel; Bakaki, Paul M.";Trends and determinants of stunting among under-5s: evidence from the 1995, 2001, 2006 and 2011 Uganda Demographic and Health Surveys;10.1017/S1368980018001982;2018;"Objective: To describe trends of childhood stunting among under-5s in Uganda and to assess the impact of maternal education, wealth and residence on stunting.Design: Serial and pooled cross-sectional analyses of data from Uganda Demographic and Health Surveys (UDHS) of 1995, 2001, 2006 and 2011. Prevalence of stunting and mean height-for-age Z-score were computed by maternal education, wealth index, region and other sociodemographic characteristics. Multivariable logistic and linear regression models were fitted to survey-specific and pooled data to estimate independent associations between covariates and stunting or Z-score. Sampling weights were applied in all analyses.Setting: Uganda.Subjects: Children aged <5 years.Results: Weighted sample size was 14 747 children. Stunting prevalence decreased from 44.8% in 1995 to 33.2% in 2011. UDHS reported stunting as 38% in 1995, underestimating the decline because of transitioning from National Center for Health Statistics/Centers for Disease Control and Prevention standards to WHO standards. Nevertheless, one in three Ugandan children was still stunted by 2011. South Western, Mid Western, Kampala and East Central regions had highest odds of stunting. Being born in a poor or middle-income household, of a teen mother, without secondary education were associated with stunting. Other persistent stunting predictors included small birth size, male gender and age 2-3 years.Conclusions: Sustained decrease in stunting suggests that child nutrition interventions have been successful; however, current prevalence does not meet Millennium Development Goals. Stunting remains a public health concern and must be addressed. Customizing established measures such as female education and wealth creation while targeting the most vulnerable groups may further reduce childhood stunting.";NOT;FALSE;NA;Web of Science;;;; 33;"Mirhosseini, Seyedkoosha; Gutenko, Ievgeniia; Ojal, Sushant; Marino, Joseph; Kaufman, Arie";Immersive Virtual Colonoscopy;10.1109/TVCG.2019.2898763;2019;Virtual colonoscopy (VC) is a non-invasive screening tool for colorectal polyps which employs volume visualization of a colon model reconstructed from a CT scan of the patient's abdomen. We present an immersive analytics system for VC which enhances and improves the traditional desktop VC through the use of VR technologies. Our system, using a head-mounted display (HMD), includes all of the standard VC features, such as the volume rendered endoluminal fly-through, measurement tool, bookmark modes, electronic biopsy, and slice views. The use of VR immersion, stereo, and wider field of view and field of regard has a positive effect on polyp search and analysis tasks in our immersive VC system, a volumetric-based immersive analytics application. Navigation includes enhanced automatic speed and direction controls, based on the user's head orientation, in conjunction with physical navigation for exploration of local proximity. In order to accommodate the resolution and frame rate requirements for HMDs, new rendering techniques have been developed, including mesh-assisted volume raycasting and a novel lighting paradigm. Feedback and further suggestions from expert radiologists show the promise of our system for immersive analysis for VC and encourage new avenues for exploring the use of VR in visualization systems for medical diagnosis.;VR;FALSE;NA;Web of Science;;;; 34;"Caserman, Polona; Garcia-Agundez, Augusto; Goebel, Stefan";A Survey of Full-Body Motion Reconstruction in Immersive Virtual Reality Applications.;10.1109/TVCG.2019.2912607;2019;Due to recent advances in virtual reality (VR) technology, the development of immersive VR applications that track body motions and visualize a full-body avatar is attracting increasing research interest. This paper reviews related research to gather and to critically analyze recent improvements regarding the potential of full-body motion reconstruction in VR applications. We conducted a systematic literature search, matching VR and full-body tracking related keywords on IEEE Xplore, PubMed, ACM, and Scopus. Fifty-three publications were included and assigned in three groups: studies using markerless and marker-based motion tracking systems as well as systems using inertial measurement units. All analyzed research publications track the motions of the user wearing a head-mounted display and visualize a full-body avatar. The analysis confirmed that a full-body avatar can enhance the sense of embodiment and can improve the immersion within the VR. The results indicated that the Kinect device is still the most frequently used sensor (27 out of 53). Furthermore, there is a trend to track the movements of multiple users simultaneously. Many studies that enable multiplayer mode in VR use marker-based systems (7 out of 17) because they are much more robust and can accurately track full-body movements of multiple users in real-time.;VR;FALSE;NA;Web of Science;;;; 35;"Choe, Mungyeong; Choi, Yeongcheol; Park, Jaehyun; Kim, Hyun K.";Comparison of Gaze Cursor Input Methods for Virtual Reality Devices;10.1080/10447318.2018.1484054;2019;"Virtual reality (VR) devices have recently become popular; however, research on input methods for VR devices is lacking. The main input methods of current commercial devices can be classified into two categories: manual selection using a controller and gaze selection. This study aims to derive the optimal input method and timing for VR devices by analyzing the performance of these input methods. A study is conducted in which participants wear a VR headset and select an activated input button from a 3 x 3 array on a VR device with two button sizes and two input methods. The manual selection method exhibits a shorter task completion time but a greater error number compared to the gaze selection method. For the gaze selection method, the task completion time and target search time were shortest when the gaze timing was 1 s. Further, the button size was determined to be statistically significant only when the manual selection method was used. The results of this study can be used as a reference in future VR user experience and product design.";VR;FALSE;NA;Web of Science;;;; 36;"Cavalcante Neto, Jorge L.; de Oliveira, Cristina C.; Greco, Ana L.; Zamuner, Antonio R.; Moreira, Roberta C.; Tudella, Eloisa";Is virtual reality effective in improving the motor performance of children with developmental coordination disorder? A systematic review;10.23736/S1973-9087.18.05427-8;2019;"INTRODUCTION: Although virtual reality (VR) is an increasingly popular approach within studies that propose interventions for children with developmental coordination disorder (DCD), evidence on the effectiveness of VR remains debatable. The aim of this study was to synthesize evidence on the effectiveness of VR interventions for motor performance improvement in children with DCD.EVIDENCE ACQUISITION: Searches were conducted in the MEDLINE/PubMed, Scopus, Web of Science and ERIC databases to select studies published from 1 January 2006 to 30 November 2017. Two independent reviewers performed the primary study selection based on titles, abstracts and full-text reading; this selection included randomized controlled trials (RCTs) that applied VR interventions to children with DCD and assessed outcomes related to motor performance. The methodological quality of the studies included in the search was assessed through the PEDro scale. PRISMA guidelines and Cochrane recommendations for systematic reviews were followed. The effect size of each intervention was calculated to allow for the interpretation of clinical effects, and the body of evidence was synthesised through the GRADE approach.EVIDENCE SYNTHESIS: A total of 2160 publications were retrieved; by the end of the selection process, twelve RCTs had been included. Of these twelve, seven were classified as having high methodological quality. Only three studies satisfied the homogeneity conditions to be assessed through the GRADE system, which showed a low level of evidence in favor of VR for improving the motor performance of children with DCD.CONCLUSIONS: Not enough evidence currently exists to support or refute the use of VR over non-VR interventions for improving motor performance in children with DCD. Despite the potential for improving the motor performance of DCD children, the absence of specific protocols prevents formal recommendations of VR for these children. Future studies should consider VR protocols that are more specific regarding the tasks, features and target motor skills to be developed by DCD children. In addition, comparisons of similar groups at baseline, the concealment of allocation and the blinding of assessors are internal validity aspects which deserve researchers' attention.";VR;FALSE;NA;Web of Science;;;; 37;"Mostashari-Rad, Tahereh; Saghaei, Lotfollah; Fassihi, Afshin";Gp41 inhibitory activity prediction of theaflavin derivatives using ligand/structure-based virtual screening approaches;10.1016/j.compbiolchem.2019.02.001;2019;Gp41 and its conserved hydrophobic groove on the NHR region is one of the attractive targets in the design of HIV-1 entry inhibitory agents. This hydrophobic pocket is very critical for the progression of HIV and host cell fusion. In this study different ligand-based (structure similarity search) and structure-based (molecular docking and molecular dynamic simulation) methods were performed in a virtual screening procedure to select the best compounds with the most probable HIV-1 gp41 inhibitory activities. In silico pharmacokinetics and ADMET (absorption, distribution, metabolism, excretion and toxicity) properties filtration also was considered to choose the compounds with best drug-like properties. The results of molecular docking and molecular dynamic simulations of the final selected compounds showed suitable stabilities of their complexes with gp41. The final selected hits could have better pharmacokinetics properties than the template compound, theaflavin digallate (TF3), a naturally-originated potent gp41 inhibitor.;NOT;NA;NA;Web of Science;;;; 38;"Luo, Lihong; Mo, Jianqing; Li, Jiazhen";Automatic stitching method for spherical panoramic video;NA;2019;Panoramic video has become a hot research topic in the field of virtual reality in recent years. Existing research suggests that panoramic video cannot automatically be stitched yet. In addition, stitching accuracy and time consumption are not satisfactory. After analyzing the relationship among the several coordinate systems involved in shooting and images, this research puts forward a manual method and steps for stitching a panoramic video. Then a matching point searching algorithm based on Harris corner detection, empirical position and HSV matching is posited. With this algorithm, matching points are searched and found automatically, and panoramic videos are automatically stitched. Comparison experiments were carried out. The test results proved that the described automatic stitching algorithm for panoramic videos performs better than the alternatives in both accuracy and time consumption.;VR;FALSE;NA;Web of Science;;;; 39;"Thompson, Trevor; Terhune, Devin B.; Oram, Charlotte; Sharangparni, Joseph; Rouf, Rommana; Solmi, Marco; Veronese, Nicola; Stubbs, Brendon";The effectiveness of hypnosis for pain relief: A systematic review and meta-analysis of 85 controlled experimental trials;10.1016/j.neubiorev.2019.02.013;2019;The current meta-analysis aimed to quantify the effectiveness of hypnosis for reducing pain and identify factors that influence efficacy. Six major databases were systematically searched for trials comparing hypnotic inductions with no-intervention control conditions on pain ratings, threshold and tolerance using experimentally evoked pain models in healthy participants. Eighty-five eligible studies (primarily crossover trials) were identified, consisting of 3632 participants (hypnosis no = o2892, control no = o2646). Random effects meta-analysis found analgesic effects of hypnosis for all pain outcomes (go = o0.54-0.76, p's < .001). Efficacy was strongly influenced by hypnotic suggestibility and use of direct analgesic suggestion. Specifically, optimal pain relief was obtained for hypnosis with direct analgesic suggestion administered to high and medium suggestibles, who respectively demonstrated 42% (po < o.001) and 29% (po < o.001) clinically meaningful reductions in pain. Minimal benefits were found for low suggestibles. These findings suggest that hypnotic intervention can deliver meaningful pain relief for most people and therefore may be an effective and safe alternative to pharmaceutical intervention. High quality clinical data is, however, needed to establish generalisability in chronic pain populations.;NOT;NA;NA;Web of Science;;;; 40;"Siddharth; Patel, Aashish N.; Jung, Tzyy-Ping; Sejnowski, Terrence J.";A Wearable Multi-Modal Bio-Sensing System Towards Real-World Applications;10.1109/TBME.2018.2868759;2019;"Multi-modal bio-sensing has recently been used as effective research tools in affective computing, autism, clinical disorders, and virtual reality among other areas. However, none of the existing bio-sensing systems support multi-modality in a wearable manner outside well-controlled laboratory environments with research-grade measurements. This paper attempts to bridge this gap by developing a wearable multi-modal bio-sensing system capable of collecting, synchronizing, recording, and transmitting data from multiple bio-sensors: PPG, EEG, eye-gaze headset, body motion capture, GSR, etc., while also providing task modulation features including visual-stimulus tagging. This study describes the development and integration of various components of our system. We evaluate the developed sensors by comparing their measurements to those obtained by a standard research-grade bio-sensors. We first evaluate different sensor modalities of our headset, namely, earlobe-based PPG module with motion-noise canceling for ECG during heart-beat calculation. We also compare the steady-state visually evoked potentials measured by our shielded dry EEG sensors with the potentials obtained by commercially available dry EEG sensors. We also investigate the effect of head movements on the accuracy and precision of our wearable eye-gaze system. Furthermore, we carry out two practical tasks to demonstrate the applications of using multiple sensor modalities for exploring previously unanswerable questions in bio-sensing. Specifically, utilizing bio-sensing, we show which strategy works best for playing ""Where is Waldo?"" visual-search game, changes in EEG corresponding to true vs. false target fixations in this game, and predicting the loss/draw/win states through bio-sensing modalities while learning their limitations in a ""Rock-Paper-Scissors"" game.";VR;FALSE;NA;Web of Science;;;; 41;"Towers, Ashley; Field, James; Stokes, Christopher; Maddock, Stephen; Martin, Nicolas";A scoping review of the use and application of virtual reality in pre-clinical dental education;10.1038/s41415-019-0041-0;2019;Introduction Virtual reality (VR) is gaining recognition as a valuable tool for training dental students and its use by dental schools around the world is growing. It is timely to review the literature relating to the use of VR in dental education, in order to ensure that educators are well-informed of current areas of inquiry, and those requiring further investigation, to enable appropriate decisions about whether to employ VR as a teaching tool. Method A scoping review using the method outlined by Arksey and O'Malley was conducted. Both Web of Science and ERIC databases were searched. Inclusion and exclusion criteria were established to filter results. The data were collected and categorised using a custom data collection spreadsheet. Results The review identified 68 relevant articles. Following review, four educational thematic areas relating to the 'simulation hardware', the 'realism of the simulation', 'scoring systems' and 'validation' of the systems emerged. Conclusion This paper summarises and draws out themes from the current areas of inquiry in the literature, uncovering a number of weaknesses and assumptions. It recommends areas where additional investigation is required in order to form a better evidence base for the utility of VR in dental education, as well as to inform its future development.;VR;FALSE;NA;Web of Science;;;; 42;"Martinengo, Laura; Yeo, Natalie Jia Ying; Tang, Zheng Qiang; Markandran, Kasturi D. O.; Kyaw, Bhone Myint; Car, Lorainne Tudor";Digital Education for the Management of Chronic Wounds in Health Care Professionals: Protocol for a Systematic Review by the Digital Health Education Collaboration;10.2196/12488;2019;"Background: Digital education is ""the act of teaching and learning by means of digital technologies."" Digital education comprises a wide range of interventions that can be broadly divided into offline digital education, online digital education, digital game-based learning, massive open online courses (MOOCs), psychomotor skills trainers, virtual reality environments, virtual patient simulations, and m-learning. Chronic wounds pose an immense economic and psychosocial burden to patients and the health care system, as caring for them require highly specialized personnel. Current training strategies face significant barriers, such as lack of time due to work commitments, distance from provider centers, and costs. Therefore, there is an increased need to synthesize evidence on the effectiveness of digital education interventions on chronic wounds management in health care professionals.Objective: Our main objective is to assess the effectiveness of digital education as a stand-alone approach or as part of a blended-learning approach in improving pre- and postregistration health care professionals' knowledge, attitudes, practical skills, and behavior in the management of chronic wounds, as well as their satisfaction with the intervention. Secondary objectives are to evaluate patient-related outcomes, cost-effectiveness of the interventions, and any unfavorable or undesirable outcomes that may arise.Methods: This systematic review will follow the methodology as described in the Cochrane Handbook for Systematic Reviews of Interventions. As our systematic review is one of a series of reviews on digital education for health professionals' education, we will use a previously developed search strategy. This search includes the following databases: the Cochrane Central Register of Controlled Trials (CENTRAL) (Cochrane Library), MEDLINE (Ovid), Embase (Ovid), Web of Science, the Educational Resource Information Centre (ERIC) (Ovid), PsycINFO (Ovid), the Cumulative Index to Nursing and Allied Health Literature (CINAHL) (EBSCO), the ProQuest Dissertation and Theses database, and trial registries. Databases will be searched for studies published from January 1990 to August 2018. Two independent reviewers will screen the library for included studies. We will describe the screening process using a flowchart as per the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. We will extract the data using a previously developed, structured data extraction form. Included studies will be quality-assessed using the Risk of Bias tool from Cochrane. We will narratively summarize the data and, if possible, we will conduct a meta-analysis. We will use Cochrane's RevMan 5.3 software for data analysis.Results: We have completed the screening of titles and abstracts for this systematic review and are currently selecting papers against our inclusion and exclusion criteria through full-text revision. We are expecting to complete our review by the end of April 2019.Conclusions: This systematic review will provide an in-depth analysis of digital education strategies to train health care providers in the management of chronic wounds. We consider this topic particularly relevant given the current challenges facing health care systems worldwide, including shortages of skilled personnel and a steep increase in the population of older adults as a result of a prolonged life expectancy.";VR;FALSE;NA;Web of Science;;;; 43;"Chen, Yu; Abel, Kingsley Travis; Janecek, John T.; Chen, Yunan; Zheng, Kai; Cramer, Steven C.";Home-based technologies for stroke rehabilitation: A systematic review;10.1016/j.ijmedinf.2018.12.001;2019;Background: Many forms of home-based technology targeting stroke rehabilitation have been devised, and a number of human factors are important to their application, suggesting the need to examine this information in a comprehensive review.Objective: The systematic review aims to synthesize the current knowledge of technologies and human factors in home-based technologies for stroke rehabilitation.Methods: We conducted a systematic literature search in three electronic databases (IEEE, ACM, PubMed), including secondary citations from the literature search. We included articles that used technological means to help stroke patients conduct rehabilitation at home, reported empirical studies that evaluated the technologies with patients in the home environment, and were published in English. Three authors independently conducted the content analysis of searched articles using a list of interactively defined factors.Results: The search yielded 832 potentially relevant articles, leading to 31 articles that were included for in-depth analysis. The types of technology of reviewed articles included games, telerehabilitation, robotic devices, virtual reality devices, sensors, and tablets. We present the merits and limitations of each type of technology. We then derive two main human factors in designing home-based technologies for stroke rehabilitation: designing for engagement (including external and internal motivation) and designing for the home environment (including understanding the social context, practical challenges, and technical proficiency).Conclusion: This systematic review presents an overview of key technologies and human factors for designing home-based technologies for stroke rehabilitation.;VR;FALSE;NA;Web of Science;;;; 44;"Curtin, Adrian; Tong, Shanbao; Sun, Junfeng; Wang, Jijun; Onaral, Banu; Ayaz, Hasan";A Systematic Review of Integrated Functional Near-Infrared Spectroscopy (fNIRS) and Transcranial Magnetic Stimulation (TMS) Studies;10.3389/fnins.2019.00084;2019;"Background: The capacity for TMS to elicit neural activity and manipulate cortical excitability has created significant expectation regarding its use in both cognitive and clinical neuroscience. However, the absence of an ability to quantify stimulation effects, particularly outside of the motor cortex, has led clinicians and researchers to pair noninvasive brain stimulation with noninvasive neuroimaging techniques. fNIRS, as an optical and wearable neuroimaging technique, is an ideal candidate for integrated use with TMS. Together, TMS+ fNIRS may offer a hybrid alternative to ""blind"" stimulation to assess NIBS in therapy and research.Objective: In this systematic review, the current body of research into the transient and prolonged effects of TMS on fNIRS-based cortical hemodynamic measures while at rest and during tasks are discussed. Additionally, studies investigating the relation of fNIRS to measures of cortical excitability as produced by TMS-evoked Motor-Evoked-Potential (MEP) are evaluated. The aim of this review is to outline the integrated use of TMS+ fNIRS and consolidate findings related to use of fNIRS to monitor changes attributed to TMS and the relationship of fNIRS to cortical excitability itself.Methods: Key terms were searched in PubMed and Web-of-Science to identify studies investigating the use of both fNIRS and TMS. Works fromGoogle-Scholar and referenced works in identified papers were also assessed for relevance. All published experimental studies using both fNIRS and TMS techniques in the study methodology were included.Results: A combined literature search of neuroimaging and neurostimulation studies identified 53 papers detailing the joint use of fNIRS and TMS. 22/53 investigated the immediate effects of TMS at rest in the DLPFC and M1 as measured by fNIRS. 21/22 studies reported a significant effect in [HbO] for 40/54 stimulation conditions with 14 resulting an increase and 26 in a decrease. While 15/22 studies also reported [HbR], only 5/37 conditions were significant. Task effects of fNIRS+ TMS were detailed in 16 studies, including 10 with clinical populations. Most studies only reported significant changes in [HbO] related measures. Studies comparing fNIRS to changes in MEP-measured cortical excitability suggest that fNIRS measures may be spatially more diffuse but share similar traits.Conclusion: This review summarizes the progress in the development of this emerging hybrid neuroimaging & neurostimulation methodology and its applications. Despite encouraging progress and novel applications, a lack of replicated works, along with highly disparate methodological approaches, highlight the need for further controlled studies. Interpretation of current research directions, technical challenges of TMS+ fNIRS, and recommendations regarding future works are discussed.";NOT;NA;NA;Web of Science;;;; 45;"Sieluzycki, Cezary; Maslinski, Jaroslaw; Kaczmarczyk, Patryk; Kubacki, Rafal; Cieslinski, Wojciech B.; Witkowski, Kazimierz";Can Kinect aid motor learning in sportsmen? A study for three standing techniques in judo;10.1371/journal.pone.0210260;2019;Our objective was to examine how exercises with the second generation of the Microsoft Kinect sensor may aid in the process of motor learning in young judo practitioners. We addressed improvements in spatio-temporal accuracy during execution of three standing techniques in judo, in a simple paradigm designed to study short-term practice effects. Two groups of judokas, 12 athletes each-one aided with Kinect and our dedicated software vs a group of controls-were asked to mimic previously recorded master-level performances of the three techniques, established as benchmarks by a two times world champion in judo. In five training sessions, athletes of the aided group used a virtual-reality setup in which they trained with a virtual representation of the master displayed on a large screen with a simultaneous real-time visualisation of their own movements in the form of an avatar based on body joint localisation, as determined by Kinect, which also measured their performance. The control group used Kinect in the 1st and 5th session, which was necessary for the measurements that constituted the basis for subsequent statistical comparisons, whereas the 2nd, 3rd, and 4th session in this group was guided by a coach, without the use of the Kinect setup. In addition, athletes of the two groups had unrestricted access to a video recording of the master performing the three throws. We found statistically significant improvements (p < 0.05) in the accuracy of executing the three techniques between the 1st and the 5th training session for the aided group but not for the control group. We conclude that incorporating Kinect based exercises into a judo training programme may be a useful means to supporting motor learning, therefore enhancing training efficiency, and thus improving performance.;VR;FALSE;NA;Web of Science;;;; 46;"Kim, Misun; Maguire, Eleanor A.";Can we study 3D grid codes non-invasively in the human brain? Methodological considerations and fMRI findings;10.1016/j.neuroimage.2018.11.041;2019;Recent human functional magnetic resonance imaging (fMRI) and animal electrophysiology studies suggest that grid cells in entorhinal cortex are an efficient neural mechanism for encoding knowledge about the world, not only for spatial location but also for more abstract cognitive information. The world, be it physical or abstract, is often high-dimensional, but grid cells have been mainly studied on a simple two-dimensional (2D) plane. Recent theoretical studies have proposed how grid cells encode three-dimensional (3D) physical space, but it is unknown whether grid codes can be examined non-invasively in humans. Here, we investigated whether it was feasible to test different 3D grid models using fMRI based on the direction-modulated property of grid signals. In doing so, we developed interactive software to help researchers visualize 3D grid fields and predict grid activity in 3D as a function of movement directions. We found that a direction-modulated grid analysis was sensitive to one type of 3D grid model - a face-centred cubic (FCC) lattice model. As a proof of concept, we searched for 3D grid-like signals in human entorhinal cortex using a novel 3D virtual reality paradigm and a new fMRI analysis method. We found that signals in the left entorhinal cortex were explained by the FCC model. This is preliminary evidence for 3D grid codes in the human brain, notwithstanding the inherent methodological limitations of fMRI. We believe that our findings and software serve as a useful initial stepping-stone for studying grid cells in realistic 3D worlds and also, potentially, for interrogating abstract high-dimensional cognitive processes.;VR;FALSE;NA;Web of Science;;;; 47;"Lochhead, Ian; Hedley, Nick";Mixed reality emergency management: bringing virtual evacuation simulations into real-world built environments;10.1080/17538947.2018.1425489;2019;Computer-based evacuation simulations are important tools for emergency managers. These simulations vary in complexity and include 2D and 3D GIS-based network analyses, agent-based models, and sophisticated models built on documented human behaviour and particle dynamics. Despite the influential role of built environments in determining human movement, a disconnect often exists between the features of the real world and the way they are represented within these simulation environments. The proliferation of emergency management location-aware mobile devices, along with a recent infatuation for augmented reality (AR), has resulted in new wayfinding and hazard assessment tools that bridge this gap, allowing users to visualize geospatial information superimposed on the real world. In this paper, we report research and development that has produced AR geovisual analytical systems, enabling visual analysis of human dynamics in multi-level built environments with complex thoroughfare network infrastructure. We demonstrate prototypes that show how mixed reality visual analysis of intelligent human movement simulations built in virtual spaces can become part of real space. This research introduces a fundamentally new way to view and link simulations of people with the real-world context of the built environment: mixed reality crowd simulation in real space.;AR;NA;NA;Web of Science;;;; 48;"Huang, Wumeng; Chen, Jing";A multi-scale VR navigation method for VR globes;10.1080/17538947.2018.1426646;2019;The combination of virtual reality (VR) and virtual globes - VR globes - enables users to not only view virtual scenes in an immersive manner at any location on Earth but also directly interact with multi-scale spatial data using natural behaviors. It is an important direction for the future development of 3D GIS and geovisualization. However, current VR navigation are primarily based on small real spaces. For virtual globes, which are 3D multi-scale globe environment, the realization of VR navigation in the multi-scale virtual globe space within a limited real space is the first problem that needs to be addressed. A multi-scale VR navigation method that consists of two algorithms is proposed in this study. The first algorithm maps the real space to the virtual globe space and connects the VR user with the VR viewpoint. The second algorithm is an octree structure-based viewpoint correction algorithm that is proposed to correct the location of the moving VR viewpoint in real time. The proposed method is validated by experimentation. The experimental results indicate that the proposed method enables a VR user to interactively view the 3D multi-scale globe environment and lays a foundation for human-computer interaction in VR globes.;VR;FALSE;NA;Web of Science;;;; 49;"Osoba, Muyinat Y.; Rao, Ashwini K.; Agrawal, Sunil K.; Lalwani, Anil K.";Balance and gait in the elderly: A contemporary review;10.1002/lio2.252;2019;"Background The prevalence of balance and gait deficits increases with age and is associated with the increased incidence of falls seen in the elderly population; these falls are associated with significant morbidity and mortality. Objectives To review changes in gait and balance associated with aging and the effect of visual perturbations on gait and balance in the elderly to provide a basis for future research. Methods PubMed and Cochrane Library were searched for articles from 1980 to present pertaining to gait and balance in older adults (>60) and younger adults (<60). Search terms included balance, posture, gait, locomotion, gait variability, gait disorders, gait disturbance, elderly, aging, falls, vision, visual, vestibular, and virtual reality. The references section of queried articles was also used to find relevant studies. Studies were excluded if subjects had a diagnosed gait or balance disorder. Results Elderly adults show age-related decline in sensory systems and reduced ability to adapt to changes in their environment to maintain balance. Elderly adults are particularly dependent on vision to maintain postural stability. Distinct changes in spatiotemporal gait parameters are associated with aging, such as slower gait and increased gait variability, which are amplified with exposure to visual perturbations. Increased gait variability, specifically with mediolateral perturbations, poses a particular challenge for elderly adults and is linked to increased falls risk. Virtual reality training has shown promising effects on balance and gait. Conclusion Elderly adults show age-related decline in balance and gait with increased gait variability and an associated increased risk";VR;FALSE;NA;Web of Science;;;; 50;"Maier, Martina; Rubio Ballester, Belen; Duff, Armin; Duarte Oller, Esther; Verschure, Paul F. M. J.";Effect of Specific Over Nonspecific VR-Based Rehabilitation on Poststroke Motor Recovery: A Systematic Meta-analysis;10.1177/1545968318820169;2019;"Background. Despite the rise of virtual reality (VR)-based interventions in stroke rehabilitation over the past decade, no consensus has been reached on its efficacy. This ostensibly puzzling outcome might not be that surprising given that VR is intrinsically neutral to its use-that is, an intervention is effective because of its ability to mobilize recovery mechanisms, not its technology. As VR systems specifically built for rehabilitation might capitalize better on the advantages of technology to implement neuroscientifically grounded protocols, they might be more effective than those designed for recreational gaming. Objective. We evaluate the efficacy of specific VR (SVR) and nonspecific VR (NSVR) systems for rehabilitating upper-limb function and activity after stroke. Methods. We conducted a systematic search for randomized controlled trials with adult stroke patients to analyze the effect of SVR or NSVR systems versus conventional therapy (CT). Results. We identified 30 studies including 1473 patients. SVR showed a significant impact on body function (standardized mean difference [SMD] = 0.23; 95% CI = 0.10 to 0.36; P = .0007) versus CT, whereas NSVR did not (SMD = 0.16; 95% CI = -0.14 to 0.47; P = .30). This result was replicated in activity measures. Conclusions. Our results suggest that SVR systems are more beneficial than CT for upper-limb recovery, whereas NSVR systems are not. Additionally, we identified 6 principles of neurorehabilitation that are shared across SVR systems and are possibly responsible for their positive effect. These findings may disambiguate the contradictory results found in the current literature.";VR;FALSE;NA;Web of Science;;;; 51;"Grabowski, Karol; Rynkiewicz, Agnieszka; Lassalle, Amandine; Baron-Cohen, Simon; Schuller, Bjorn; Cummins, Nicholas; Baird, Alice; Podgorska-Bednarz, Justyna; Pieniazek, Agata; Lucka, Izabela";Emotional expression in psychiatric conditions: New technology for clinicians;10.1111/pcn.12799;2019;"Aim Emotional expressions are one of the most widely studied topics in neuroscience, from both clinical and non-clinical perspectives. Atypical emotional expressions are seen in various psychiatric conditions, including schizophrenia, depression, and autism spectrum conditions. Understanding the basics of emotional expressions and recognition can be crucial for diagnostic and therapeutic procedures. Emotions can be expressed in the face, gesture, posture, voice, and behavior and affect physiological parameters, such as the heart rate or body temperature. With modern technology, clinicians can use a variety of tools ranging from sophisticated laboratory equipment to smartphones and web cameras. The aim of this paper is to review the currently used tools using modern technology and discuss their usefulness as well as possible future directions in emotional expression research and treatment strategies. Methods The authors conducted a literature review in the PubMed, EBSCO, and SCOPUS databases, using the following key words: 'emotions,' 'emotional expression,' 'affective computing,' and 'autism.' The most relevant and up-to-date publications were identified and discussed. Search results were supplemented by the authors' own research in the field of emotional expression. Results We present a critical review of the currently available technical diagnostic and therapeutic methods. The most important studies are summarized in a table. Conclusion Most of the currently available methods have not been adequately validated in clinical settings. They may be a great help in everyday practice; however, they need further testing. Future directions in this field include more virtual-reality-based and interactive interventions, as well as development and improvement of humanoid robots.";NOT;NA;NA;Web of Science;;;; 52;"Chu, Veronica C.; D'Zmura, Michael";Tracking feature-based attention;10.1088/1741-2552/aaed17;2019;"Objective. Feature-based attention (FBA) helps one detect objects with a particular color, motion, or orientation. FBA works globally; the attended feature is enhanced at all positions in the visual field. This global property of FBA lets one use stimuli presented in the peripheral visual field to track attention in a task presented centrally. The present study explores the use of SSVEPs, generated by flicker presented peripherally, to track attention in a visual search task presented centrally. We evaluate whether this use of EEG to track FBA is robust enough to track attention when performing visual search within a dynamic 3D environment presented with a head-mounted display (HMD). Approach. Observers first performed a visual search task presented in the central visual field within a stationary virtual environment. The purpose of this first experiment was to establish whether flicker presented peripherally can produce SSVEPs during HMD use. The second experiment placed observers in a dynamic virtual environment in which observers moved around a racetrack. Peripheral flicker was again used to track attention to the color of the target in the visual search task. Main results. SSVEPs produced by flicker in the peripheral visual field are influenced strongly by attention in observers with stationary or moving viewpoints. Offline classification results show that one can track an observer's attended color, which suggests that these methods may provide a viable means for tracking FBA in a real-time task. Significance. Current FBA and brain-computer interface (BCI) studies primarily use foveal flicker to produce SSVEP responses. The present study's finding that one can use peripherally-presented flicker to track attention in dynamic virtual environments promises a more flexible and practical approach to BCIs based on FBA.";VR;TRUE;NA;Web of Science;TRUE;;FALSE;About visual search not IR 53;"Kinateder, Max; Warren, William H.; Schloss, Karen B.";What color are emergency exit signs? Egress behavior differs from verbal report;10.1016/j.apergo.2018.08.010;2019;"Illuminated emergency exit signs inform building occupants about safe egress routes in emergencies. These exit signs are often found in the presence of other colored signs, which may distract occupants when searching for safe exits. Such distractions can lead to confusing and even harmful outcomes, especially if occupants misinterpret the sign colors, mistaking non-exit signs for exit signs. We studied which colored signs people were most likely to infer were exit signs in a simulated emergency evacuation using virtual reality (VR). Participants were immersed in a virtual room with two doors (left and right), and an illuminated sign with different colored vertical bars above each door. They saw all pairwise combinations of six sign colors across trials. On each trial, a fire alarm sounded, and participants walked to the door that they thought was the exit. We tested two hypotheses: a local exposure hypothesis that color inferences are determined by exit sign colors in the local environment (i.e., red) and a semantic association hypothesis that color inferences are determined by color-concept associations (i.e. green associated with ""go"" and ""safety""). The results challenged the local exposure hypothesis and supported the semantic association hypothesis. Participants predominantly walked toward green signs, even though the exit signs in the local environment including the building where the experiment took place were red. However, in a post-experiment survey, most participants reported that exit signs should be red. The results demonstrated a dissociation between the way observers thought they would behave in emergency situations (red = exit) and the way they did behave in simulated emergencies (green = exit). These findings have implications for the design of evacuation systems. Observers, and perhaps designers, do not always anticipate how occupants will behave in emergency situations, which emphasizes the importance of behavioral evaluations for egress safety.";VR;FALSE;NA;Web of Science;;;; 54;"Li, Yuan; Kong, Feng; Ji, Ming; Luo, Yangmei; Lan, Jijun; You, Xuqun";Shared and Distinct Neural Bases of Large- and Small-Scale Spatial Ability: A Coordinate-Based Activation Likelihood Estimation Meta-Analysis;10.3389/fnins.2018.01021;2019;"Background: Spatial ability is vital for human survival and development. However, the relationship between large-scale and small-scale spatial ability remains poorly understood. To address this issue from a novel perspective, we performed an activation likelihood estimation (ALE) meta-analysis of neuroimaging studies to determine the shared and distinct neural bases of these two forms of spatial ability.Methods: We searched Web of Science, PubMed, PsycINFO, and Google Scholar for studies regarding ""spatial ability"" published within the last 20 years (January 1988 through June 2018). A final total of 103 studies (Table 1) involving 2,085 participants (male = 1,116) and 2,586 foci were incorporated into the meta-analysis.Results: Large-scale spatial ability was associated with activation in the limbic lobe, posterior lobe, occipital lobe, parietal lobe, right anterior lobe, frontal lobe, and right sub-lobar area. Small-scale spatial ability was associated with activation in the parietal lobe, occipital lobe, frontal lobe, right posterior lobe, and left sub-lobar area. Furthermore, conjunction analysis revealed overlapping regions in the sub-gyrus, right superior frontal gyrus, right superior parietal lobule, right middle occipital gyrus, right superior occipital gyrus, left inferior occipital gyrus, and precuneus. The contrast analysis demonstrated that the parahippocampal gyrus, left lingual gyrus, culmen, right middle temporal gyrus, left declive, left superior occipital gyrus, and right lentiform nucleus were more strongly activated during large-scale spatial tasks. In contrast, the precuneus, right inferior frontal gyrus, right precentral gyrus, left inferior parietal lobule, left supramarginal gyrus, left superior parietal lobule, right inferior occipital gyrus, and left middle frontal gyrus were more strongly activated during small-scale spatial tasks. Our results further indicated that there is no absolute difference in the cognitive strategies associated with the two forms of spatial ability (egocentric/allocentric).Conclusion: The results of the present study verify and expand upon the theoretical model of spatial ability proposed by Hegarty et al. Our analysis revealed a shared neural basis between large- and small-scale spatial abilities, as well as specific yet independent neural bases underlying each. Based on these findings, we proposed a more comprehensive version of the behavioral model.";NOT;NA;NA;Web of Science;;;; 55;"BAIK, KIM HEUI; ϵúÏÑ≠";Exploring the Characteristics of Virtual Reality and Its Application to Biology Class;10.15717/bioedu.2019.47.3.263;2019;The purpose of this study is to explore the characteristics of virtual reality that have been studied in the education field and to suggest the strategies to apply virtual reality technologies to the biology classrooms. For this study, we started from searching for studies on the domestic and international databases using the keywords‚Äòvirtual reality‚Äô and ‚Äòeducation‚Äô, and then selected 44 papers that conducted educational experiments. Based on the theoretical background of these papers, we categorized the characteristics of virtual reality as a media and analyzed the effects of application of virtual reality to biology classrooms. As a result, first, three characteristics of virtual reality were identified as follow: ‚Äòmanipulation‚Äô, ‚Äòmultisensory‚Äô, and ‚Äòinteraction‚Äô. Second, the feasibility of applying virtual reality to the class was suggested through the development of the class activities reflecting these characteristics of virtual reality. Third, we identified that the application of virtual reality can facilitate positive effects on both cognitive aspect such as ‚Äòhigh-level thinking‚Äô and affective aspect such as affordance, sense of presence and immersion by analyzing previous experimental studies. Finally, we proposed that qualitative approaches were necessary to examine the educational effects of cognitive and affective aspects, and further suggested ananalytical framework (Level of Model) for measuring the effects of virtual reality on the cognitive aspect, which includes the following components: structure, system, visualization, and labeling.G2;VR;FALSE;NA;Web of Science;;;; 56;"Lee, Hyesun; φïÏú§Ìù¨; ÍπÄÏÉÅÏó∞";An Analysis on Domestic Research Trends of VR and Its Educational Utilization through Text Mining Techniques;NA;2019;Recently, virtual reality(VR) has been widely studied in various academic fields as one of the main driving forces leading the Fourth Industrial Revolution. However, VR that has featured with overall social interest, widespread usage, and technology orientation, can be better explained through interdisciplinary researches than a single academic discipline. In this context, this study aimed to provide the baseline data for interdisciplinary research of VR among domestic researchers with diverse academic fields. For this purpose, the domestic VR research trends and differences of major keywords between academic fields were analyzed, focusing on the keywords of VR researches published in KCI (Korea Citation Index) journals. In detail, researchers searched and collected 5,791 keywords from 2,729 papers, which were published in academic journals and conferences related to VR from 1998 to May 2019, and conducted frequency analysis, association rule analysis, and networks visualization through text mining techniques using R software package and NetMiner program.The results showed that VR research was being conducted in all domestic academic fields of engineering, arts, and kinesiology, interdisciplinary studies, social science, medicine and pharmacy, humanities, natural science and marine agriculture, fishery, implying that VR had been studied in widespread academic disciplines. The major keywords of domestic VR research were categorized based on the type, system, user, utilization field and etc., and most of the major keywords were linked with either VR or AR. In particular, the differences of major keywords between academic areas showed that there are high interests in educational utilization of VR in various academic fields. Based on these results, researchers reidentified the importance of educational usage and interdisciplinary research in VR researches and discussed the implications for educational utilization and research of VR focusing on pedagogy.;VR;FALSE;NA;Web of Science;;;; 57;"Ling, Wenjie; Yu, Guishen; Li, Zhaofeng";Lower Limb Exercise Rehabilitation Assessment Based on Artificial Intelligence and Medical Big Data;10.1109/ACCESS.2019.2939006;2019;This paper firstly compares the common virtual reality technology production methods, determines the reasonable lower limb rehabilitation exercise modeling method, establishes a more accurate human lower limb musculoskeletal rehabilitation posture mechanism model, analyzes the passive movement work mode of lower limb rehabilitation exercise, and simulates the changes of human musculoskeletal changes during passive movement of lower limb rehabilitation which exercise robots were analyzed. Secondly, the research is on robust controller for omni-directional mobile lower limb rehabilitation based on artificial intelligence and medical big data. The error dynamic model of omni-directional moving lower limb rehabilitation exercise system is established, and the technical problems of standard design, dissipative and gain are analyzed. By constructing the storage function and using the inverse push method, the nonlinear robust controller for omni-directional moving lower limb rehabilitation motion is designed. The stability of this control law is proved based on Lyapunov's theorem. Finally, an experimental study on the omni-directional moving lower limb rehabilitation exercise system and rehabilitation evaluation system. Seven human gait and online detection methods for rehabilitation exercise were proposed. The simulation study on the omni-directional moving lower limb rehabilitation robot using nonlinear robust controller is carried out to verify the effectiveness and correctness of the lower limb exercise rehabilitation method.;VR;FALSE;NA;Web of Science;;;; 58;"Huang, Zhipeng; Javaid, Ahmad; Devabhaktuni, Vijay Kumar; Li, Yingjie; Yang, Xiaoli";Development of Cognitive Training Program With EEG Headset;10.1109/ACCESS.2019.2937866;2019;"Recent research has shown that cognitive function can be improved with proper practices. To improve cognitive skills, we developed a series of training programs using the Unity 3D (TM) Game Engine, which connects to an EPOC + headset from EMOTIV (TM) to provide EEG data. In order to engage participants and maintain interest, we employed game concepts and developed each program as a game with specific rules and three levels of difficulty. The programs focus on such cognitive abilities as reaction speed, flexibility, attention span, memory and problem solving. We analyzed a user's performance with a detection system embedded in each program; the system automatically directs the user to a suitable level. To simplify software development, the interactive framework was designed as an application programming interface (API), which employs rich texts, static images, animations, and user interactions. We also investigated the effectiveness of using cognitive training with EPOC + headsets to improve cognitive skills. The results are promising in some users.";VR;FALSE;NA;Web of Science;;;; 59;"Ïù¥ÌòúÏ£º; ϵúÏ¢ÖÌõà";An Implement On Environment Responsive Smart Phone Launcher UI Using AR Camera;NA;2019;Unlike computers, mobile phones are capable of various interactions with mobility and the surrounding environment. The main input method of a computer is a keyboard and a touchpad, while a cell phone has options such as camera based tracking and biometric information recognition. Therefore, it is possible to modify various interactive user interfaces. Nevertheless, the user interface of the phone is based on a typical desktop UI Layout. In recent years, smartphones have moved away from the text-based search environment, A service using more mobility and portability has become necessary. Therefore, active research on augmented reality of smartphone is being done.The purpose of this study is to propose a new interactive user interface applying augmented reality in order to escape UI design of desktop type mounted on mobile phones. As a research method, I proposed mobile home screen launcher, which is a new way of interacting, as an automatic switching method linked with AR Camera instead of existing App Store download system.As a result of the research, it is suggested that users can experience more intuitive and emotional user experience through environment response type smartphone launcher using AR Camera. Also, this study suggests that 'app download service through augmented reality', a service that does not exist at present, is meaningful. While the existing augmented reality technology focuses on the transformation of the multi-dimensional perception of reality through mobile cameras, this study suggested that augmented reality technology can be used as an 'optimization service for mobile app download'.Through this proposal, new mobile interfaces that incorporate various technologies such as artificial intelligence, virtual reality, and augmented reality, which are recently provided in mobile, are expected to be actively formed in the market.Through this study, it is expected that the typical user interface of the mobile phone can be extended to more user friendly and emotional direction.;AR;NA;NA;Web of Science;;;; 60;Park, Hyun-A;Secure Information Sharing System for Online Patient Networks;10.1155/2019/7541269;2019;Recently, privacy emerged as a hot issue again, as the General Data Protection Regulation (GDPR) of EU has become enforceable since May 25, 2018. This paper deals with the problem of health information sharing on a website securely and with preserving privacy. In the context of patient networks (such as PatientsLikeMe' or CureTogether'), we propose the model Secure Information Sharing System (SISS) with the main method of group key cryptosystem. SISS addresses important problems of group key systems. (1) The new developed equations for encryption and decryption can eliminate the rekeying and redistribution process for every membership-change of the group, keeping the security requirements. (2) The new 3D Stereoscopic Image Mobile Security Technology with AR (augmented reality) solves the problem of conspiracy by group members. (3) SISS uses the reversed one-way hash chain to guarantee forward secrecy and backward accessibility (security requirements for information sharing in a group). We conduct a security analysis of SISS according to group information sharing secrecy and an experiment on its performance. Consequently, although current IT paradigm is changing to be more and more complicated', overlapped', and virtualized', SISS makes it possible to securely share sensitive information from collaborative work.;AR;NA;NA;Web of Science;;;; 61;"Yu, Yang; Wang, Dongjiao; Ma, Ke; Zhang, Yuying; Zou, Fei";Research hot spots in the treatment of pediatric cerebral palsy based on bibliometric analysis;NA;2019;"Background: Cerebral palsy is the most common cause of physical disability in children and there is currently no cure. This study aimed to explore potential hot spots and trends in the treatment field of pediatric cerebral palsy. Methods: Based on PubMed, global relevant literature was searched without language limits on pediatric cerebral palsy and treatment up to the end of April 27th, 2018. Through Bibliographic Item Co-Occurrence Matrix Builder (BICOMB), high-frequency MeSH terms were identified. Biclustering analysis results were visualized by gCLUTO software. Finally, a strategy diagram was created. Results: A total of 2435 articles relevant pediatric cerebral palsy and treatment were selected from PubMed that were published within the past five years. A total of 40 high-frequency MeSH terms were identified. ""Cerebral Palsy/rehabilitation"", ""Cerebral Palsy/complications"", ""Cerebral Palsy/physiopathology"" were the top three high-frequency MeSH terms. Then these high-frequent major MeSH terms were classified into 3 clusters based on biclustering analysis. After calculating the density and centricity of each cluster, a strategy diagram was made and 3 clusters were divided into 7 smaller topics. Conclusion: A total of 3 clusters and 7 topics were created for cerebral palsy and its treatment. Several treatment approaches of children with cerebral palsy are located at the second quadrant with low centricity and high density, which could become potential hot spots on pediatric cerebral palsy and treatment for in-depth research in the future. Therefore, greater progression is expected in the treatment of pediatric cerebral palsy.";NOT;NA;NA;Web of Science;;;; 62;"Heo,, Jiwoong; ÍπÄÍ¥ëÏö±";Beyond Head-mounted Display: Extended Field of View using Sparse Peripheral Display Techniques;NA;2019;The field of view (FoV) is one of the main properties of virtual reality (VR) systems with head-mounted displays (HMDs). While preceding VR studies have suggested novel methodologies to extend the FoV of HMDs, there were limitations in those methods, including: heavy weight, high cost, and screen distortion. The observation through the human retina indicated that the density of human photoreceptors are distributed variedly between the central and peripheral visual fields. The sparse peripheral display (SPD) was proposed based on these observations. In this study, we suggest and compare the combination of SPD technologies using different number (2-80) of light-emitting diodes (LEDs) and different tasks (visual search and emotion tasks). The results showed that the visual-search task with use of six LEDs and there were no significant differences in the emotion task.Discussion of the potential applications of SPD-HMD systems, including therapeutic techniques to assist handicapped people was done.;VR;FALSE;NA;Web of Science;;;; 63;Alfonso Mantilla, Jose Ivan;NEUROSCIENCE AND TRAINING IN HIGH PERFORMANCE SPORTS;10.24310/riccafd.2019.v8i2.6238;2019;The objective of this study was to conduct a review of the literature in relation to neuroscience applied to high performance sports. This was done through a database search with keywords such as visual perception, reaction time, execution time and sport. It was possible to see that there are mental factors that determine the success of the high performance athlete. Psychoneurophysiological aspects of the nervous system that increase neuronal activity, facilitating the learning and adaptation of motor gestures to specific sport circumstances, mediate these. As results, in the first instance it was determined that there are cognitive abilities that are determining in the achievement of sporting achievements. These are sustained attention, verbal memory, processing speed and visuospatial memory. In the second instance, it was determined that there are training methodologies for these skills that can be through technological devices, virtual reality games and field training. In conclusion, the training of cognitive skills is the way to increase the mental performance of the athlete and generate better decision making on the field of play that can be vital in the achievement of sporting achievements by sports entities at national and international level.;VR;FALSE;NA;Web of Science;;;; 64;Jeon, Hyejin;Exploring Study on Virtual Reality Utilization Strategies in Scenario-Based Nursing Simulation: An Integrative Review;NA;2019;"Purpose: This study was conducted to explore Virtual Reality (VR) utilization strategies in scenario-based nursing simulation training. Methods: This was an integrative review for the identification of scenario-based VR simulation training applied to nursing undergraduates. The existing literature was searched in electronic databases using RISS, PubMed, and Pro-Quest and the key words were ‚ÄúScenario based,‚Äù ‚ÄúSimulation,‚Äù ‚ÄúVirtual reality,‚Äù ‚ÄúVirtual training,‚Äù and ‚ÄúNursing.‚Äù Finally, five studies were analyzed. Results: All the studies were conducted from 2016 to 2019. One RCT, two quasi-experimental studies, and two mixed method studies were identified. The topics of the scenarios were all different; acute myocardial infarction, management of respiratory system disease with hypoxia, postoperative nursing with appendicitis, teamwork and communication in outpatient and emergency situations, and disaster situation training . The outcome variables that were significant statistically were performance, self-confidence, and learning satisfaction. Conclusion: The findings suggest that virtual simulation in nursing education can potentially improve knowledge, performance, and learning confidence and can increase satisfaction with learning experience among nursing undergraduates. Multidisciplinary cooperation and investment are needed to develop diverse content applying VR in nursing simulation education. The review of the side effects also needs to be performed.";VR;FALSE;NA;Web of Science;;;; 65;"Israel, Kai; Tscheulin, Dieter K.; Zerres, Christopher";Virtual reality in the hotel industry: assessing the acceptance of immersive hotel presentation;NA;2019;In the hotel industry, it is crucial to reduce the inherent information asymmetry with regard to the goods offered. This asymmetry can be minimised through the use of smartphone-based virtual reality applications (SBVRs), which allow virtual simulation of real experiences and thus enable more efficient information retrieval. The aim of the study is to determine for the first time the user acceptance of these immersive hotel presentations for assessing the performance of a travel accommodation. For this purpose, the Technology Acceptance Model (TAM) was used to explain the acceptance behaviour for this new technology. A virtual reality application was specially developed, in which the participants could explore a hotel virtually. A total of 569 participants took part in the study. The structural equation model and the hypotheses were tested using a Partial Least Squares (PLS) analysis. The results illustrate that the immersive product experience leads to more efficient information gathering. The perceived usefulness significantly affects the attitude towards using the technology as well as the intention to use it. In contrast to the traditional TAM, the perceived ease of use of SBVRs has no effect on the perceived usefulness or attitude towards using the technology. (C) 2019 Varna University of Management. All rights reserved;VR;TRUE;NA;Web of Science;TRUE;;FALSE;System has no search interace 66;"Luo, Huaxiu; Cao, Chang; Zhong, Jian; Chen, Junjie; Cen, Ying";Adjunctive virtual reality for procedural pain management of burn patients during dressing change or physical therapy: A systematic review and meta-analysis of randomized controlled trials;10.1111/wrr.1;2019;Dressing change and physical therapy are extremely painful procedures for burn patients. Adjunctive virtual reality therapy reportedly reduces pain when added to analgesics, but a summary analysis of the data has yet to be performed. We conducted this systematic review and meta-analysis of randomized controlled trials to verify the pain-reducing efficacy of virtual reality among burn patients undergoing dressing change or physical therapy. We searched MEDLINE (via PubMed), EMBASE (via OVID), and the Cochrane Central Register of Controlled Trials (via OVID) for relevant trials based on predetermined eligibility criteria from database establishment to February 2018. Two reviewers screened citations and extracted data independently. The quality of the included studies was evaluated according to the Cochrane Handbook, whereas statistical heterogeneity was assessed using chi-square tests and I-2 statistics. Review Manager 5.3 was used for statistical analysis. Thirteen randomized controlled trials with 362 patients who underwent 627 burn dressing change or physical therapy sessions were included. The additional use of virtual reality significantly reduced pain intensity, time spent thinking about pain, and unpleasantness, and was more fun compared with that of using analgesics alone. Virtual reality is an effective pain reduction measurement added to analgesics for burn patients undergoing dressing change or physical therapy. However, multicenter, parallel group design randomized controlled trials are still required.;VR;FALSE;NA;Web of Science;;;; 67;"Xiao, Jing; Qu, Jun; Li, Yuanqing";An Electrooculogram-Based Interaction Method and Its Music-on-Demand Application in a Virtual Reality Environment;10.1109/ACCESS.2019.2898324;2019;Recently, the devices commonly used for interaction with a virtual reality (VR) environment include game controllers, data gloves, and motion tracking systems. However, these devices may limit the immersive experience or cause inconvenience, especially for patients with limb paralysis. This paper proposes a new nonmanual human-computer interface (HCI) based on a single-channel electrooculogram (EOG) signal and enables real-time interactions with the VR environment. The graphical user interface of the EOG-based HCI in VR includes several buttons flashing in a random order. The user needs to blink in synchrony with the corresponding button's flashes to issue a command, while the algorithm detects the eye blinks from the EOG signal and determines the users' target button. Furthermore, with the EOG-based HCI, we developed a music-on-demand system in the VR environment. By blinking, users can search and select target songs in the music library, play the selected songs, switch to the next song, and delete songs from the list. Ten healthy subjects and five patients with spinal cord injuries (SCIs) participated in online experiments. The experimental results demonstrated the effectiveness of the EOG-based HCI as a new method for interacting with the VR environment. Furthermore, the music-on-demand system can be used for entertainment not only by healthy people but also by SCI patients with limb paralysis.;VR;TRUE;NA;Web of Science;FALSE;;TRUE;Search is not in VR 68;"De Keersmaecker, Emma; Lefeber, Nina; Geys, Marion; Jespers, Elise; Kerckhofs, Eric; Swinnen, Eva";Virtual reality during gait training: does it improve gait function in persons with central nervous system movement disorders? A systematic review and meta-analysis;10.3233/NRE-182551;2019;BACKGROUND: During gait training in persons with central nervous system (CNS) movement disorders, virtual reality (VR) can offer added value by providing task-specific gait training in more interactive and motivating environments.OBJECTIVE: To summarize current evidence for the effectiveness of VR-enhanced gait training in persons with CNS movement disorders.METHODS: PubMed, Web of Science and CENTRAL were systematically searched for studies using VR during walking to improve gait outcomes (spatiotemporal, functional, kinematic and kinetic). Meta-analyses were performed to estimate pooled effects.RESULTS: Eighteen studies with in total 337 patients were included (12 studies with people post-stroke, 4 with multiple sclerosis, 1 with Parkinson's disease, 1 with traumatic brain injury). Spatiotemporal and functional parameters significantly improved in each population after the VR training. Compared to gait training without VR, differences in favor of VR were found for spatiotemporal and functional parameters only in people post-stroke.CONCLUSION: VR-enhanced gait training is an effective method to improve spatiotemporal and functional parameters in persons with CNS movement disorders. Current evidence supports that, in comparison to training without VR, for people post-stroke VR-enhanced gait training is more effective to improve gait function. Future research regarding other outcome measures and other CNS movement disorders is necessary.;VR;FALSE;NA;Web of Science;;;; 69;Di Jorio, Debora;The reality in motion. Perception of the world and care of human relations in the digital era;NA;2019;"The brain has a corporal nature, and we cannot think without a reference motor function. Every experience that we live is corporal, and it acts accordingly to a purpose: for instance, the simple act to formulate a thought implicates a muscular adjustment. Since the birth, coordinated motor schemes are daily stimulated, induced, practiced and therefore consolidated by a number of activities required to our adaptation, ending up to build our baggage of memories and implicit learnings. As a consequence, wrong habits can considerably affect the ways of adaptation of our nervous system and can also reduce its ability according to the principle of the neuroplasticity: ""use it or lose it"". All our primary experiences, since we are children, pass through a motor learning experienced in a practical reality that serves as a basis to what will subsequently be the evolution of our complex cognitive activity which will be later capable of abstraction. The physical reality and the virtual reality are characterized by different aspects that differently act on our learning and interacting patterns. In the physical experience, the motility is regularly practiced, moreover in an integrated form with the perceptive channels that interact with the environment. As time goes on, this experience produces and consolidates the learning in favor of the nervous system's metabolism, a better oxygenation of the brain, improvement of the memory and the levels of self-esteem due to the pursuit of goals based on a global experience, which is entirely perceived in a corporal way also in terms of communication and sharing with the environment. The physical and corporeal interaction also produces a greater clarity and completeness of the message, to the benefit of a clearer perception of the social and affective relationships that surround us. Otherwise the effects related to an excessive interaction with the virtual world reduce the globality of the motor activity, due to the reduced sensorial experience which in itself is already relatively objective and very influenced by our individual ways to figure out the world. The feeling of dissatisfaction due to the basically inconsistency of an experience that is mostly unreal in the long term would cause depression and stress as well as a condition of addiction and isolation from the real social relationships that the brain perceives as more challenging and effortful, however healthier and qualitatively preferable. A teacher, or a parent, may wonder how to pull students or children away from an excessive and improper use of the digital tools. We can recall the old aphorism that claims: ""who is not present is always wrong"", which means try to fill their time with fulfilling experiences and interests, to educate them to use the moments of boredom as a source of creativeness and imagination, and also to teach them to use the internet for targeted researches and specific projects and not as a way of escaping. It would be worth wishing for the school to restore the old procedure to prepare scholastic searches using big wallcharts, where pupils may cut out and glue figures and images, which is a cognitive exercise. Handcrafted motor exercise of choice and sequence is an enriching experience of sharing with the classmates, that strengthens the different functions, as well as the levels of self-esteem and the sense of cooperation.Our brain develops because of our eyes, the privileged vehicle of the emotion and the learning, because cerebral plasticity is triggered by changes perceived via the ocular route, but the cerebral and mental activity cannot be understood separately from the rest of the body. Education cannot be left aside the evolutionary axiom which says: ""the practice of a function cannot but define its structure"".";VR;FALSE;NA;Web of Science;;;; 70;"Overtoom, Evelien M.; Horeman, Tim; Jansen, Frank-Willem; Dankelman, Jenny; Schreuder, Henk W. R.";Haptic Feedback, Force Feedback, and Force-Sensing in Simulation Training for Laparoscopy: A Systematic Overview;10.1016/j.jsurg.2018.06.008;2019;OBJECTIVES: To provide a systematic overview of the literature assessing the value of haptic and force feedback in current simulators teaching laparoscopic surgical skills.DATA SOURCES: The databases of Pubmed, Cochrane, Embase, Web of Science, and Google Scholar were searched to retrieve relevant studies published until January 31st, 2017. The search included laparoscopic surgery, simulation, and haptic or force feedback and all relevant synonyms.METHODS: Duplicates were removed, and titles and abstracts screened. The remaining articles were subsequently screened full text and included in this review if they followed the inclusion criteria. A total of 2 types of feedback have been analyzed and will be discussed separately: haptic- and force feedback.RESULTS: A total of 4023 articles were found, of which 87 could be used in this review. A descriptive analysis of the data is provided. Results of the added value of haptic interface devices in virtual reality are variable. Haptic feedback is most important for more complex tasks. The interface devices do not require the highest level of fidelity. Haptic feedback leads to a shorter learning curve with a steadier upward trend. Concerning force feedback, force parameters are measured through force sensing systems in the instrument and/or the environment. These parameters, especially in combination with motion parameters, provide box trainers with an objective evaluation of laparoscopic skills. Feedback of forceuse both real time and postpractice has been shown to improve training.CONCLUSIONS: Haptic feedback is added to virtual reality simulators to increase the fidelity and thereby improve training effect. Variable results have been found from adding haptic feedback. It is most important for more complex tasks, but results in only minor improvements for novice surgeons. Force parameters and force feedback in box trainers have been shown to improve training results. ((C) 2018 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.);VR;FALSE;NA;Web of Science;;;; 71;"Zucchella, Chiara; Sinforiani, Elena; Tamburin, Stefano; Federico, Angela; Mantovani, Elisa; Bernini, Sara; Casale, Roberto; Bartolo, Michelangelo";The Multidisciplinary Approach to Alzheimer's Disease and Dementia. A Narrative Review of Non-Pharmacological Treatment;10.3389/fneur.2018.01058;2018;Background: Alzheimer's disease (AD) and dementia are chronic diseases with progressive deterioration of cognition, function, and behavior leading to severe disability and death. The prevalence of AD and dementia is constantly increasing because of the progressive aging of the population. These conditions represent a considerable challenge to patients, their family and caregivers, and the health system, because of the considerable need for resources allocation. There is no disease modifying intervention for AD and dementia, and the symptomatic pharmacological treatments has limited efficacy and considerable side effects. Non-pharmacological treatment (NPT), which includes a wide range of approaches and techniques, may play a role in the treatment of AD and dementia.Aim: To review, with a narrative approach, current evidence on main NPTs for AD and dementia.Methods: PubMed and the Cochrane database of systematic reviews were searched for studies written in English and published from 2000 to 2018. The bibliography of the main articles was checked to detect other relevant papers.Results: The role of NPT has been largely explored in AD and dementia. The main NPT types, which were reviewed here, include exercise and motor rehabilitation, cognitive rehabilitation, NPT for behavioral and psychological symptoms of dementia, occupational therapy, psychological therapy, complementary and alternative medicine, and new technologies, including information and communication technologies, assistive technology and domotics, virtual reality, gaming, and telemedicine. We also summarized the role of NPT to address caregivers' burden.Conclusions: Although NPT is often applied in the multidisciplinary approach to AD and dementia, supporting evidence for their use is still preliminary. Some studies showed statistically significant effect of NPT on some outcomes, but their clinical significance is uncertain. Well-designed randomized controlled trials with innovative designs are needed to explore the efficacy of NPT in AD and dementia. Further studies are required to offer robust neurobiological grounds for the effect of NPT, and to examine its cost-efficacy profile in patients with dementia.;VR;FALSE;NA;Web of Science;;;; 72;"Bourgeois, Alexia; Badier, Emmanuel; Baron, Naem; Carruzzo, Fabien; Vuilleumier, Patrik";Influence of reward learning on visual attention and eye movements in a naturalistic environment: A virtual reality study;10.1371/journal.pone.0207990;2018;Rewards constitute crucial signals that motivate approach behavior and facilitate the perceptual processing of objects associated with favorable outcomes in past encounters. Reward-related influences on perception and attention have been reliably observed in studies where a reward is paired with a unidimensional low-level visual feature, such as the color or orientation of a line in visual search tasks. However, our environment is drastically different and composed of multidimensional and changing visual features, encountered in complex and dynamic scenes. Here, we designed an immersive virtual reality (VR) experiment using a 4-frame CAVE system to investigate the impact of rewards on attentional orienting and gaze patterns in a naturalistic and ecological environment. Forty-one healthy participants explored a virtual forest and responded to targets appearing on either the left or right side of their path. To test for reward -induced biases in spatial orienting, targets on one side were associated with high reward, whereas those on the opposite side were paired with a low reward. Eye-movements recording showed that left-side high rewards led to subsequent increase of eye gaze fixations towards this side of the path, but no such asymmetry was found after exposure to right-sided high rewards. A milder spatial bias was also observed after left-side high rewards during subsequent exploration of a virtual castle yard, but not during route turn choices along the forest path. Our results indicate that reward-related influences on attention and behavior may be better learned in left than right space, in line with a right hemisphere dominance, and could generalize to another environment to some extent, but not to spatial choices in another decision task, suggesting some domain- or context-specificity. This proof-of-concept study also outlines the advantages and the possible drawbacks of the use of the 3D CAVE immersive platform for VR in neuroscience.;VR;FALSE;NA;Web of Science;;;; 73;"Lakka, E.; Malamos, A. G.; Pavlakis, K. G.; Ware, J. A.";Spatial Sound Rendering - A Survey;10.9781/ijimai.2018.06.001;2018;Simulating propagation of sound and audio rendering can improve the sense of realism and the immersion both in complex acoustic environments and dynamic virtual scenes. In studies of sound auralization, the focus has always been on room acoustics modeling, but most of the same methods are also applicable in the construction of virtual environments such as those developed to facilitate computer gaining, cognitive research, and simulated training scenarios. This paper is a review of state-of-the-art techniques that are based on acoustic principles that apply not only to real rooms but also in 3D virtual environments. The paper also highlights the need to expand the field of immersive sound in a web based browsing environment, because, despite the interest and many benefits, few developments seem to have taken place within this context Moreover, the paper includes a list of the most effective algoritluns used for modelling spatial sound propagation and reports their advantages and disadvantages. Finally, the paper emphasizes in the evaluation of these proposed works.;VR;FALSE;NA;Web of Science;;;; 74;"Ayani, Shirin; Moulaei, Khadijeh; Alimadadi, Ashraf; Bakhtiari, Mahmoud; Bayat, Rafat; Sadeghi, Faezeh; Nematolahi, Samaneh; Shahrabadi, Mohammad";Parsian as a Model for Employing Patient Simulation in the Learning Management System;10.5812/ircmj.57108;2018;"Background: E-learning is a recent approach in education, commonly appreciated for teaching students in most scientific fields, particularly in the industry. However, in medical education, this approach has difficulties that reduce its performance. Through the survey of the present models defining E-learning components, in respect to the patient simulation systems playing an important role in medical education, some deficiencies of these models have been revealed.Objectives: In order to provide appropriate tools and techniques for implementing patient simulation within the learning management system, this research aimed at identifying the deficiencies of E-learning models and proposing a new model.Methods: In this review article, published accredited articles or books were initially searched in order to obtain E-learning components and different types of patient simulation systems. Through a study of E-learning components in selected models, the shortcomings in implementing various kinds of patient simulation systems were determined and the ""Parsian"" model was subsequently introduced.Results: According to the results of the conducted research, it was found that the group of component tools in E-learning models, which could be classified in 3 different groups, was not adequate for implementing patient simulation. In the ""Parsian"" model, necessary tools and techniques were introduced in 3 different groups of software, methods, and techniques and medical equipment. All these groups introduced in the ""Parsian"" model were applicable.Conclusions: In the faculty of medicine, professors need patient simulation systems to provide students with E-learning. However, at the moment, there is not such patient simulation system in the existing LMS s all over the world. The LMSs are usually designed to teach courses that are mostly theoretical (rather than practical). Implementation of an LMS, exclusively applicable with high competence for teaching in all the realms of medical sciences, is provided by the means of ""Parsian"" tools and techniques.";NOT;NA;NA;Web of Science;;;; 75;Perez-Marcos, Daniel;Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation;10.1186/s12984-018-0461-0;2018;"BackgroundIn the context of stroke rehabilitation, new training approaches mediated by virtual reality and videogames are usually discussed and evaluated together in reviews and meta-analyses. This represents a serious confounding factor that is leading to misleading, inconclusive outcomes in the interest of validating these new solutions.Main bodyExtending existing definitions of virtual reality, in this paper I put forward the concept of virtual reality experience (VRE), generated by virtual reality systems (VRS; i.e. agroup of variable technologies employed to create a VRE). Then, I review the main components composing a VRE, and how they may purposely affect the mind and body of participants in the context of neurorehabilitation. In turn, VRS are not anymore exclusive from VREs but are currently used in videogames and other human-computer interaction applications in different domains. Often, these other applications receive the name of virtual reality applications as they use VRS. However, they do not necessarily create a VRE. I put emphasis on exposing fundamental similarities and differences between VREs and videogames for neurorehabilitation. I also recommend describing and evaluating the specific features encompassing the intervention rather than evaluatingvirtual reality or videogames as a whole.ConclusionThis disambiguation between VREs, VRS and videogames should help reduce confusion in the field. This is important for databases searches when looking for specific studies or building metareviews that aim at evaluating the efficacy of technology-mediated interventions.";VR;FALSE;NA;Web of Science;;;; 76;"Tough, Daniel; Robinson, Jonathan; Gowling, Steven; Raby, Peter; Dixon, John; Harrison, Samantha L.";The feasibility, acceptability and outcomes of exergaming among individuals with cancer: a systematic review;10.1186/s12885-018-5068-0;2018;"Background: Individuals with cancer have reduced quality of life, functionality, range of motion, strength, and an increase in pain and fatigue. Exergaming appears to be an effective rehabilitation tool for Parkinson's disease, multiple sclerosis and post-stroke patients to improve functionality, balance and quality of life; however, the usefulness of exergaming in individuals with cancer is unknown. The aim of this systematic review is to describe exergaming interventions delivered to adults with a current or previous cancer diagnosis and to report the feasibility, acceptability and outcomes of such interventions.Methods: Studies reporting on exergaming interventions delivered to individuals with a current or previous cancer diagnosis were included. 12 electronic databases were searched. Eight articles (seven interventions) were identified. Data were extracted and assessed for quality by two reviewers.Results: Three interventions were delivered at hospital, two at home, one at a clinical laboratory, and one did not report. Two interventions were delivered by a physiotherapist, two by an occupational therapist, and one by a nurse, research staff and an exercise physiologist. The Nintendo Wii was used in four of seven studies, whilst the remaining three used the IREX system, BrightArm Duo Rehabilitation System or a custom made exergame. Studies showed that most participants enjoyed the exergaming intervention, and would recommend their use, with some preferring exergaming over standard care interventions. Adherence rates and enjoyment appear greater during exergaming than standard care. Exergaming interventions appear to support improvements balance, function, physical activity levels, strength, fatigue, emotions, cognition and pain.Conclusion: Exergaming interventions delivered to individuals with cancer show great heterogeneity; differing in duration, frequency and gaming platform. The disease stage and severity of those included, and the outcome measures assessed also vary widely making it difficult to conclude its effectiveness at this time. However, adherence rates and enjoyment appear greater during exergaming compared to standard care, supporting the feasibility and acceptability of this type of intervention delivery for adults with cancer.";NOT;NA;NA;Web of Science;;;; 77;"Oing, Theodore; Prescott, Julie";Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review.;10.2196/10965;2018;BACKGROUND: Although traditional forms of therapy for anxiety-related disorders (eg, cognitive behavioral therapy, CBT) have been effective, there have been long-standing issues with these therapies that largely center around the costs and risks associated with the components comprising the therapeutic process. To treat certain types of specific phobias, sessions may need to be held in public, therefore risking patient confidentiality and the occurrence of uncontrollable circumstances (eg, weather and bystander behavior) or additional expenses such as travel to reach a destination. To address these issues, past studies have implemented virtual reality (VR) technologies for virtual reality exposure therapy (VRET) to provide an immersive, interactive experience that can be conducted privately and inexpensively. The versatility of VR allows various environments and scenarios to be generated while giving therapists control over variables that would otherwise be impossible in a natural setting. Although the outcomes from these studies have been generally positive despite the limitations of legacy VR systems, it is necessary to review these studies to identify how modern VR systems can and should improve to treat disorders in which anxiety is a key symptom, including specific phobias, posttraumatic stress disorder and acute stress disorder, generalized anxiety disorder, and paranoid ideations.OBJECTIVE: The aim of this review was to establish the efficacy of VR-based treatment for anxiety-related disorders as well as to outline how modern VR systems need to address the shortcomings of legacy VR systems.METHODS: A systematic search was conducted for any VR-related, peer-reviewed articles focused on the treatment or assessment of anxiety-based disorders published before August 31, 2017, within the ProQuest Central, PsycINFO, and PsycARTICLES databases. References from these articles were also evaluated.RESULTS: A total of 49 studies met the inclusion criteria from an initial pool of 2419 studies. These studies were a mix of case studies focused solely on VRET, experimental studies comparing the efficacy of VRET with various forms of CBT (eg, in vivo exposure, imaginal exposure, and exposure group therapy), and studies evaluating the usefulness of VR technology as a diagnostic tool for paranoid ideations. The majority of studies reported positive findings in favor of VRET despite the VR technology's limitations.CONCLUSIONS: Although past studies have demonstrated promising and emerging efficacy for the use of VR as a treatment and diagnostic tool for anxiety-related disorders, it is clear that VR technology as a whole needs to improve to provide a completely immersive and interactive experience that is capable of blurring the lines between the real and virtual world.;VR;FALSE;NA;Web of Science;;;; 78;"Plaku, Erion; Rashidian, Sara; Edelkamp, Stefan";Multi-group motion planning in virtual environments;10.1002/cav.1688;2018;Toward enhancing automation, this paper proposes an efficient approach for multi-group motion planning, where the set of goals is divided into k groups and the objective is to compute a collision-free and dynamically feasible trajectory that enables a virtual vehicle to reach at least one goal from each group. The approach works with ground and aerial vehicles operating in complex environments containing numerous obstacles. In addition to modeling the vehicle dynamics by differential equations, the approach can use physics-based game engines, which provide an increased level of realism. The approach is based on a hybrid search that uses generalized traveling salesman tours over a probabilistic roadmap to effectively guide the sampling-based expansion of a motion tree. As the motion tree is expanded with collision-free and dynamically feasible trajectories, tours are adjusted based on a partition of the motion tree into equivalence classes. This gives the approach the flexibility to discover new tours that avoid collisions and are compatible with the vehicle dynamics. Comparisons to related work show significant improvements both in terms of runtime and solution length. Copyright (C) 2016 John Wiley & Sons, Ltd.;NOT;NA;NA;Web of Science;;;; 79;"Buckley, Matthew G.; Bast, Tobias";A new human delayed-matching-to-place test in a virtual environment reverse-translated from the rodent watermaze paradigm: Characterization of performance measures and sex differences;10.1002/hipo.22992;2018;Watermaze tests of place learning and memory in rodents and corresponding reverse-translated human paradigms in real or virtual environments are key tools to study hippocampal function. In common variants, the animal or human participant has to find a hidden goal that remains in the same place over many trials, allowing for incremental learning of the place with reference to distal cues surrounding the circular, featureless maze. Although the hippocampus is involved in incremental place learning, rodent studies have shown that the delayed-matching-to-place (DMP) watermaze test is a more sensitive assay of hippocampal function. On the DMP test, the goal location changes every four trials, requiring the rapid updating of place memory. Here, we developed a virtual DMP test reverse-translated from the rat watermaze DMP paradigm. In two replications, participants showed 1-trial place learning, evidenced by marked latency and path length savings between Trials 1 and 2 to the same goal location, and by search preference for the vicinity of the goal when Trial 2 was run as probe trial (during which the goal was removed). The performance was remarkably similar to rats' performance on the watermaze DMP test. In both replications, male participants showed greater savings and search preferences compared to female participants. Male participants also showed better mental rotation performance, although mental rotation scores did not consistently correlate with DMP performance measures, pointing to distinct neurocognitive mechanisms. The remarkable similarity between rodent and human DMP performance suggests similar underlying neuro-psychological mechanisms, including hippocampus dependence. The new virtual DMP test may, therefore, provide a sensitive tool to probe human hippocampal function.;NOT;NA;NA;Web of Science;;;; 80;"Maliha, Samantha G.; Diaz-Siso, J. Rodrigo; Plana, Natalie M.; Torroni, Andrea; Flores, Roberto L.";Haptic, Physical, and Web-Based Simulators: Are They Underused in Maxillofacial Surgery Training?;10.1016/j.joms.2018.06.177;2018;"Purpose: Surgical residencies have increasingly incorporated both digital and mannequin simulation into their training programs. The aim of our review was to identify all digital and mannequin maxillofacial simulators available for education and training, highlight their benefit, and critically assess the evidence in support of these educational resources.Materials and Methods: We performed a comprehensive literature review of all peer-reviewed publications of digital and mannequin simulators that met the inclusion criteria, defined as any simulator used in education or training. All simulators used in surgical planning were excluded. Before the query, it was hypothesized that most studies would be descriptive in nature and supported by low levels of evidence. Literature search strategies included the use of multiple combinations of key search terms, review of titles and abstracts, and precise identification of the use of the simulator described. All statistics were descriptive.Results: The primary search yielded 259 results, from which 22 total simulators published on from 2001 to 2016 were identified using the inclusion and exclusion criteria: 10 virtual reality haptic-based simulators, 6 physical model simulators, and 6 Web-based simulators used for a variety of procedures such as dental skills, instrument handling, orthognathic surgery (Le Fort I osteotomy, vertical ramus osteotomy, bilateral sagittal split ramus osteotomy), genioplasty, bone grafting, sinus surgery, cleft lip repair, orbital floor repair, and oral biopsy. Only 9 formalized studies were completed; these were classified as low-level evidence-based cohort studies (Levels IV and V). All other simulator reports were descriptive in nature. There were no studies with high levels of evidence completed (Level I to III).Conclusions: The results of this review suggest that, although seemingly beneficial to the trainee in maxillofacial surgery, simulation in education in this field is an underused commodity because of the significant lack of scientific and validated study designs reported on in the literature thus far. The maxillofacial and simulation communities would benefit from studies on utility and efficacy with higher levels of evidence. Published by Elsevier Inc. on behalf of the American Association of Oral and Maxillofacial Surgeons";VR;FALSE;NA;Web of Science;;;; 81;"Berkowitz, Laura E.; Harvey, Ryan E.; Drake, Emma; Thompson, Shannon M.; Clark, Benjamin J.";Progressive impairment of directional and spatially precise trajectories by TgF344-Alzheimer's disease rats in the Morris Water Task;10.1038/s41598-018-34368-w;2018;Spatial navigation is impaired in early stages of Alzheimer's disease, and may be a defining behavioral marker of preclinical AD. A new rat model (TgF344-AD) of AD overcomes many limitations of other rodent models, though spatial navigation has not been comprehensively assessed. Using the hidden and cued platform variants of the Morris water task, a longitudinal assessment of spatial navigation was conducted on TgF344-AD (n = 16) and Fischer 344 (n = 12) male and female rats at three age ranges: 4 to 5 months, 7 to 8, and 10 to 11 months of age. TgF344-AD rats exhibited largely intact navigation at 4-5 months, with deficits in the hidden platform task emerging at 7-8 months and becoming significantly pronounced at 10-11 months of age. In general, TgF344-AD rats displayed less accurate swim trajectories to the platform and searched a wider area around the platform region compared to wildtype rats. Impaired navigation occurred in the absence of deficits in acquiring the procedural task demands or navigation to the cued platform location. Together, the results indicate that TgF344-AD rats exhibit comparable navigational deficits to those found in individuals with preclinical-AD.;NOT;NA;NA;Web of Science;;;; 82;"Yu, Difeng; Fan, Kaixuan; Zhang, Heng; Monteiro, Diego; Xu, Wenge; Liang, Hai-Ning";PizzaText: Text Entry for Virtual Reality Systems Using Dual Thumbsticks;10.1109/TVCG.2018.2868581;2018;We present PizzaText, a circular keyboard layout technique for text entry in virtual reality (VR) environments that uses the dual thumbsticks of a hand-held game controller. Text entry is a common activity in VR environments but remains challenging with existing techniques and keyboard layouts that is largely based on QWERTY. Our technique makes text entry simple, easy, and efficient, even for novice users. The technique uses a hand-held controller because it is still an important input device for users to interact with VR environments. To allow rapid search of characters, PizzaText divides a circle into slices and each slice contains 4 characters. To enable fast selection, the user uses the right thumbstick for traversing the slices, and the left thumbstick for choosing the letters. The design of PizzaText is based on three criteria: efficiency, learnability, and ease-of-use. In our first study, six potential layouts are considered and evaluated. The results lead to a design with 7 slices and 4 letters per slice. The final design is evaluated in a five-day study with 10 participants. The results show that novice users can achieve an average of 8.59 Words per Minute (WPM), while expert users are able to reach 15.85 WPM, with just two hours of training.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;Features an option for Search Input but doesn’t discuss search UI itself 83;"Rigutti, Sara; Straga, Marta; Jez, Marco; Baldassi, Giulio; Carnaghi, Andrea; Miceu, Piero; Fantoni, Carlo";Don't worry, be active: how to facilitate the detection of errors in immersive virtual environments;10.7717/peerj.5844;2018;"The current research aims to study the link between the type of vision experienced in a collaborative immersive virtual environment (active vs. multiple passive), the type of error one looks for during a cooperative multi-user exploration of a design project (affordance vs. perceptual violations), and the type of setting in which multi-user perform (field in Experiment 1 vs. laboratory in Experiment 2). The relevance of this link is backed by the lack of conclusive evidence on an active vs. passive vision advantage in cooperative search tasks within software based on immersive virtual reality (IVR). Using a yoking paradigm based on the mixed usage of simultaneous active and multiple passive viewings, we found that the likelihood of error detection in a complex 3D environment was characterized by an active vs. multi-passive viewing advantage depending on: (1) the degree of knowledge dependence of the type of error the passive/active observers were looking for (low for perceptual violations, vs. high for affordance violations), as the advantage tended to manifest itself irrespectively from the setting for affordance, but not for perceptual violations; and (2) the degree of social desirability possibly induced by the setting in which the task was performed, as the advantage occurred irrespectively from the type of error in the laboratory (Experiment 2) but not in the field (Experiment 1) setting. Results are relevant to future development of cooperative software based on IVR used for supporting the design review. A multi-user design review experience in which designers, engineers and end-users all cooperate actively within the IVR wearing their own head mounted display, seems more suitable for the detection of relevant errors than standard systems characterized by a mixed usage of active and passive viewing.";VR;TRUE;NA;Web of Science;TRUE;;FALSE;Visual search not IR 84;"Koch, Andreas; Cascorbi, Ingolf; Westhofen, Martin; Dafotakis, Manuel; Klapa, Sebastian; Kuhtz-Buschbeck, Johann Peter";The Neurophysiology and Treatment of Motion Sickness;10.3238/arztebl.2018.0687;2018;Background: Seasickness and travel sickness are classic types of motion illness. Modern simulation systems and virtual reality representations can also induce comparable symptoms. Such manifestations can be alleviated or prevented by various measures.Methods: This review is based on pertinent publications retrieved by a PubMed search, with special attention to clinical trials and review articles.Results: Individuals vary in their susceptibility to autonomic symptoms, ranging from fatigue to massive vomiting, induced by passive movement at relatively low frequencies (0.2 to 0.4 Hz) in situations without any visual reference to the horizontal plane. Younger persons and women are considered more susceptible, and twin studies have revealed a genetic component as well. The various types of motion sickness are adequately explained by the intersensory conflict model, incorporating the vestibular, visual, and proprioceptive systems and extended to include consideration of postural instability and asymmetry of the otolith organs. Scopolamine and H1-antihistamines, such as dimenhydrinate and cinnarizine, can be used as pharmacotherapy. The symptoms can also be alleviated by habituation through long exposure or by the diminution of vestibular stimuli.Conclusion: The various types of motion sickness can be treated with general measures to lessen the intersensory conflict, behavioral changes, and drugs.;VR;FALSE;NA;Web of Science;;;; 85;"Wei, Xiang; Lu, Wei; Zhu, Lili; Xing, Weiwei";Learning motion rules from real data: Neural network for crowd simulation;10.1016/j.neucom.2018.05.022;2018;This paper addresses the problem of efficiently simulating a believable virtual crowd. Our method is the first one that uses the Neural Network (NN) model to fit behaviors from real crowd data to a crowd simulation. Unlike several rule-based approaches that often result in 'walking robots', our model can learn motion rules derived from real data and later simulate human walking motions. Additionally, unlike the existing data-driven crowd simulation methods that have to perform search operations on the bound dataset simultaneously during the simulation, our model directly uses the NN model to generate the proper motion for each crowd member. The proposed method is being tested on various scenarios and compared with state-of-the-art state-action-based methods that are commonly employed in data-driven crowd simulation systems. The results demonstrate a significant increase in speed, as well as better simulation quality. (C) 2018 Elsevier B.V. All rights reserved.;NOT;NA;NA;Web of Science;;;; 86;"Leon, Irene; Tascon, Laura; Jose Ortells-Pareja, Juan; Manuel Cimadevilla, Jose";Virtual reality assessment of walking and non-walking space in men and women with virtual reality-based tasks;10.1371/journal.pone.0204995;2018;"Far space and near space refer to different spatial features in which we unfold our behaviour. On the one hand, classical visuospatial neuropsychological tests assess spatial abilities in the near space; on the other, far space typically involves new spatial memory tasks in which participants display their behaviour in an environment, either interacting with objects or searching for targets. The Boxes Room Task is a virtual test that assesses spatial memory in the far space. Based upon this task, a new test was developed in which participants could not move about within the context, but they could actually perceive it from a specific viewpoint. In this work, both versions of the task were compared with one another. Furthermore, they were also compared with the results of 10/36 spatial recall test, a task assessing spatial memory in the near space. Two conditions were applied in all tasks, both in stable and rotated contexts. Our study included one hundred and twenty healthy young participants who were divided into two groups. The first group performed the Walking Space Boxes Room Task. A second group performed the Non-Walking Space Boxes Room Task as well as another traditional neuropsychological test for near space assessment, the 10/36 spatial recall test. Results proved that orientation in the non-walking space was more difficult than in the walking space. Additionally, our test also showed that men outperformed women in both virtual reality-based tasks, although they did not do it in the traditional 10/36 spatial recall test. In short, this work exposes that virtual-reality technologies provide tools to assess spatial memory, being more sensitive than traditional tests in the detection of small performance changes.";VR;TRUE;NA;Web of Science;TRUE;;FALSE;Spacial search not IR 87;"George, Evalyn I.; Brand, Timothy C.; LaPorta, Anthony; Marescaux, Jacques; Satava, Richard M.";Origins of Robotic Surgery: From Skepticism to Standard of Care;10.4293/JSLS.2018.00039;2018;Background and Objectives: The uses of robotics in surgery were hypothesized as far back as 1967, but it took nearly 30 years and the nation's largest agency, the Department of Defense, in conjunction with innovative start-ups and established research agencies to complete the first fully functional multipurpose surgical robot. Currently, the most prominently available multipurpose robotic surgery system with US Food and Drug Administration approval is Intuitive Surgical Inc.'s da Vinci Surgical System, which is found in operating rooms across the globe. Although now ubiquitous for minimally invasive surgery, early surgical robot prototypes were specialty focused. Originally, multipurpose robotic systems were intended for long-distance trauma surgery in battlefield settings. While there were impressive feats of telesurgery, the marketable focus has veered from this goal. Initially developed through SRI International and Defense Advanced Research Projects Agency, surgical robotics reached private industry through two major competitors, who later merged.Methods: A thorough search of PubMed, Clinical Key, EBSCO, Ovid, ProQuest, and industry manufacturers' websites yielded 62 relevant articles, of which 51 were evaluated in this review.Conclusion: We analyzed the literature and referred to primary sources by conducting interviews with present and historical leaders in the field to yield a detailed chronology of surgical robotics development. As minimally invasive robotic procedures are becoming the standard of care, it is crucial to comprehensively document their historical context and importance as an emerging and evolving discipline.;VR;FALSE;NA;Web of Science;;;; 88;"Rooney, Michael K.; Zhu, Fan; Gillespie, Erin F.; Gunther, Jillian R.; McKillip, Ryan P.; Lineberry, Matthew; Tekian, Ara; Golden, Daniel W.";Simulation as More Than a Treatment-Planning Tool: A Systematic Review of the Literature on Radiation Oncology Simulation-Based Medical Education;10.1016/j.ijrobp.2018.05.064;2018;Purpose: Simulation-based medical education (SBME) is gaining prominence as a tool to meet Accreditation Council for Graduate Medical Education-mandated competency-based assessment educational goals. SBME is used in radiation oncology, although the type and extent are not clear. This study reports a systematic literature review designed to clarify the type and extent of radiation oncology SBME.Methods and Materials: The systematic review focused on radiation oncology SBME literature. The methods followed Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. The inclusion criteria were identified according to the PICOS (population, intervention, comparison, outcome, and setting) framework. The population included undergraduate, graduate, and continuing medical education learners. Studies were limited to English-language studies published on or after January 1, 1990, in peer-reviewed journals. PubMed, MedEdPORTAL, and in-press articles were searched. The PubMed search was conducted using predefined search terms. References and similar articles were examined. Medical Subject Headings terms in selected articles were reviewed to ensure relevant terms were included.Results: Fifty-four SBME publications met the inclusion criteria. Only 9 of 54 studies (17%) self-identified as SBME. SBME types included screen-based simulators (56%), simulated environments (13%), virtual reality and haptic systems (13%), simulated patients (11%), part-task trainers (6%), and computer-based systems with mannequins (2%). A variety of radiation oncology skill sets were addressed, including contouring (54%), treatment planning (20%), clinical decision making (17%), anatomy and/or radiology (13%), radiation biology and/or physics (13%), communication skills and/or patient education (13%), brachytherapy (13%), and immobilization (11%). A target learning population was defined in 47 studies, including residents (53%), attending physicians (36%), medical students (21%), medical physicists (11%), radiation therapists (9%), nurses (6%), administrative staff (4%), and dosimetrists (4%). Learner feedback was reported in 32 studies.Conclusions: Overall, this systematic literature review provides context and guidance for future radiation oncology SBME development. Appropriately framing SBME reports in the radiation oncology literature will facilitate development, implementation, and evaluation of SBME interventions. SBME resources should be centralized to facilitate dissemination and share resources. (C) 2018 Elsevier Inc. All rights reserved.;VR;FALSE;NA;Web of Science;;;; 89;"Juras, Grzegorz; Brachman, Anna; Michalska, Justyna; Kamieniarz, Anna; Pawlowski, Michal; Hadamus, Anna; Bialoszewski, Dariusz; Blaszczyk, Janusz; Slomka, Kajetan J.";Standards of Virtual Reality Application in Balance Training Programs in Clinical Practice: A Systematic Review;10.1089/g4h.2018.0034;2019;Objective: To determine the effect of virtual reality (VR) games on improving balance in different groups of neurological patients with a particular focus on the study quality and to determine the gold standard in VR training in these groups. Materials and Methods: A systematic review of controlled trials published between January 2009 and December 2017 was conducted. The PubMed, SCOPUS, SPORTDiscus, and Medline databases were searched. Studies involved patients with stroke or Parkinson's disease or children with cerebral palsy. The Physiotherapy Evidence Database (PEDro) scale was used to assess the methodological quality of the included studies. Results: A total of 20 studies met the inclusion criteria. The PEDro scores ranged from 4 to 8 points. Analysis of the rehabilitation programs revealed a very large discrepancy in the planned volume of exercises in different subgroups of patients. Conclusions: Overall, the comparison of VR interventions between conventional rehabilitation and no intervention exhibited significantly better results. However, these results should be interpreted with great caution due to the large diversity of the systems, games, and training volume used in the VR therapy. In all included studies, only several articles included objective methods to assess the effect of VR. In addition, most of the articles showed a high risk of bias, such as a lack of randomization and blinding or a small sample size. That is why further well-designed randomized control trials are required to evaluate the influence of VR on balance in different groups of neurological patients.;VR;FALSE;NA;Web of Science;;;; 90;"Onose, Gelu; Popescu, Nirvana; Munteanu, Constantin; Ciobanu, Vlad; Sporea, Corina; Mirea, Marian-Daniel; Daia, Cristina; Andone, Ioana; Spinu, Aura; Mirea, Andrada";Mobile Mechatronic/Robotic Orthotic Devices to Assist-Rehabilitate Neuromotor Impairments in the Upper Limb: A Systematic and Synthetic Review;10.3389/fnins.2018.00577;2018;This paper overviews the state-of-the-art in upper limb robot-supported approaches, focusing on advancements in the related mechatronic devices for the patients' rehabilitation and/or assistance. Dedicated to the technical, comprehensively methodological and global effectiveness and improvement in this inter-disciplinary field of research, it includes information beyond the therapy administrated in clinical settings-but with no diminished safety requirements. Our systematic review, based on PRISMA guidelines, searched articles published between January 2001 and November 2017 from the following databases: Cochrane, Medline/PubMed, PMC, Elsevier, PEDro, and ISI Web of Knowledge/Science. Then we have applied a new innovative PEDro-inspired technique to classify the relevant articles. The article focuses on the main indications, current technologies, categories of intervention and outcome assessment modalities. It includes also, in tabular form, the main characteristics of the most relevant mobile (wearable and/or portable) mechatronic/robotic orthoses/exoskeletons prototype devices used to assist-rehabilitate neuromotor impairments in the upper limb.;NOT;NA;NA;Web of Science;;;; 91;"Indovina, Paola; Barone, Daniela; Gallo, Luigi; Chirico, Andrea; De Pietro, Giuseppe; Giordano, Antonio";Virtual Reality as a Distraction Intervention to Relieve Pain and Distress During Medical Procedures: A Comprehensive Literature Review;10.1097/AJP.0000000000000599;2018;Objectives:This review aims to provide a framework for evaluating the utility of virtual reality (VR) as a distraction intervention to alleviate pain and distress during medical procedures. We first describe the theoretical bases underlying the VR analgesic and anxiolytic effects and define the main factors contributing to its efficacy, which largely emerged from studies on healthy volunteers. Then, we provide a comprehensive overview of the clinical trials using VR distraction during different medical procedures, such as burn injury treatments, chemotherapy, surgery, dental treatment, and other diagnostic and therapeutic procedures.Methods:A broad literature search was performed using as main terms virtual reality, distraction, and pain. No date limit was applied and all the retrieved studies on immersive VR distraction during medical procedures were selected.Results:VR has proven to be effective in reducing procedural pain, as almost invariably observed even in patients subjected to extremely painful procedures, such as patients with burn injuries undergoing wound care, and physical therapy. Moreover, VR seemed to decrease cancer-related symptoms in different settings, including during chemotherapy. Only mild and infrequent side effects were observed.Discussion:Despite these promising results, future long-term randomized controlled trials with larger sample sizes and evaluating not only self-report measures but also physiological variables are needed. Further studies are also required both to establish predictive factors to select patients who can benefit from VR distraction and to design hardware/software systems tailored to the specific needs of different patients and able to provide the greatest distraction at the lowest cost.;VR;FALSE;NA;Web of Science;;;; 92;"Booth, Adam T. C.; Buizer, Annemieke I.; Meyns, Pieter; Lansink, Irene L. B. Oude; Steenbrink, Frans; van der Krogt, Marjolein M.";The efficacy of functional gait training in children and young adults with cerebral palsy: a systematic review and meta-analysis;10.1111/dmcn.13708;2018;AimThe aim of this systematic review was to investigate the effects of functional gait training on walking ability in children and young adults with cerebral palsy (CP).MethodThe review was conducted using standardized methodology, searching four electronic databases (PubMed, Embase, CINAHL, Web of Science) for relevant literature published between January 1980 and January 2017. Included studies involved training with a focus on actively practising the task of walking as an intervention while reporting outcome measures relating to walking ability.ResultsForty-one studies were identified, with 11 randomized controlled trials included. There is strong evidence that functional gait training results in clinically important benefits for children and young adults with CP, with a therapeutic goal of improved walking speed. Functional gait training was found to have a moderate positive effect on walking speed over standard physical therapy (effect size 0.79, p=0.04). Further, there is weaker yet relatively consistent evidence that functional gait training can also benefit walking endurance and gait-related gross motor function.InterpretationThere is promising evidence that functional gait training is a safe, feasible, and effective intervention to target improved walking ability in children and young adults with CP. The addition of virtual reality and biofeedback can increase patient engagement and magnify effects.;NOT;NA;NA;Web of Science;;;; 93;"Neumann, David L.; Moffitt, Robyn L.; Thomas, Patrick R.; Loveday, Kylie; Watling, David P.; Lombard, Chantal L.; Antonova, Simona; Tremeer, Michael A.";A systematic review of the application of interactive virtual reality to sport;10.1007/s10055-017-0320-5;2018;Virtual reality (VR) technology is being increasingly used by athletes, coaches, and other sport-related professionals. The present systematic review aimed to document research on the application of VR to sport to better understand the outcomes that have emerged in this work. Research literature databases were searched, and the results screened to identify articles reporting applications of interactive VR to sport with healthy human participants. Twenty articles were identified and coded to document the study aims, research designs, participant characteristics, sport types, VR technology, measures, and key findings. From the review, it was shown that interactive VR applications have enhanced a range of performance, physiological, and psychological outcomes. The specific effects have been influenced by factors related to the athlete and the VR system, which comprise athlete factors, VR environment factors, task factors, and the non-VR environment factors. Important variables include the presence of others in the virtual environment, competitiveness, task autonomy, immersion, attentional focus, and feedback. The majority of research has been conducted on endurance sports, such as running, cycling, and rowing, and more research is required to examine the use of interactive VR in skill-based sports. Additional directions for future research and reporting standards for researchers are suggested.;VR;FALSE;NA;Web of Science;;;; 94;"Goldenberg, Mitchell G.; Lee, Jason Y.; Kwong, Jethro C. C.; Grantcharov, Teodor P.; Costello, Anthony";Implementing assessments of robot-assisted technical skill in urological education: a systematic review and synthesis of the validity evidence;10.1111/bju.14219;2018;ObjectivesTo systematically review and synthesise the validity evidence supporting intraoperative and simulation-based assessments of technical skill in urological robot-assisted surgery (RAS), and make evidence-based recommendations for the implementation of these assessments in urological training.Materials and MethodsA literature search of the Medline, PsycINFO and Embase databases was performed. Articles using technical skill and simulation-based assessments in RAS were abstracted. Only studies involving urology trainees or faculty were included in the final analysis.ResultsMultiple tools for the assessment of technical robotic skill have been published, with mixed sources of validity evidence to support their use. These evaluations have been used in both the exvivo and invivo settings. Performance evaluations range from global rating scales to psychometrics, and assessments are carried out through automation, expert analysts, and crowdsourcing.ConclusionThere have been rapid expansions in approaches to RAS technical skills assessment, both in simulated and clinical settings. Alternative approaches to assessment in RAS, such as crowdsourcing and psychometrics, remain under investigation. Evidence to support the use of these metrics in high-stakes decisions is likely insufficient at present.;NOT;NA;NA;Web of Science;;;; 95;"Negrello, Francesca; Settimi, Alessandro; Caporale, Danilo; Lentini, Gianluca; Poggiani, Mattia; Kanoulas, Dimitrios; Muratore, Luca; Luberto, Emanuele; Santaera, Gaspare; Ciarleglio, Luca; Ermini, Leonardo; Pallottino, Lucia; Caldwell, Darwin G.; Tsagarakis, Nikolaos; Bicchi, Antonio; Garabini, Manolo; Catalano, Manuel Giuseppe";Humanoids at work The WALK-MAN Robot in a Postearthquake Scenario;10.1109/MRA.20172788801;2018;NA;VR;TRUE;NA;Web of Science;TRUE;;FALSE;Visual search not IR 96;"Hayhoe, Mary M.; Matthis, Jonathan Samir";Control of gaze in natural environments: effects of rewards and costs, uncertainty and memory in target selection;10.1098/rsfs.2018.0009;2018;The development of better eye and body tracking systems, and more flexible virtual environments have allowed more systematic exploration of natural vision and contributed a number of insights. In natural visually guided behaviour, humans make continuous sequences of sensory-motor decisions to satisfy current goals, and the role of vision is to provide the relevant information in order to achieve those goals. This paper reviews the factors that control gaze in natural visually guided actions such as locomotion, including the rewards and costs associated with the immediate behavioural goals, uncertainty about the state of the world and prior knowledge of the environment. These general features of human gaze control may inform the development of artificial systems.;VR;FALSE;NA;Web of Science;;;; 97;"Mesa-Gresa, Patricia; Gil-Gomez, Hermenegildo; Lozano-Quilis, Jose-Antonio; Gil-Gomez, Jose-Antonio";Effectiveness of Virtual Reality for Children and Adolescents with Autism Spectrum Disorder: An Evidence-Based Systematic Review;10.3390/s18082486;2018;Autism Spectrum Disorder (ASD) is a neurodevelopmental disease that is specially characterized by impairments in social communication and social skills. ASD has a high prevalence in children, affecting 1 in 160 subjects. Virtual reality (VR) has emerged as an effective tool for intervention in the health field. Different recent papers have reviewed the VR-based treatments in ASD, but they have an important limitation because they only use clinical databases and do not include important technical indexes such as the Web of Science index or the Scimago Journal & Country Rank. To our knowledge, this is the first contribution that has carried out an evidence-based systematic review including both clinical and technical databases about the effectiveness of VR-based intervention in ASD. The initial search identified a total of 450 records. After the exclusion of the papers that are not studies, duplicated articles, and the screening of the abstract and full text, 31 articles met the PICO (Population, Intervention, Comparison and Outcomes) criteria and were selected for analysis. The studies examined suggest moderate evidence about the effectiveness of VR-based treatments in ASD. VR can add many advantages to the treatment of ASD symptomatology, but it is necessary to develop consistent validations in future studies to state that VR can effectively complement the traditional treatments.;VR;FALSE;NA;Web of Science;;;; 98;"Esfahlani, Shabnam Sadeghi; Muresan, Bogdan; Sanaei, Alireza; Wilson, George";Validity of the Kinect and Myo armband in a serious game for assessing upper limb movement;10.1016/j.entcom.2018.05.003;2018;A cost-effective, easily-accessible neuro-motor rehabilitation solution is proposed that can determine the range of motion and the kinematic ability of participants. A serious game comprising four-scenarios are developed in which the players control an avatar that mirrors the rotations of the upper-limb joints through multi-channel-input devices (Kinect, Myo, FootPedal). Administered functional reach tests (FRT) challenge the player to interact with a 3D-environment while standing or sitting and using the FootPedal which simulates the action of walking whilst body movement is measured concurrently. The FRT's complexity level is adapted using a Monte Carlo Tree Search algorithm which determines a virtual object's position based on the proved ability of the user. Twenty-three volunteers were recruited to play the game in 45-min sessions. The data show that the system has a more positive impact on players performance and is more motivating than formal therapy. The visual representation of the trajectory of the objects is shown to increase the perception of the participants voluntary/involuntary upper extremity movement, and the results show a comparable inter-session reliability (acceptable-good) over two repeated sessions. A high Pearson correlation demonstrates the validity of using Kinect and Myo devices in assessing upper-limb rehabilitation, and the timing and the clinically relevant movement data have a higher accuracy when the devices are paired.;NOT;NA;NA;Web of Science;;;; 99;"Zhao, Hantao; Thrash, Tyler; Wehrli, Stefan; Hoelscher, Christoph; Kapadia, Mubbasir; Gruebel, Jascha; Weibel, Raphael P.; Schinazi, Victor R.";A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants;10.3791/58155;2018;Investigating the interactions among multiple participants is a challenge for researchers from various disciplines, including the decision sciences and spatial cognition. With a local area network and dedicated software platform, experimenters can efficiently monitor the behavior of the participants that are simultaneously immersed in a desktop virtual environment and digitalize the collected data. These capabilities allow for experimental designs in spatial cognition and navigation research that would be difficult (if not impossible) to conduct in the real world. Possible experimental variations include stress during an evacuation, cooperative and competitive search tasks, and other contextual factors that may influence emergent crowd behavior. However, such a laboratory requires maintenance and strict protocols for data collection in a controlled setting. While the external validity of laboratory studies with human participants is sometimes questioned, a number of recent papers suggest that the correspondence between real and virtual environments may be sufficient for studying social behavior in terms of trajectories, hesitations, and spatial decisions. In this article, we describe a method for conducting experiments on decision-making and navigation with up to 36 participants in a networked desktop virtual reality setup (i.e., the Decision Science Laboratory or DeSciL). This experiment protocol can be adapted and applied by other researchers in order to set up a networked desktop virtual reality laboratory.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;Visual search not IR 100;"Verbrugghe, Jonas; Knippenberg, Els; Palmaers, Steven; Matheve, Thomas; Smeets, Wout; Feys, Peter; Spooren, Annemie; Timmermans, Annick";Motion detection supported exercise therapy in musculoskeletal disorders: a systematic review;10.23736/S1973-9087.18.04614-2;2018;"INTRODUCTION: Musculoskeletal disorders (MSDs) are a burden on the healthcare system. Exercise therapy is an important part of MSD rehabilitation. Motion detection systems are developed to support exercise therapy settings. This systematic review aimed: 1) at investigating which types of motion detection systems have been used as a technological support for exercise therapy; 2) at investigating the characteristics of motion detection supported exercise therapy in relation to its clinical indications; and 3) at evaluating the effectiveness of motion detection supported exercise therapy, in MSD rehabilitation.EVIDENCE AQCUISITION: A systematic literature search for RCTs was performed in six databases (PubMed, CINAHL, EMBASE, ACM, Cochrane, and IEEE). Studies eligible for inclusion had to evaluate exercise therapy for persons with MSDs, provide a motion detection system capable of as well measuring active movement of the participant during exercise therapy as evaluating the movement in order to provide qualitative feedback, and should present at least one measure of the following ICF function (pain, muscle strength, mobility), activity (disease-related functional disability, balance) or participation (quality of life) level. Two reviewers independently screened articles, appraised study quality, extracted data, and evaluated effectiveness of selected outcome measures. This review was registered in the International prospective register of systematic reviews (Prospero) under registration number CRD42016035273.EVIDENCE SYNTHESIS: Nine RCTs (N.=432 participants) were included. Eight different motion detection technologies were used such as an accelerometer, gyroscope, magnetometer etc. All systems provided visual feedback. Knee disorders were evaluated most frequently, followed by low back pain and shoulder disorders. Therapy consisted of mobility, balance or proprioception exercises. Main outcomes were pain, disability, mobility and muscle strength. Motion detection supported exercise therapy showed similar or enhanced results on all outcomes compared to conventional exercise therapy. However, a limitation of this study was the low methodological quality of the studies.CONCLUSIONS: To date, a variety of motion detection systems have been developed to support the rehabilitation of MSDs. Results show similar effectiveness of motion detection supported exercise therapy compared to conventional exercise therapy. More research is needed to provide insight in the added value of motion detection systems in musculoskeletal rehabilitation.";NOT;NA;NA;Web of Science;;;; 101;"Chan, Evelyn; Foster, Samantha; Sambell, Ryan; Leong, Paul";Clinical efficacy of virtual reality for acute procedural pain management: A systematic review and meta-analysis;10.1371/journal.pone.0200987;2018;BackgroundAcutely painful procedures are commonplace. Current approaches to pain most often involve pharmacotherapy, however, there is interest in virtual reality (VR) as a non-pharmacological alternative. A methodologically rigorous systematic review and meta-analysis is lacking.MethodsFollowing PRISMA guidelines, we searched the Cochrane Library, Ovid MEDLINE, Embase, CINAHL, ERIC, NIHR Centre for Review and Dissemination, Proquest, the System for Information on Grey Literature in Europe and the WHO International Clinical Trials Registry Platform from inception to 5 November 2017. Included studies were randomised with an experimental trial design, included a non-VR control group and examined the efficacy of VR with regards to an acutely painful clinical intervention. Bias was assessed along Cochrane guidelines, with performance bias not assessed due to the non-blindable nature of VR. We extracted summary data for maximal pain score and used standard mean difference DerSimonian-Laird random-effects meta-analysis (RevMan 5.3). This review was prospectively registered (PROSPERO CRD42017058204).FindingsOf the 12,450 studies identified, 20 studies were eligible for the systematic review. No trials reported in sufficient detail to judge their risk of bias, and 10 studies were at high risk of bias in at least one domain. 16 studies (9 randomised controlled trials, 7 crossover studies) examining 656 individuals were included in quantitative synthesis. Pain scales were heterogenous, but mostly employed 100-point scales. Across all trials, meta-analysis was suggestive of a -0.49 (95% CI -0.83 to -0.41, p = 0.006) standardised mean difference reduction in pain score with VR. However there was a high degree of statistical heterogeneity (chi(2) p<0.001, I-2 81%, 95% CI for I-2 70-88%), driven by randomised studies, with substantial clinical heterogeneity.ConclusionThese data suggest that VR may have a role in acutely painful procedures, however included studies were clinically and statistically heterogenous. Further research is required to validate findings, establish cost efficacy and optimal clinical settings for usage. Future trials should report in accordance with established guidelines.;VR;FALSE;NA;Web of Science;;;; 102;"Alfaro, Luis; Linares, Ricardo; Herrera, Jose";Scientific Articles Exploration System Model based in Immersive Virtual Reality and Natural Language Processing Techniques;10.14569/IJACSA.2018.090736;2018;After having carried out a historical review and identifying the state of the art in relation to the interfaces for the exploration of scientific articles, the authors propose a model based in an immersive virtual environment, natural user interfaces and natural language processing, which provides an excellent experience for the user and allows for better use of some of its capabilities, for example, intuition and cognition in 3-dimensional environments. In this work, the Oculus Rift and Leap Motion Hardware devices are used. This work aims to contribute to the proposal of a tool which would facilitate and optimize the arduous task of reviewing literature in scientific databases. The case study is the exploration and information retrieval of scientific articles using ALICIA (Scientific database of Peru). Finally, conclusions and recommendations for future work are laid out and discussed.;VR;TRUE;NA;Web of Science;TRUE;;TRUE;User voice input to queries to search a database in VR including novel interactions with results 103;"Mura, Gioia; Carta, Mauro G.; Sancassiani, Federica; Machado, Sergio; Prosperini, Luca";Active exergames to improve cognitive functioning in neurological disabilities: a systematic review and meta-analysis;10.23736/S1973-9087.17.04680-9;2018;"INTRODUCTION: Exergames represent a way to perform physical activity through active video games, serving as potentially useful tool in the field of neurorehabilitation. However, little is known regarding the possible role of exergames in improving cognitive functions in persons suffering from neurological disabilities.EVIDENCE ACQUISITION: A search for relevant articles was carried out on PubMed/Medline, Scopus, PEDro, and Google Scholar. Only randomized controlled studies and non-randomized but controlled studies were retained. The following additional inclusion criteria were applied: studies focused on physical activity interventions carried out by means of exergames; populations targeted were affected by neurological disabilities; and reported results were related to cognitive outcomes. We calculated standardized mean differences (SMD) and pooled results using a random effects meta-analysis.EVIDENCE SYNTHESIS: Of 520 abstracts screened, thirteen studies met the criteria to be included yielding a total of 465 participants, 233 randomized to exergames, and 232 allocated to the alternative or no intervention. The included studies varied in terms of studied populations (e.g., multiple sclerosis, post-stroke hemiparesis, Parkinson's disease, dementia, dyslexia, Down syndrome), type and duration of interventions, and cognitive outcome measures. Exergames significantly improved executive functions (SMD=0.53, P=0.005; 8 studies, N.=380) and visuo-spatial perception (SMD=0.65, P<0.0001; 5 studies, N.=209) when compared to the alternative or no intervention. There were no significant differences for attention (SMD=0.57, P=0.07; 7 studies, N.=250) and global cognition (SMD=0.05, P=0.80; 6 studies, N.=161).CONCLUSIONS: Exergames are a highly-flexible tool for rehabilitation of both cognitive and motor functions in adult populations suffering from various neurological disabilities and developmental neurological disorders. Additional high-quality clinical trials with larger samples and more specific cognitive outcomes are needed to corroborate these preliminary findings.CLINICAL REHABILITATION IMPACT : Exergames could be considered either as a supplemental treatment to conventional rehabilitation, or as strategy to extend benefits of conventional programs at home.";VR;FALSE;NA;Web of Science;;;; 104;"Jha, Sunil Kr.; Josheski, Filip";Artificial evolution using neuroevolution of augmenting topologies (NEAT) for kinetics study in diverse viscous mediums;10.1007/s00521-016-2664-2;2018;This paper proposes a novel approach for the evolution of artificial creatures which moves in a 3D virtual environment based on the neuroevolution of augmenting topologies (NEAT) algorithm. The NEAT algorithm is used to evolve neural networks that observe the virtual environment and respond to it, by controlling the muscle force of the creature. The genetic algorithm is used to emerge the architecture of creature based on the distance metrics for fitness evaluation. The damaged morphologies of creature are elaborated, and a crossover algorithm is used to control it. Creatures with similar morphological traits are grouped into the same species to limit the complexity of the search space. The motion of virtual creature having 2-3 limbs is recorded at three different angles to check their performance in different types of viscous mediums. The qualitative demonstration of motion of virtual creature represents that improved swimming of virtual creatures is achieved in simulating mediums with viscous drag 1-10 arbitrary unit.;NOT;NA;NA;Web of Science;;;; 105;"Asadi, Ehsan; Li, Bingbing; Chen, I-Ming";Pictobot;10.1109/MRA.2018.2816972;2018;NA;VR;FALSE;NA;Web of Science;;;; 106;"Wen, Ming-Chang; Yang, Cheng-Hsuan; Tsai, Meng-Han; Kang, Shih-Chung";Teleyes: A telepresence system based on stereoscopic vision and head motion tracking;10.1016/j.autcon.2018.01.008;2018;This study develops a telepresence system, Teleyes, to reduce visual distortion in remote environments. The primary objective of this research is to take advantage of state-of-art three-dimensional (3D) input/outputs technologies and to develop an avatar-like mechanism to synchronize the physical behavior of an operator with a remote system. Two 3D input/output methods are used in this research: stereoscopic vision and motion tracking. The system is designed to work under closed-loop control involving human feedback. Two cameras that are optimized according to the human eye angle-of-view to accommodate for the perspective of human eyes are used as stereoscopic vision inputs on the unmanned vehicle. At the operator end, a head mounted display is used to display the stereoscopic image and to track the operator's head movement with embedded sensors. The head movement tracldng data are interpreted into control signals and returned to the unmanned vehicle to control a three-axis gimbal mechanism, on which the two cameras are installed. The Teleyes system has been validated using a designed experimental application scenario and compared with current methods using five different operators. On average, the proposed system reduced the distance error of operators by 45.1% and the time usage by 18.2%. The results show that the system has significantly improved the visual experience and operating efficiency, thus having the potential to save resources and expand the application of unmanned vehicle systems (UVSs). The developed system provides the operator with a realistic first-person view of a UVS and a visual experience similar to being onboard.;VR;FALSE;NA;Web of Science;;;; 107;"O'Reilly, Martin; Caulfield, Brian; Ward, Tomas; Johnston, William; Doherty, Cailbhe";Wearable Inertial Sensor Systems for Lower Limb Exercise Detection and Evaluation: A Systematic Review;10.1007/s40279-018-0878-4;2018;"Background Analysis of lower limb exercises is traditionally completed with four distinct methods: (1) 3D motion capture; (2) depth-camera-based systems; (3) visual analysis from a qualified exercise professional; and (4) self-assessment. Each method is associated with a number of limitations.Objective The aim of this systematic review is to synthesise and evaluate studies which have investigated the capacity for inertial measurement unit (IMU) technologies to assess movement quality in lower limb exercises.Data Sources A systematic review of studies identified through the databases of PubMed, ScienceDirect and Scopus was conducted.Study Eligibility Criteria Articles written in English and published in the last 10 years which investigated an IMU system for the analysis of repetition-based targeted lower limb exercises were included.Study Appraisal and Synthesis Methods The quality of included studies was measured using an adapted version of the STROBE assessment criteria for cross-sectional studies. The studies were categorised into three groupings: exercise detection, movement classification or measurement validation. Each study was then qualitatively summarised.Results From the 2452 articles that were identified with the search strategies, 47 papers are included in this review. Twenty-six of the 47 included studies were deemed as being of high quality.Conclusions Wearable inertial sensor systems for analysing lower limb exercises is a rapidly growing field of research. Research over the past 10 years has predominantly focused on validating measurements that the systems produce and classifying users' exercise quality. There have been very few user evaluation studies and no clinical trials in this field to date.";NOT;NA;NA;Web of Science;;;; 108;"Olk, Bettina; Dinu, Alina; Zielinski, David J.; Kopper, Regis";Measuring visual search and distraction in immersive virtual reality;10.1098/rsos.172331;2018;An important issue of psychological research is how experiments conducted in the laboratory or theories based on such experiments relate to human performance in daily life. Immersive virtual reality (VR) allows control over stimuli and conditions at increased ecological validity. The goal of the present study was to accomplish a transfer of traditional paradigms that assess attention and distraction to immersive VR. To further increase ecological validity we explored attentional effects with daily objects as stimuli instead of simple letters. Participants searched for a target among distractors on the countertop of a virtual kitchen. Target-distractor discriminability was varied and the displays were accompanied by a peripheral flanker that was congruent or incongruent to the target. Reaction time was slower when target-distractor discriminability was low and when flankers were incongruent. The results were replicated in a second experiment in which stimuli were presented on a computer screen in two dimensions. The study demonstrates the successful translation of traditional paradigms and manipulations into immersive VR and lays a foundation for future research on attention and distraction in VR. Further, we provide an outline for future studies that should use features of VR that are not available in traditional laboratory research.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;Only about VS in VR 109;"Macaluso, Emiliano; Ogawa, Akitoshi";Visuo-spatial orienting during active exploratory behavior: Processing of task-related and stimulus-related signals;10.1016/j.cortex.2017.08.032;2018;Functional imaging studies have associated dorsal and ventral fronto-parietal regions with the control of visuo-spatial attention. Previous studies demonstrated that the activity of both the dorsal and the ventral attention systems can be modulated by many different factors, related both to the stimuli and the task. However, the vast majority of this work utilized stereotyped paradigms with simple and repeated stimuli. This is at odd with any real life situation that instead involve complex combinations of different types of cooccurring signals, thus raising the question of the ecological significance of the previous findings. Here we investigated how the brain responds to task-related and stimulus-related signals using an innovative approach that involved active exploration of a virtual environment. This enabled us to study visuo-spatial orienting in conditions entailing a dynamic and coherent flow of visual signals, to some extent analogous to real life situations. The environment comprised colored/textured spheres and cubes, which allowed us to implement a standard feature-conjunction search task (task-related signals), and included one physically salient object that served to track the processing of stimulus-related signals. The imaging analyses showed that the posterior parietal cortex (PPC) activated when the participants' gaze was directed towards the salient-objects. By contrast, the right inferior partial cortex was associated with the processing of the target-objects and of distractors that shared the target-color and shape, consistent with goal-directed template-matching operations. The study highlights the possibility of combining measures of gaze orienting and functional imaging to investigate the processing of different types of signals during active behavior in complex environments. (C) 2017 Elsevier Ltd. All rights reserved.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;Visual search not information retrieval 110;"Dias, R. D.; Ngo-Howard, M. C.; Boskovski, M. T.; Zenati, M. A.; Yule, S. J.";Systematic review of measurement tools to assess surgeons' intraoperative cognitive workload;10.1002/bjs.10795;2018;BackgroundSurgeons in the operating theatre deal constantly with high-demand tasks that require simultaneous processing of a large amount of information. In certain situations, high cognitive load occurs, which may impact negatively on a surgeon's performance. This systematic review aims to provide a comprehensive understanding of the different methods used to assess surgeons' cognitive load, and a critique of the reliability and validity of current assessment metrics.MethodsA search strategy encompassing MEDLINE, Embase, Web of Science, PsycINFO, ACM Digital Library, IEEE Xplore, PROSPERO and the Cochrane database was developed to identify peer-reviewed articles published from inception to November 2016. Quality was assessed by using the Medical Education Research Study Quality Instrument (MERSQI). A summary table was created to describe study design, setting, specialty, participants, cognitive load measures and MERSQI score.ResultsOf 391 articles retrieved, 84 met the inclusion criteria, totalling 2053 unique participants. Most studies were carried out in a simulated setting (59 studies, 70 per cent). Sixty studies (71 per cent) used self-reporting methods, of which the NASA Task Load Index (NASA-TLX) was the most commonly applied tool (44 studies, 52 per cent). Heart rate variability analysis was the most used real-time method (11 studies, 13 per cent).ConclusionSelf-report instruments are valuable when the aim is to assess the overall cognitive load in different surgical procedures and assess learning curves within competence-based surgical education. When the aim is to assess cognitive load related to specific operative stages, real-time tools should be used, as they allow capture of cognitive load fluctuation. A combination of both subjective and objective methods might provide optimal measurement of surgeons' cognition.Complex field;NOT;NA;NA;Web of Science;;;; 111;"Wade, Shari L.; Narad, Megan E.; Shultz, Emily L.; Kurowski, Brad G.; Miley, Aimee E.; Aguilar, Jessica M.; Adlam, Anna-Lynne R.";Technology-assisted rehabilitation interventions following pediatric brain injury;10.23736/S0390-5616.17.04277-1;2018;INTRODUCTION: Following traumatic brain injury (TBI), children experience a variety of physical, motor, speech, and cognitive deficits that can have a long-term detrimental impact. The emergence and popularity of new technologies has led to research into the development of various apps, gaming systems, websites, and robotics that might be applied to rehabilitation. The objective of this narrative review was to describe the current literature regarding technologically-assisted interventions for the rehabilitation of motor, neurocognitive, behavioral, and family impairments following pediatric TBI.EVIDENCE ACQUISITION: We conducted a series of searches for peer-reviewed manuscripts published between 2000 and 2017 that included a technology-assisted component in the domains of motor, language/communication, cognition, behavior, social competence/functioning, family, and academic/school-based functioning.EVIDENCE SYNTHESIS: Findings suggested several benefits of utilizing technology in TBI rehabilitation including facilitating engagement/adherence, increasing access to therapies, and improving generalizability across settings. There is fairly robust evidence regarding the efficacy of online family problem-solving therapy in improving behavior problems, executive functioning, and family functioning. There was less compelling, but still promising, evidence regarding the efficacy other technology for motor deficits, apps for social skills, and computerized programs for cognitive skills. Overall, many studies were limited in the rigor of their methodology due to small heterogeneous samples and lack of control groups.CONCLUSIONS: Technology-assisted interventions have the potential to enhance pediatric rehabilitation after TBI. Future research is needed to further support their efficacy with larger controlled trials and to identify characteristics of children who are most likely to benefit.;NOT;NA;NA;Web of Science;;;; 112;"Faucett, Erynne A.; Barry, Jonnae Y.; McCrary, Hilary C.; Saleh, Ahlam A.; Erman, Audrey B.; Ishman, Stacey L.";Otolaryngology Resident Education and the Accreditation Council for Graduate Medical Education Core Competencies A Systematic Review;10.1001/jamaoto.2017.3163;2018;"IMPORTANCE To date, there have been no reports in the current literature regarding the use of the Accreditation Council for Graduate Medical Education (ACGME) core competencies in otolaryngology residency training. An evaluation may help educators address these core competencies in the training curriculum.OBJECTIVES To examine the quantity and nature of otolaryngology residency training literature through a systematic review and to evaluate whether this literature aligns with the 6 core competencies.EVIDENCE REVIEW A medical librarian assisted in a search of all indexed years of the PubMed, Embase, Education Resources Information Center (via EBSCOhost), Cochrane Library (Cochrane Database of Systematic Reviews, Cochrane Central Register of Controlled Trials, and Cochrane Methodology Register), Thomson Reuters Web of Science (Science Citation Index Expanded, Social Sciences Citation Index Expanded, Conference Proceedings Citation Index-Science, and Conference Proceedings Citation Index-Social Science and Humanities), Elsevier Scopus, and ClinicalTrials.gov databases to identify relevant English-language studies. Included studies contained original human data and focused on otolaryngology resident education. Data regarding study design, setting, and ACGME core competencies addressed were extracted from each article. Initial searches were performed on May 20, 2015, and updated on October 4, 2016.FINDINGS In this systematic review of 104 unique studies, interpersonal communication skills were reported 15 times; medical knowledge, 48 times; patient care, 44 times; practice-based learning and improvement, 31 times; professionalism, 15 times; and systems-based practices, 10 times. Multiple studies addressed more than 1 core competency at once, and 6 addressed all 6 core competencies.CONCLUSIONS AND RELEVANCE Increased emphasis on nonclinical core competencies is needed, including professionalism, interpersonal and communication skills, and systems-based practices in the otolaryngology residency training curriculum. A formal curriculum addressing nonclinical core competencies should be integrated into otolaryngology residency training.";NOT;NA;NA;Web of Science;;;; 113;"Li, Chia-Ling; Aivar, M. Pilar; Tong, Matthew H.; Hayhoe, Mary M.";Memory shapes visual search strategies in large-scale environments;10.1038/s41598-018-22731-w;2018;Search is a central visual function. Most of what is known about search derives from experiments where subjects view 2D displays on computer monitors. In the natural world, however, search involves movement of the body in large-scale spatial contexts, and it is unclear how this might affect search strategies. In this experiment, we explore the nature of memory representations developed when searching in an immersive virtual environment. By manipulating target location, we demonstrate that search depends on episodic spatial memory as well as learnt spatial priors. Subjects rapidly learned the large-scale structure of the space, with shorter paths and less head rotation to find targets. These results suggest that spatial memory of the global structure allows a search strategy that involves efficient attention allocation based on the relevance of scene regions. Thus spatial memory may allow less energetically costly search strategies.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;About visual search not IR 114;"Zhang, Yingxue; Wang, Yingbin; Liu, Feiyang; Liu, Zizheng; Li, Yiming; Yang, Daiqin; Chen, Zhenzhong";Subjective Panoramic Video Quality Assessment Database for Coding Applications;10.1109/TBC.2018.2811627;2018;With the development of virtual reality, higher quality panoramic videos are in great demand to guarantee the immersive viewing experience. Therefore, quality assessment attaches much importance to correlated technologies. Considering the geometric transformation in projection and the limited resolution of head-mounted device (HMD), a modified display protocol of the high resolution sequences for the subjective rating test is proposed, in which an optimal display resolution is determined based on the geometry constraints between screen and human eyes. By sampling the videos to the optimal resolution before coding, the proposed method significantly alleviates the interference of HMD sampling while displaying, thus ensuring the reliability of subjective quality opinion in terms of video coding. Using the proposed display protocol, a subjective quality database for panoramic videos is established for video coding applications. The proposed database contains 50 distorted sequences obtained from ten raw panoramic video sequences. Distortions are introduced with the High Efficiency Video Coding compression. Each sequence is evaluated by 30 subjects on video quality, following the absolute category rating with hidden reference method. The rating scores and differential mean opinion scores (DMOSs) are recorded and included in the database. With the proposed database, several state-of-the-art objective quality assessment methods are further evaluated with correlation analysis. The database, including the video sequences, subjective rating scores and DMOS, can be used to facilitate future researches on coding applications.;VR;FALSE;NA;Web of Science;;;; 115;"Collado-Mateo, D.; Merellano-Navarro, E.; Olivares, P. R.; Garcia-Rubio, J.; Gusi, N.";Effect of exergames on musculoskeletal pain: A systematic review and meta-analysis;10.1111/sms.12899;2018;The main objective was to systematically review the scientific literature about the effects of exergame-based interventions on musculoskeletal pain, as well as to provide directions for the clinical practice. A systematic search was conducted in four electronic databases following PRISMA guidelines. The inclusion criteria were as follows: (a) the subjects were suffering musculoskeletal pain, (b) the study was randomized controlled trial (RCT), (c) intervention was based on exergames, (d) the article was written in English, and (e) the article was not an abstract or summary presented in a congress or conference. Risk of bias and quality of evidence were evaluated using the PEDro Scale and GRADE approach, respectively. A meta-analysis was carried out to determine effect sizes. Seven studies were selected in the systematic review. The meta-analysis included those six articles which reported means and SD before and after treatment and used a visual analog scale or a Numeric Pain Rating Scale. Four of the seven articles reported significant reduction in pain while the rest did not found any significant change in pain after the intervention. The overall effect size for pain was -0.51 (95% CI from -1.25 to 0.23) with large heterogeneity. Although four of the seven articles reported significant within-group differences, zero was included in the CI of the overall effect size. Therefore, up-to-date there is not enough evidence to conclude that exergames improve musculoskeletal pain.;NOT;NA;NA;Web of Science;;;; 116;"Jimenez, Yobelli A.; Lewis, Sarah J.";Radiation Therapy Patient Education Review and a Case Study Using the Virtual Environment for Radiotherapy Training System;10.1016/j.jmir.2017.07.005;2018;"Introduction: The emergence of modern learning environments for radiation therapy (RT) education offers innovative opportunities for RT patients. This article presents a descriptive review of the current state of practice for two recently available tools, the ""Virtual Environment for Radiotherapy Training"" (VERT) and the ""Patient Education And Radiotherapy Learning"" (PEARL) systems. Subsequently, a case study summarizes the instructional design and development of an RT breast cancer patient education program, with the intention of providing a blueprint for further patient education initiatives that incorporate VERT.Methods: A total of 278 articles were identified for the descriptive review, using academic databases and a grey literature search. After screening for descriptive accounts of patient education interventions using VERT or PEARL, five full articles were retrieved and coded using a data extraction protocol. This information was used to inform the subsequent development of a breast cancer education program using a three-step development model, encompassing (1) consultation process and literature review; (2) program content and instructional process; and (3) program evaluation plan. The VERT integration process within the second stage is the focus of the case study presented.Results: The literature search found that methods for the design, delivery, and evaluation of the education programs varied across studies. Positive impacts of VERT and PEARL in patient education have been demonstrated. The development of the 1-hour education program was based on comprehensive, evidence-based learner literature and was designed with the intention of specifically engaging learners with the three-dimensional VERT system. In particular, the VERT integration process aimed to exploit VERT's range of visualization features and draw upon the multidisciplinary nature of radiation cancer care.Discussion: VERT and PEARL offer innovative education opportunities and have been justly recognized as valuable tools for RT patient education. When aligned to an educational framework, rich visual displays offered by VERT and PEARL have the potential to support patient education programs and exploit the advantages of a virtual RT environment. With the increasing accessibility of these tools, the data presented in this article offer information for educators interested in development and evaluation of future patient education programs. Feasibility and economic aspects need to be addressed within local departments, and further research is required to ascertain specific capability of VERT and PEARL in supporting psychological and health-related patient outcomes.";NOT;NA;NA;Web of Science;;;; 117;Pritchard, Ray;Revealed Preference Methods for Studying Bicycle Route Choice-A Systematic Review;10.3390/ijerph15030470;2018;One fundamental aspect of promoting utilitarian bicycle use involves making modifications to the built environment to improve the safety, efficiency and enjoyability of cycling. Revealed preference data on bicycle route choice can assist greatly in understanding the actual behaviour of a highly heterogeneous group of users, which in turn assists the prioritisation of infrastructure or other built environment initiatives. This systematic review seeks to compare the relative strengths and weaknesses of the empirical approaches for evaluating whole journey route choices of bicyclists. Two electronic databases were systematically searched for a selection of keywords pertaining to bicycle and route choice. In total seven families of methods are identified: GPS devices, smartphone applications, crowdsourcing, participant-recalled routes, accompanied journeys, egocentric cameras and virtual reality. The study illustrates a trade-off in the quality of data obtainable and the average number of participants. Future additional methods could include dockless bikeshare, multiple camera solutions using computer vision and immersive bicycle simulator environments.;VR;FALSE;NA;Web of Science;;;; 118;"Kip, Hanneke; Bouman, Yvonne H. A.; Kelders, Saskia M.; van Gemert-Pijnen, Lisette J. E. W. C.";eHealth in treatment of Offenders in Forensic mental Health: a Review of the current State;10.3389/fpsyt.2018.00042;2018;Background: Treatment of offenders in forensic mental health is complex. Often, these in- or outpatients have low treatment motivation, suffer from multiple disorders, and have poor literacy skills. eHealth may be able to improve treatment outcomes because of its potential to increase motivation and engagement, and it can overcome the predominant one-size-fits-all approach by being tailored to individual patients.Objective: To examine its potential, this systematic review studies the way that eHealth has been used and studied in forensic mental health and identifies accompanying advantages and disadvantages for both patients and treatment, including effectiveness.Methods: A systematic search in Scopus, PsycINFO, and Web of Science was performed up until December 2017. Studies were included if they focused on technological interventions to improve the treatment of forensic psychiatric patients.Results: The search resulted in 50 studies in which eHealth was used for treatment purposes. Multiple types of studies and technologies were identified, such as virtual reality, web-based interventions, and videoconferencing. The results confirmed the benefits of technology, for example, the acquisition of unique information about offenders, effectiveness, and tailoring to specific characteristics, but indicated that these are not fully taken advantage of.Discussion: To overcome the barriers and obtain the benefits, eHealth has to have a good fit with patients and the forensic psychiatric context. It has to be seamlessly integrated in existing care and should not be added as an isolated element. To bridge the gap between the current situation and eHealth's potential, further research on development, implementation, and evaluation should be conducted.;VR;FALSE;NA;Web of Science;;;; 119;"Chan, M.; Carrie, S.";Training and assessment in functional endoscopic sinus surgery;10.1017/S0022215117002183;2018;"Background: Functional endoscopic sinus surgery is a common procedure performed within otolaryngology, but it carries potential for significant life-changing complications. It is therefore essential that trainees undergo adequate training. The European Working Time Directive has led to reduced operating time for the trainee surgeon. With variable access and the cost implications associated with cadaveric specimens, simulation can be an invaluable educational resource in surgical training. The current literature regarding the various simulation methodologies that have been used in functional endoscopic sinus surgery training is discussed.Method: A literature search was conducted using the key words 'nasal', 'nasal polyps', 'endoscope', 'education and simulation', 'endoscopic sinus surgery' and 'training'.Results: Twelve articles were identified; of these, eight trialled the use of simulators, two utilised ovine models and two used task trainers.Conclusion: Simulation has shown benefit in functional endoscopic sinus surgery training; however, a robust platform accessible to ENT trainees is lacking.";NOT;NA;NA;Web of Science;;;; 120;"Esfahlani, Shabnam Sadeghi; Thompson, Tommy; Parsa, Ali Davod; Brown, Ian; Cirstea, Silvia";ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience;10.1016/j.heliyon.2018.e00526;2018;"This paper proposes the use of a non-immersive virtual reality rehabilitation system ""ReHabgame"" developed using Microsoft Kinect (TM) and the Thalmic (TM) Labs Myo gesture control armband. The ReHabgame was developed based on two third-person video games that provide a feasible possibility of assessing postural control and functional reach tests. It accurately quantifies specific postural control mechanisms including timed standing balance, functional reach tests using real-time anatomical landmark orientation, joint velocity, and acceleration while end trajectories were calculated using an inverse kinematics algorithm. The game was designed to help patients with neurological impairment to be subjected to physiotherapy activity and practice postures of daily activities. The subjective experience of the ReHabgame was studied through the development of an Engagement Questionnaire (EQ) for qualitative, quantitative and Rasch model.The Monte-Carlo Tree Search (MCTS) and Random object (ROG) generator algorithms were used to adapt the physical and gameplay intensity in the ReHabgame based on the Motor Assessment Scale (MAS) and Hierarchical Scoring System (HSS). Rasch analysis was conducted to assess the psychometric characteristics of the ReHabgame and to identify if these are any misfitting items in the game.Rasch rating scale model (RSM) was used to assess the engagement of players in the ReHabgame and evaluate the effectiveness and attractiveness of the game. The results showed that the scales assessing the rehabilitation process met Rasch expectations of reliability, and unidimensionality. Infit and outfit mean squares values are in the range of (0.68-1.52) for all considered 16 items. The Root Mean Square Residual (RMSR) and the person separation reliability were acceptable. The item/person map showed that the persons and items were clustered symmetrically.";VR;FALSE;NA;Web of Science;;;; 121;"Mazur, Travis; Mansour, Tarek R.; Mugge, Luke; Medhkour, Azedine";Virtual Reality-Based Simulators for Cranial Tumor Surgery: A Systematic Review;10.1016/j.wneu.2017.11.132;2018;BACKGROUND: Virtual reality (VR) simulators have become useful tools in various fields of medicine. Prominent uses of VR technologies include assessment of physician skills and presurgical planning. VR has shown effectiveness in multiple surgical specialties, yet its use in neurosurgery remains limited.OBJECTIVE: To examine all current literature on VR-based simulation for presurgical planning and training in cranial tumor surgeries and to assess the quality of these studies.METHODS: PubMed and Embase were systematically searched to identify studies that used VR for presurgical planning and/or studies that investigated the use of VR as a training tool from inception to May 25, 2017.RESULTS: The initial search identified 1662 articles. Thirty-seven full-text articles were assessed for inclusion. Nine studies were included. These studies were subdivided into presurgical planning and training using VR.CONCLUSIONS: Prospects for VR are bright when surgical planning and skills training are considered. In terms of surgical planning, VR has noted and documented usefulness in the planning of cranial surgeries. Further, VR has been central to establishing reproducible benchmarks of performance in relation to cranial tumor resection, which are helpful not only in showing face and construct validity but also in enhancing neurosurgical training in a way not previously examined. Although additional studies are needed to better delineate the precise role of VR in each of these capacities, these studies stand to show the usefulness of VR in the neurosurgery and highlight the need for further investigation.;VR;FALSE;NA;Web of Science;;;; 122;"Shakhnov, V. A.; Zinchenko, L. A.; Rezchikova, E., V; Kishinevsky, A. K.; Sorokin, B. S.";Information representation and retrieval in nanoengineering applications;NA;2018;In the paper, we discuss some approaches to information representation and retrieval for nanoengineering applications. Cognitive features of human recognition are outlined. We review 3D visualisation technologies and their application in nanoengineering. A hybrid virtual reality system for nanoengineering applications is proposed. A converter transforming the 3D active input signal to the 3D passive output signal is presented. We discuss some different approaches to information granulation for complex nanoobjects as well. Finally, we give advantages of visual analytics support systems in nanoengineering.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;Focus on visualisation in nano engineering no search interface 123;Sorensen, Marie S. A.;Digital Discovery and Architectural Interface Design: Prototyping Architectural-Scale Interfaces for Discovery Across Digital and Tangible Collections;10.1080/01930826.2018.1514842;2018;How do researchers search for knowledge? What are their behaviors and habits, and what technologies do they use? This article proposes that three design shifts - involving more human senses, enabling comparative and simultaneous viewing, and allowing immediate access to full content - will create a more fruitful research process for scholars who conduct a literature review, learn about a new topic in a related discipline, or catch up on advances in their field. The three proposed designed shifts were tested with prototyping. The systematic prototyping procedure is a method that can be employed by others to advance this field.;VR;TRUE;NA;Web of Science;FALSE;;TRUE;Focus is not on VR 124;"Peinado, Francois; Fernandez, Atanasio; Teba, Fernando; Celada, Guillermo; Antonio Acosta, Marco";The urologist of the future and new technologies;NA;2018;"The last 25 years have brought about revolutionary changes for medicine and in particular for urology: internet was only in its infancy, medical records were written on paper, searches for medical information were done in the hospital library, medical articles were photocopied and our relationship with patients only existed face to face. Social networks had not yet appeared and even Google did not exist. Just imagine what might happen during the next 25 years, we're going to see even more radical changes.The urologist of the future is going to see the arrival of artificial intelligence, collaborative medicine, telemedicine, machine learning, the Internet of Things and personalized robotics; in the meantime, social media will continue to transform the interaction between physician and patient. The training of urologists will also be different thanks to new learning technologies such as virtual reality or augmented reality. IBM Watson Health through its system of artificial intelligence and its learning algorithms will become our essential travel companion. The urologist of the future, as well as physician, will have to acquire the necessary technological skills in order to use all these new tools which are already on the horizon.";VR;TRUE;non-English;Web of Science;;;; 125;"Luo, Lufeng; Wen, Hanjin; Lu, Qinghua; Huang, Haojie; Chen, Weilin; Zou, Xiangjun; Wang, Chenglin";Collision-Free Path-Planning for Six-DOF Serial Harvesting Robot Based on Energy Optimal and Artificial Potential Field;10.1155/2018/3563846;2018;Collision-free autonomous path planning under a dynamic and uncertainty vineyard environment is the most important issue which needs to be resolved firstly in the process of improving robotic harvesting manipulator intelligence. We present and apply energy optimal and artificial potential field to develop a path planning method for six degree of freedom (DOF) serial harvesting robot under dynamic uncertain environment. Firstly, the kinematical model of Six-DOF serial manipulator was constructed by using the Denavit-Hartenberg (D-H) method. The model of obstacles was defined by axis-aligned bounding box, and then the configuration space of harvesting robot was described by combining the obstacles and arm space of robot. Secondly, the harvesting sequence in path planning was computed by energy optimal method, and the anticollision path points were automatically generated based on the artificial potential field and sampling searching method. Finally, to verify and test the proposed path planning algorithm, a virtual test system based on virtual reality was developed. After obtaining the space coordinates of grape picking point and anticollision bounding volume, the path points were drew out by the proposed method. 10 times picking tests for grape anticollision path planning were implemented on the developed simulation system, and the success rate was up to 90%. The results showed that the proposed path planning method can be used to the harvesting robot.;VR;FALSE;NA;Web of Science;;;; 126;Hahn, Jim F.;Virtual reality learning environments Development of multi-user reference support experiences;10.1108/ILS-07-2018-0069;2018;Purpose - The purpose of this paper is to report the results of a case study on virtual reality (VR) learning environments, focused on the development and integration of multi-user reference support.Design/methodology/approach - This paper used a case study methodology to understand applied software development incorporating textual browsing experiences within the HTC Vive virtual reality headset. An open corpus of text from the HathiTrust Digital Library accessed via the API was used as a data source.Findings - In collaboration with students from a senior undergraduate Computer Science project course, the project team developed software to pilot a multi-user VR experience, with functionality for users to scarch, discover and select e-books and other digitized content from the HathiTrust digital library.Originality/value - Overall, the system has been developed as a prototype e-book experiment to model several VR affordances for browsing, user support and educational endeavors within libraries. Within the VR reading room pilot, users are able collaboratively explore digital collections. Aspects of reference librarian user support were modeled in the VR system including communication in real-time using chat features and text highlighting and manipulation tools that are unique to learning in VR environments.;VR;FALSE;NA;Web of Science;;;; 127;"Khan, Rishad; Plahouras, Joanne; Johnston, Bradley C.; Scaffidi, Michael A.; Grover, Samir C.; Walsh, Catharine M.";Virtual reality simulation training for health professions trainees in gastrointestinal endoscopy;10.1002/14651858.CD008237.pub3;2018;"BackgroundEndoscopy has traditionally been taught with novices practicing on real patients under the supervision of experienced endoscopists. Recently, the growing awareness of the need for patient safety has brought simulation training to the forefront. Simulation training can provide trainees with the chance to practice their skills in a learner-centred, risk-free environment. It is important to ensure that skills gained through simulation positively transfer to the clinical environment. This updated review was performed to evaluate the effectiveness of virtual reality (VR) simulation training in gastrointestinal endoscopy.ObjectivesTo determine whether virtual reality simulation training can supplement and/or replace early conventional endoscopy training (apprenticeship model) in diagnostic oesophagogastroduodenoscopy, colonoscopy, and/or sigmoidoscopy for health professions trainees with limited or no prior endoscopic experience.Search methodsWe searched the following health professions, educational, and computer databases until 12 July 2017: the Cochrane Central Register of Controlled Trials, Ovid MEDLINE, Ovid Embase, Scopus, Web of Science, BIOSIS Previews, CINAHL, AMED, ERIC, Education Full Text, CBCA Education, ACM Digital Library, IEEE Xplore, Abstracts in New Technology and Engineering, Computer and Information Systems Abstracts, and ProQuest Dissertations and Theses Global. We also searched the grey literature until November 2017.Selection criteriaWe included randomised and quasi-randomised clinical trials comparing VR endoscopy simulation training versus any other method of endoscopy training with outcomes measured on humans in the clinical setting, including conventional patient-based training, training using another form of endoscopy simulation, or no training. We also included trials comparing two different methods of VR training.Data collection and analysisTwo review authors independently assessed the eligibility and methodological quality of trials, and extracted data on the trial characteristics and outcomes. We pooled data for meta-analysis where participant groups were similar, studies assessed the same intervention and comparator, and had similar definitions of outcome measures. We calculated risk ratio for dichotomous outcomes with 95% confidence intervals (CI). We calculated mean difference (MD) and standardised mean difference (SMD) with 95% CI for continuous outcomes when studies reported the same or different outcome measures, respectively. We used GRADE to rate the quality of the evidence.Main resultsWe included 18 trials (421 participants; 3817 endoscopic procedures). We judged three trials as at low risk of bias. Ten trials compared VR training with no training, five trials with conventional endoscopy training, one trial with another form of endoscopy simulation training, and two trials compared two different methods of VR training. Due to substantial clinical and methodological heterogeneity across our four comparisons, we did not perform a meta-analysis for several outcomes. We rated the quality of evidence as moderate, low, or very low due to risk of bias, imprecision, and heterogeneity.Virtual reality endoscopy simulation training versus no training: There was insufficient evidence to determine the effect on composite score of competency (MD 3.10, 95% CI -0.16 to 6.36; 1 trial, 24 procedures; low-quality evidence). Composite score of competency was based on 5-point Likert scales assessing seven domains: atraumatic technique, colonoscope advancement, use of instrument controls, flow of procedure, use of assistants, knowledge of specific procedure, and overall performance. Scoring range was from 7 to 35, a higher score representing a higher level of competence. Virtual reality training compared to no training likely provides participants with some benefit, as measured by independent procedure completion (RR 1.62, 95% CI 1.15 to 2.26; 6 trials, 815 procedures; moderate-quality evidence). We evaluated overall rating of performance (MD 0.45, 95% CI 0.15 to 0.75; 1 trial, 18 procedures), visualisation of mucosa (MD 0.60, 95% CI 0.20 to 1.00; 1 trial, 55 procedures), performance time (MD-0.20 minutes, 95% CI-0.71 to 0.30; 2 trials, 29 procedures), and patient discomfort (SMD-0.16, 95% CI -0.68 to 0.35; 2 trials, 145 procedures), all with very low-quality evidence. No trials reported procedure-related complications or critical flaws (e.g. bleeding, luminal perforation) (3 trials, 550 procedures; moderate-quality evidence).Virtual reality endoscopy simulation training versus conventional patient-based training: One trial reported composite score of competency but did not provide sufficient data for quantitative analysis. Virtual reality training compared to conventional patient-based training resulted in fewer independent procedure completions (RR 0.45, 95% CI 0.27 to 0.74; 2 trials, 174 procedures; low-quality evidence). We evaluated performance time (SMD 0.12, 95% CI -0.55 to 0.80; 2 trials, 34 procedures), overall rating of performance (MD-0.90, 95% CI -4.40 to 2.60; 1 trial, 16 procedures), and visualisation of mucosa (MD 0.0, 95% CI -6.02 to 6.02; 1 trial, 18 procedures), all with very low-quality evidence. Virtual reality training in combination with conventional training appears to be advantageous over VR training alone. No trials reported any procedure-related complications or critical flaws (3 trials, 72 procedures; very low-quality evidence).Virtual reality endoscopy simulation training versus another form of endoscopy simulation: Based on one study, there were no differences between groups with respect to composite score of competency, performance time, and visualisation of mucosa. Virtual reality training in combination with another form of endoscopy simulation training did not appear to confer any benefit compared to VR training alone.Two methods of virtual reality training: Based on one study, a structured VR simulation-based training curriculum compared to self regulated learning on a VR simulator appears to provide benefit with respect to a composite score evaluating competency. Based on another study, a progressive-learning curriculum that sequentially increases task difficulty provides benefit with respect to a composite score of competency over the structured VR training curriculum.Authors' conclusionsVR simulation-based training can be used to supplement early conventional endoscopy training for health professions trainees with limited or no prior endoscopic experience. However, we found insufficient evidence to advise for or against the use of VR simulation based training as a replacement for early conventional endoscopy training. The quality of the current evidence was low due to inadequate randomisation, allocation concealment, and/or blinding of outcome assessment in several trials. Further trials are needed that are at low risk of bias, utilise outcome measures with strong evidence of validity and reliability, and examine the optimal nature and duration of training.";VR;FALSE;NA;Web of Science;;;; 128;"Wang, Fei; Fei, Zesong; Zheng, Jianchao; Wang, Jing";QoE-Aware Mobile VR HAS Cache Management With Coding Helper;10.1109/ACCESS.2018.2864667;2018;Virtual reality (VR) video has attracted substantial research interests with the explosion of mobile VR devices in recent years. In this paper, we propose a novel cache management architecture with coding helper to meet the VR's high bit rate requirement and the multi-rate feature in the HTTP adaptive streaming (HAS) transmission. The coding helper has not only storage capacity just as traditional caching helper, but also video coding function to encode the VR video into different rates. In this new architecture of VR HAS cache management, we consider the problem that how to distribute the bit rate of different VR videos in a certain cache size by taking into account the quality of experience (QoE) in different situations. In order to decrease the computing time of VR video service and guarantee a high level QoE as well, we propose a new maximum QoE increase (MQI) cache management method to obtain the solution of the optimal problem in multi-video and multi-cache (MVMC) situation. Furthermore, we propose a scheduling algorithm of coding helper to decrease the backhaul traffic and develop four different request scenarios in the experiments. Simulation results are finally provided to show that the coding helper scheme has about 16%-100% gain of usefulness than the traditional caching helper scheme. The proposed MQI cache allocation algorithm has more than 50% decreasing of computing time and almost has the same QoE compared with the exhaustive search. The framework can provide useful guidelines to distribute rate of VR video in cache over wireless networks and get better QoE.;VR;FALSE;NA;Web of Science;;;; 129;"van Santen, Joeke; Droes, Rose-Marie; Holstege, Marije; Henkemans, Olivier Blanson; van Rijn, Annelies; de Vries, Ralph; van Straten, Annemieke; Meiland, Franka";Effects of Exergaming in People with Dementia: Results of a Systematic Literature Review;10.3233/JAD-170667;2018;Background: Physical exercise benefits functioning, health, and well-being. However, people living with dementia in particular hardly engage in exercise. Exergaming (exercise and gaming) is an innovative, fun, and relatively safe way of exercising in a virtual reality or gaming environment. It may help people living with dementia overcome barriers they can experience regarding regular exercise activities.Objective: This systematic literature review aims to provide an overview of the cost-effectiveness of exergaming and its effects on physical, cognitive, emotional, and social functioning, as well as the quality of life in people living with dementia.Methods: PubMed, Embase, Cinahl, PsycINFO, the Cochrane Library, and the Web of Science Core Collection were searched. Selection of studies was carried out by at least two independent researchers.Results: Three studies were found to be eligible and were included in this review. Two of these showed some statistically significant effects of exergaming on physical, cognitive, and emotional functioning in people living with dementia, although based on a very small sample. No articles were found about the cost-effectiveness of exergaming.Conclusion: Only a few controlled studies have been conducted into the effectiveness of exergaming, and these show very little significant benefits. More well-designed studies are necessary to examine the effects of exergaming.;VR;FALSE;NA;Web of Science;;;; 130;"Zeng, Xiangfeng; Zhu, Guoli; Zhang, Mingming; Xie, Sheng Q.";Reviewing Clinical Effectiveness of Active Training Strategies of Platform-Based Ankle Rehabilitation Robots;10.1155/2018/2858294;2018;"Objective. This review aims to provide a systematical investigation of clinical effectiveness of active training strategies applied in platform-based ankle robots. Method. English-language studies published from Jan 1980 to Aug 2017 were searched from four databases using key words of ""Ankle*"" AND ""Robot*"" AND ""Effect* OR Improv* OR Increas*."" Following an initial screening, three rounds of discrimination were successively conducted based on the title, the abstract, and the full paper. Result. A total of 21 studies were selected with 311 patients involved; of them, 13 studies applied a single group while another eight studies used different groups for comparison to verify the therapeutic effect. Virtual-reality (VR) game training was applied in 19 studies, while two studies used proprioceptive neuromuscular facilitation (PNF) training. Conclusion. Active training techniques delivered by platform ankle rehabilitation robots have been demonstrated with great potential for clinical applications. Training strategies are mostly combined with one another by considering rehabilitation schemes and motion ability of ankle joints. VR game environment has been commonly used with active ankle training. Bioelectrical signals integrated with VR game training can implement intelligent identification of movement intention and assessment. These further provide the foundation for advanced interactive training strategies that can lead to enhanced training safety and confidence for patients and better treatment efficacy.";VR;FALSE;NA;Web of Science;;;; 131;"Kinjo, Akira R.; Bekker, Gert-Jan; Wako, Hiroshi; Endo, Shigeru; Tsuchiya, Yuko; Sato, Hiromu; Nishi, Hafumi; Kinoshita, Kengo; Suzuki, Hirofumi; Kawabata, Takeshi; Yokochi, Masashi; Iwata, Takeshi; Kobayashi, Naohiro; Fujiwara, Toshimichi; Kurisu, Genji; Nakamura, Haruki";New tools and functions in data-out activities at Protein Data Bank Japan (PDBj);10.1002/pro.3273;2018;The Protein Data Bank Japan (PDBj), a member of the worldwide Protein Data Bank (wwPDB), accepts and processes the deposited data of experimentally determined biological macromolecular structures. In addition to archiving the PDB data in collaboration with the other wwPDB partners, PDBj also provides a wide range of original and unique services and tools, which are continuously improved and updated. Here, we report the new RDB PDBj Mine 2, the WebGL molecular viewer Molmil, the ProMode-Elastic server for normal mode analysis, a virtual reality system for the eF-site protein electrostatic molecular surfaces, the extensions of the Omokage search for molecular shape similarity, and the integration of PDBj and BMRB searches.;VR;TRUE;NA;Web of Science;FALSE;;TRUE;Search is not in VR 132;Raiesdana, Somayeh;Modeling the interaction of navigational systems in a reward-based virtual navigation task;10.31083/JIN-170036;2018;Existence of allocentric and egocentric systems for human navigation, mediating spatial and response learning respectively, has been discussed so far. It is controversial whether navigational strategies and their underlying learning systems and, accordingly, the activation of their associate brain areas are independent/parallel or whether they functionally/causally interact in a competitive or in a cooperative manner to solve navigational tasks. Insights of neural networks involved in reward-based navigation attributed to individual involvement or interactions of learning systems were searched. This paper characterizes the neuronal interactions by constructing generative neural models and investigating their functional and effective connectivity patterns. A computer first-person virtual reality environment was constructed to simulate a navigation task within a naturalistic large-scale space wherein participants were rewarded for using either a place or response or mixed strategy within different stages. First, functional analyses were fulfilled to evaluate neural activities via mapping the brain activation and making statistical inference. Effects of interest of spatial and response learning/retrieval and their competition and cooperation were investigated. The optimal generative model was then estimated using dynamic casual modeling to quantify effective connectivities within the network. This analysis revealed that how experimental conditions in support of strategies' competition and cooperation modulate the underlying network. Results suggest that when navigational strategies cooperated, there were statistically significant functional and effective connectivities between hippocampus and striatum. However, when the strategies competed effective connections were not established among these regions. Instead, connections between hippocampus/striatum and prefrontal cortex were strengthen. It can be inferred that a kind of dynamical reconfigurations occur within a network responsible for navigation when strategies interact either cooperatively or competitively. This supports the adaptive causal organization of brain when it is engaged within a goal directed behavior.;VR;FALSE;NA;Web of Science;;;; 133;"Goto, Kento; Kotani, Misato; Toyama, Motomichi";3D Virtual museum generation by using SuperSQL;10.1108/IJPCC-D-18-00026;2018;Purpose Currently, the results of database acquisition are variously expressed, but it seems that users' understanding degree will be improved by expressing some search results such as images of products of shopping sites in three dimensions rather than two dimensions. Therefore, this paper aims to propose a system for automatically generating 3D virtual museum that arranges 3D objects with various layouts from the acquisition result of relation database by SuperSQL query.Design/methodology/approach The study extended the SuperSQL to generate 3D virtual reality museum using declarative queries on relational data stored in a database.Findings This system made it possible to generate various three-dimensional virtual spaces with different layouts through simple queries.Originality/value It can be said that this system is useful in that a complicated three-dimensional virtual space can be generated by describing a simple query and a different three-dimensional virtual space can be generated by slightly changing the query or database content. When creating a virtual museum, if there are too many exhibitions or when changing the layout, the burden on the user will be high. But in this system, it is possible to automatically generate various virtual museums easily and reduce the burden on users.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;exhibition in VR, Search is not 134;"Darbois, Nelly; Guillaud, Albin; Pinsault, Nicolas";Do Robotics and Virtual Reality Add Real Progress to Mirror Therapy Rehabilitation? A Scoping Review;10.1155/2018/6412318;2018;"Background. Mirror therapy has been used in rehabilitation for multiple indications since the 1990s. Current evidence supports some of these indications, particularly for cerebrovascular accidents in adults and cerebral palsy in children. Since 2000s, computerized or robotic mirror therapy has been developed and marketed. Objectives. To map the extent, nature, and rationale of research activity in robotic or computerized mirror therapy and the type of evidence available for any indication. To investigate the relevance of conducting a systematic review and meta-analysis on these therapies. Method. Systematic scoping review. Searches were conducted (up to May 2018) in the Cochrane Library, Google Scholar, IEEE Xplore, Medline, Physiotherapy Evidence Database, and PsycINFO databases. References from identified studies were examined. Results. In sum, 75 articles met the inclusion criteria. Most studies were publicly funded (57% of studies; n = 43), without disclosure of conflict of interest (59% of studies; n = 44). The main outcomes assessed were pain, satisfaction on the device, and body function and activity, mainly for stroke and amputees patients and healthy participants. Most design studies were case reports (67% of studies; n = 50), with only 12 randomized controlled trials with 5 comparing standard mirror therapy versus virtual mirror therapy, 5 comparing second-generation mirror therapy versus conventional rehabilitation, and 2 comparing other interventions. Conclusion. Much of the research on second-generation mirror therapy is of very low quality. Evidence-based rationale to conduct such studies is missing. It is not relevant to recommend investment by rehabilitation professionals and institutions in such devices.";VR;FALSE;NA;Web of Science;;;; 135;"Luo, Guibo; Zhu, Yuesheng";Hole Filling for View Synthesis Using Depth Guided Global Optimization;10.1109/ACCESS.2018.2847312;2018;View synthesis is an effective way to generate multi-view contents from a limited number of views, and can be utilized for 2-D-to-3-D video conversion, multi-view video compression, and virtual reality. In the view synthesis techniques, depth-image-based rendering (DIBR) is an important method to generate virtual view from video-plus-depth sequence. However, some holes might be produced in the DIBR process. Many hole filling methods have been proposed to tackle this issue, but most of them cannot achieve globally coherent or acquire trusted contents. In this paper, a hole filling method with depth-guided global optimization is proposed for view synthesis. The global optimization is achieved by iterating the spatio-temporal approximate nearest neighbor (ANN) search and video reconstruction step. Directly applying global optimization might introduce some foreground artifacts to the synthesized video. To prevent this problem, some strategies have been developed in this paper. The depth information is applied to guide the spatio-temporal ANN searching and the initialization step is specified in the global optimization procedure. Our experimental results have demonstrated that the proposed method has better performance compared with other methods in terms of visual quality, trusted textures, and temporal consistency in the synthesized video.;VR;FALSE;NA;Web of Science;;;; 136;"Mun, Duhwan; Ïó¨Ï∞ΩΙ®; Î∞ïÏ∞¨ÏÑù";Development of a System to Convert a 3D Mesh Model in STL Format into OBJ Format;10.14775/ksmpe.2018.17.3.078;2018;The 3D mesh model is used in various fields, such as virtual reality, shape-based searching, 3D simulation, reverse engineering, 3D printing, and laser scanning. There are various formats for the 3D mesh model, but STL and OBJ are the most typical. Since application systems support different 3D mesh formats, developing technology for converting 3D mesh models from one format into another is necessary to ensure data interoperability among systems. In this paper, we propose a method to convert a 3D mesh model in STL format into the OBJ format. We performed the basic design of the conversion system and developed a prototype, then verified the proposed method by experimentally converting an STL file into an OBJ file for test cases using this prototype.;VR;FALSE;NA;Web of Science;;;; 137;"Zhang, Jack J. Q.; Fong, Kenneth N. K.; Welage, Nandana; Liu, Karen P. Y.";The Activation of the Mirror Neuron System during Action Observation and Action Execution with Mirror Visual Feedback in Stroke: A Systematic Review;10.1155/2018/2321045;2018;Objective. To evaluate the concurrent and training effects of action observation (AO) and action execution with mirror visual feedback (MVF) on the activation of the mirror neuron system (MNS) and its relationship with the activation of the motor cortex in stroke individuals. Methods. A literature search using CINAHL, PubMed, PsycINFO, Medline, Web of Science, and SCOPUS to find relevant studies was performed. Results. A total of 19 articles were included. Two functional magnetic resonance imaging (fMRI) studies reported that MVF could activate the ipsilesional primary motor cortex as well as the MNS in stroke individuals, whereas two other fMRI studies found that the MNS was not activated by MVF in stroke individuals. Two clinical trials reported that long-term action execution with MVF induced a shift of activation toward the ipsilesional hemisphere. Five fMRI studies showed that AO activated the MNS, of which, three found the activation of movement-related areas. Five electroencephalography (EEG) studies demonstrated that AO or MVF enhanced mu suppression over the sensorimotor cortex. Conclusions. MVF may contribute to stroke recovery by revising the interhemispheric imbalance caused by stroke due to the activation of the MNS. AO may also promote motor relearning in stroke individuals by activating the MNS and motor cortex.;NOT;NA;NA;Web of Science;;;; 138;"Xu, Xianjin; Huang, Marshal; Zou, Xiaoqin";Docking-based inverse virtual screening: methods, applications, and challenges.;10.1007/s41048-017-0045-8;2018;Identifying potential protein targets for a small-compound ligand query is crucial to the process of drug development. However, there are tens of thousands of proteins in human alone, and it is almost impossible to scan all the existing proteins for a query ligand using current experimental methods. Recently, a computational technology called docking-based inverse virtual screening (IVS) has attracted much attention. In docking-based IVS, a panel of proteins is screened by a molecular docking program to identify potential targets for a query ligand. Ever since the first paper describing a docking-based IVS program was published about a decade ago, the approach has been gradually improved and utilized for a variety of purposes in the field of drug discovery. In this article, the methods employed in docking-based IVS are reviewed in detail, including target databases, docking engines, and scoring function methodologies. Several web servers developed for non-expert users are also reviewed. Then, a number of applications are presented according to different research purposes, such as target identification, side effects/toxicity, drug repositioning, drug-target network development, and receptor design. The review concludes by discussing the challenges that docking-based IVS needs to overcome to become a robust tool for pharmaceutical engineering.;NOT;NA;NA;Web of Science;;;; 139;"Kim, Hyun-Gi; Young-ae, Yang; Ïù¥ÎغÏòÅ";Literature Research on the Clinical Effect of the Virtual Reality-based Rehabilitation Program;NA;2018;Objective : This study is to examine the research trend of the virtual reality-based rehabilitation program and to provide the baseline data and evidential material for the future research Method : This study reviewed the articles released in the recent five years between 2013 and 2017 in Korea. Specifically, the articles are collected from the following electronic journals: Academic Research Information Service (RISS), Korean Studies Information Service System (KISS), the National Assembly Library, DBpia, e-article.net, and scholar.dkyobobook.co.kr.Result : Through using the search engine of the electronic journals, this study searched articles containing the key words such as ‚Äúvirtual world‚Äù, ‚Äúaugmented reality‚Äù, ‚Äúvirtual reality‚Äù, ‚Äúvirtual environment‚Äù, ‚Äúrehabilitation‚Äù, ‚Äúdementia‚Äù, ‚Äústroke‚Äù, ‚Äúhemiplegia‚Äù, ‚Äúdepression‚Äù, ‚Äúcognition‚Äù, and ‚Äúbalance‚Äù. As a result of the study, there are 16 articles on the level I, three articles on the level II and III, respectively.Conclusion : In total, 22 articles are selected as the subject of this study. Among them, 15 articles are on the stroke patient, and the rest are on the dementia, brain tumor, or cerebral palsy. There are some articles targeting on the elders and smokers who do not have any disease. The studies are relevant in providing the ground for the clinical application on the patients with various diseases, or others who are physically healthy. The future research needs to examine more researches in Korea and abroad on the virtual reality-based rehabilitation program and compare them thoroughly especially by their diseases, sorts of the virtual reality-based instruments, period of terms, and the methodologies to provide the effective direction for the future research.;VR;FALSE;NA;Web of Science;;;; 140;"Sharei, Hoda; Alderliesten, Tanja; van den Dobbelsteen, John J.; Dankelman, Jenny";Navigation of guidewires and catheters in the body during intervention procedures: a review of computer-based models;10.1117/1.JMI.5.1.010902;2018;"Guidewires and catheters are used during minimally invasive interventional procedures to traverse in vascular system and access the desired position. Computer models are increasingly being used to predict the behavior of these instruments. This information can be used to choose the right instrument for each case and increase the success rate of the procedure. Moreover, a designer can test the performance of instruments before the manufacturing phase. A precise model of the instrument is also useful for a training simulator. Therefore, to identify the strengths and weaknesses of different approaches used to model guidewires and catheters, a literature review of the existing techniques has been performed. The literature search was carried out in Google Scholar and Web of Science and limited to English for the period 1960 to 2017. For a computer model to be used in practice, it should be sufficiently realistic and, for some applications, real time. Therefore, we compared different modeling techniques with regard to these requirements, and the purposes of these models are reviewed. Important factors that influence the interaction between the instruments and the vascular wall are discussed. Finally, different ways used to evaluate and validate the models are described. We classified the developed models based on their formulation into finite-element method (FEM), mass-spring model (MSM), and rigid multibody links. Despite its numerical stability, FEM requires a very high computational effort. On the other hand, MSM is faster but there is a risk of numerical instability. The rigid multibody links method has a simple structure and is easy to implement. However, as the length of the instrument is increased, the model becomes slower. For the level of realism of the simulation, friction and collision were incorporated as the most influential forces applied to the instrument during the propagation within a vascular system. To evaluate the accuracy, most of the studies compared the simulation results with the outcome of physical experiments on a variety of phantom models, and only a limited number of studies have done face validity. Although a subset of the validated models is considered to be sufficiently accurate for the specific task for which they were developed and, therefore, are already being used in practice, these models are still under an ongoing development for improvement. Realism and computation time are two important requirements in catheter and guidewire modeling; however, the reviewed studies made a trade-off depending on the purpose of their model. Moreover, due to the complexity of the interaction with the vascular system, some assumptions have been made regarding the properties of both instruments and vascular system. Some validation studies have been reported but without a consistent experimental methodology. (c) The Authors. Published by SPIE under a Creative Commons Attribution 3.0 Unported License. Distribution or reproduction of this work in whole or in part requires full attribution of the original publication, including its DOI.";NOT;NA;NA;Web of Science;;;; 141;Son, Jiyoung;A Review of the Domestic Literature on Virtual Reality Based Educations for Students with Disabilities;10.19049/JSPED.2018.19.1.11;2018;The purpose of this study was to review the recent domestic literature on applying virtual reality(VR) based educations for students with disabilities and to identify research trends and practical implications. The search procedures through the database system were implemented to find the proper research published from 2000 to 2017 and a total of 28 studies were selected. The results identified that most of subjects were elementary school-age students and were students with intellectual disabilities or physical disabilities. Also between-group design was mostly implemented and most of data collection methods was behavioral observation. Types of VR technology were divided into immersive, non-immersive, and third-person VR. The results of review indicated that most of studies used the third person VR type. Additionally, behavioral, cognitive, and emotional effects were identified as the effectiveness of intervention using VR technology. Furthermore, considerations to apply virtual reality based educational programs for students with disabilities were suggested.;VR;FALSE;NA;Web of Science;;;; 142;"Xiao, Hong; Duan, Yugang; Zhang, Zhongbo";Mobile 3D assembly process information construction and transfer to the assembly station of complex products;10.1080/0951192X.2017.1356470;2018;In the model-based definition design and manufacturing environment, 3D models have integrated the complete definition information of a product. Thus, they have been treated as the single data source for design and manufacturing stages in the product development lifecycle. Transferring the 3D models to the assembly station is crucial for facilitating the integration of the design and manufacturing processes of complex products and is full of challenges. This paper proposes a framework for mobile 3D assembly process information (API) construction and transfer to the assembly station of complex products with the purpose of providing direct and unambiguous assembly instruction to assembly operators, hence reducing their mental burden and improving the efficiency of assembly work. Within the framework, a dynamic assembly simplification method is investigated to support the downstream 3D API construction and transfer. After analysing the association relationship between assembly scene elements, an augmented reality (AR)-based method for 3D API construction and transfer is presented by merging the information of the assembly scene. The proposed approach has been tested on several test cases, and the results indicate that the improved dynamic assembly simplification method can search assembly features more efficiently compared to the divide-and-conquer algorithm and that the AR-based 3D API intuitively shows the assembly process.;AR;NA;NA;Web of Science;;;; 143;"Kolarik, Branden S.; Baer, Trevor; Shahlaie, Kiarash; Yonelinas, Andrew P.; Ekstrom, Arne D.";Close but no cigar: Spatial precision deficits following medial temporal lobe lesions provide novel insight into theoretical models of navigation and memory;10.1002/hipo.22801;2018;Increasing evidence suggests that the human hippocampus contributes to a range of different behaviors, including episodic memory, language, short-term memory, and navigation. A novel theoretical framework, the Precision and Binding Model, accounts for these phenomenon by describing a role for the hippocampus in high-resolution, complex binding. Other theories like Cognitive Map Theory, in contrast, predict a specific role for the hippocampus in allocentric navigation, while Declarative Memory Theory predicts a specific role in delay-dependent conscious memory. Navigation provides a unique venue for testing these predictions, with past results from research with humans providing inconsistent findings regarding the role of the human hippocampus in spatial navigation. Here, we tested five patients with lesions primarily restricted to the hippocampus and those extending out into the surrounding medial temporal lobe cortex on a virtual water maze task. Consistent with the Precision and Binding Model, we found partially intact allocentric memory in all patients, with impairments in the spatial precision of their searches for a hidden target. We found similar impairments at both immediate and delayed testing. Our findings are consistent with the Precision and Binding Model of hippocampal function, arguing for its role across domains in high-resolution, complex binding.Significance Statement: Remembering goal locations in one's environment is a critical skill for survival. How this information is represented in the brain is still not fully understood, but is believed to rely in some capacity on structures in the medial temporal lobe. Contradictory findings from studies of both humans and animals have been difficult to reconcile with regard to the role of the MTL, specifically the hippocampus. By assessing impairments observed during navigation to a goal in patients with medial temporal lobe damage we can better understand the role these structures play in such behavior. Utilizing virtual reality and novel analysis techniques, we have more precisely assessed the impact that medial temporal lobe damage has on spatial memory and navigation.;VR;FALSE;NA;Web of Science;;;; 144;"Chen, Yuping; Fanchiang, HsinChen D.; Howard, Ayanna";Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials;10.1093/ptj/pzx107;2018;Background. Researchers recently investigated the effectiveness of virtual reality (VR) in helping children with cerebral palsy (CP) to improve motor function. A systematic -review of randomized controlled trials (RCTs) using a meta-analytic method to examine the effectiveness of VR in children with CP was thus needed.Purpose. The purpose of this study was to update the current evidence about VR by systematically examining the research literature.Data Sources. A systematic literature search of PubMed, CINAHL, Cochrane Central Register of Controlled Trials, ERIC, PsycINFO, and Web of Science up to December 2016 was conducted.Study Selection. Studies with an RCT design, children with CP, comparisons of VR with other interventions, and movement-related outcomes were included.Data Extraction. A template was created to systematically code the demographic, methodological, and miscellaneous variables of each RCT. The Physiotherapy Evidence Database (PEDro) scale was used to evaluate the study quality. Effect size was computed and combined using meta-analysis software. Moderator analyses were also used to explain the heterogeneity of the effect sizes in all RCTs.Data Synthesis. The literature search yielded 19 RCT studies with fair to good methodological quality. Overall, VR provided a large effect size (d = 0.861) when compared with other interventions. A large effect of VR on arm function (d = 0.835) and postural control (d = 1.003) and a medium effect on ambulation (d = 0.755) were also found. Only the VR type affected the overall VR effect: an engineer-built system was more effective than a commercial system.Limitations. The RCTs included in this study were of fair to good quality, had a high level of heterogeneity and small sample sizes, and used various intervention protocols.Conclusions. When compared with other interventions, VR seems to be an effective intervention for improving motor function in children with CP.;VR;FALSE;NA;Web of Science;;;; 145;"Wang, Shuhang; Woods, Russell L.; Costela, Francisco M.; Luo, Gang";Dynamic gaze-position prediction of saccadic eye movements using a Taylor series;10.1167/17.14.3;2017;Gaze-contingent displays have been widely used in vision research and virtual reality applications. Due to data transmission, image processing, and display preparation, the time delay between the eye tracker and the monitor update may lead to a misalignment between the eye position and the image manipulation during eye movements. We propose a method to reduce the misalignment using a Taylor series to predict the saccadic eye movement. The proposed method was evaluated using two large datasets including 219,335 human saccades (collected with an EyeLink 1000 system, 95% range from 18 to 328) and 21,844 monkey saccades (collected with a scleral search coil, 95% range from 18 to 98). When assuming a 10-ms time delay, the prediction of saccade movements using the proposed method could reduce the misalignment greater than the state-of-theart methods. The average error was about 0.938 for human saccades and 0.268 for monkey saccades. Our results suggest that this proposed saccade prediction method will create more accurate gaze-contingent displays.;VR;FALSE;NA;Web of Science;;;; 146;"Draschkow, Dejan; Vo, Melissa L. -H.";Scene grammar shapes the way we interact with objects, strengthens memories, and speeds search;10.1038/s41598-017-16739-x;2017;"Predictions of environmental rules (here referred to as ""scenegrammar"") can come in different forms: seeing a toilet in a living room would violate semantic predictions, while finding a toilet brush next to the toothpaste would violate syntactic predictions. The existence of such predictions has usually been investigated by showing observers images containing such grammatical violations. Conversely, the generative process of creating an environment according to one's scene grammar and its effects on behavior and memory has received little attention. In a virtual reality paradigm, we either instructed participants to arrange objects according to their scene grammar or against it. Subsequently, participants' memory for the arrangements was probed using a surprise recall w(Exp1), or repeated search w(Exp2) task. As a result, participants' construction behavior showed strategic use of larger, static objects to anchor the location of smaller objects which are generally the goals of everyday actions. Further analysis of this scene construction data revealed possible commonalities between the rules governing word usage in language and object usage in naturalistic environments. Taken together, we revealed some of the building blocks of scene grammar necessary for efficient behavior, which differentially influence how we interact with objects and what we remember about scenes.";VR;TRUE;NA;Web of Science;TRUE;;FALSE;About visual search not IR 147;"Martini, Ricardo G.; Guimaraes, Monica; Librelotto, Giovani R.; Henriques, Pedro Rangel";Creating virtual exhibition rooms from emigration digital archives;10.1007/s10209-016-0479-7;2017;"In the context of a research and development project, the authors are cooperating with a municipal archive aiming at supporting the preservation of physical documents and at facilitating the information extraction and dissemination. Saving individual records, such as emigration documentation, it is important for end-users, and History or Social Sciences Researchers as they can know more about each individual and they can learn about society. Using the Internet resources, the information stored in digital format may be brought forward on web pages displaying it to the end-users and enabling them to learn and interact with the available information, creating knowledge. The long-term goal is to automatize the creation of these Web sites, so-called learning spaces, from high-level descriptions. This paper discusses the creation of virtual exhibition rooms (VER) from ontological descriptions of the emigration digital archives. It presents the data retrieved from documents and stored in a digital repository, and then proposes the use of the CIDOC Conceptual Reference Model (CIDOC-CRM) ontology (a standard in the area of museums knowledge representation). That ontology will provide a higher level of description, where concepts are enhanced (instead of data items and low-level relationships holding among them). SPARQL Protocol and RDF Query Language (SPARQL) is then used to query the Resource Description Framework (RDF) triple-storage; eXtensible Stylesheet Language Transformations (XSLT) and Cascading Style Sheets (CSS) allow to create templates that are used to automatically build the VER that is a conceptual navigator over the repository.";NOT;NA;NA;Web of Science;;;; 148;"Billger, Monica; Thuvander, Liane; Wastberg, Beata Stahre";In search of visualization challenges: The development and implementation of visualization tools for supporting dialogue in urban planning processes;10.1177/0265813516657341;2017;"Today, urban planning processes involve many stakeholders and efficient dialogue tools are needed to support communication in transdisciplinary environments. The aim of our study is to identify visualization challenges in urban planning. Based on a state of the art study and a thematic analysis of 114 articles, published in 2004-2014 and found through snowball sampling, the development and implementation of digital visualization tools for dialogue are discussed. A wide range of examples of visualization tools for dialogue has been found; either based on 2D maps, 3D environments or gaming. The initiators of the development originate from different disciplines, such as geographic information (GI) science, computer graphics, 3D modelling, Virtual Reality, interaction design and urban planning. There has been an increasing amount of usability studies during recent years. There is a tendency for the usability studies to have gone from experimental and prototype studies to more and more concern real planning processes and implementation. Studies of implemented tools in real planning processes are, however, still rare. Gaming appears more and more frequently. Challenges are related to integration of qualitative and quantitative data, representation of data as regard appropriate levels of realism and detailing, as well as the user's experience and the appearance of the digital models. There is a need to consider how we can achieve the full potential of visualization tools, including optimal effectiveness of visualization tools and processes for dialogue as well as how they can be implemented. Organizational preparedness is necessary, including clear ownership, allocation of resources for maintenance, competence and access to tools and technology.";VR;FALSE;NA;Web of Science;;;; 149;"McGinn, Conor; Sena, Aran; Kelly, Kevin";Controlling robots in the home: Factors that affect the performance of novice robot operators;10.1016/j.apergo.2017.05.005;2017;For robots to successfully integrate into everyday life, it is important that they can be effectively controlled by laypeople. However, the task of manually controlling mobile robots can be challenging due to demanding cognitive and sensorimotor requirements. This research explores the effect that the built environment has on the manual control of domestic service robots. In this study, a virtual reality simulation of a domestic robot control scenario was developed. The performance of fifty novice users was evaluated, and their subjective experiences recorded through questionnaires. Through quantitative and qualitative analysis, it was found that untrained operators frequently perform poorly at navigation-based robot control tasks. The study found that passing through doorways accounted for the largest number of collisions, and was consistently identified as a very difficult operation to perform. These findings suggest that homes and other human-orientated settings present significant challenges to robot control. (C) 2017 Elsevier Ltd. All rights reserved.;VR;FALSE;NA;Web of Science;;;; 150;"Gerber, Stephan M.; Jeitziner, Marie-Madlen; Wyss, Patric; Chesham, Alvin; Urwyler, Prabitha; Muri, Rene M.; Jakob, Stephan M.; Nef, Tobias";Visuo-acoustic stimulation that helps you to relax: A virtual reality setup for patients in the intensive care unit;10.1038/s41598-017-13153-1;2017;After prolonged stay in an intensive care unit (ICU) patients often complain about cognitive impairments that affect health-related quality of life after discharge. The aim of this proof-of-concept study was to test the feasibility and effects of controlled visual and acoustic stimulation in a virtual reality (VR) setup in the ICU. The VR setup consisted of a head-mounted display in combination with an eye tracker and sensors to assess vital signs. The stimulation consisted of videos featuring natural scenes and was tested in 37 healthy participants in the ICU. The VR stimulation led to a reduction of heart rate (p = 0. 049) and blood pressure (p = 0.044). Fixation/saccade ratio (p < 0.001) was increased when a visual target was presented superimposed on the videos (reduced search activity), reflecting enhanced visual processing. Overall, the VR stimulation had a relaxing effect as shown in vital markers of physical stress and participants explored less when attending the target. Our study indicates that VR stimulation in ICU settings is feasible and beneficial for critically ill patients.;VR;FALSE;NA;Web of Science;;;; 151;"Liu, Anan; Li, Wenhui; Nie, Weizhi; Su, Yuting";3D models retrieval algorithm based on multimodal data;10.1016/j.neucom.2016.06.087;2017;With the development of computer vision in recent year, 3D models have been utilized in many applications, such as virtual reality, medical surgical, geographic information system. With the growth of 3D models, it is necessary to develop effective 3D model retrieval methods for data management. In this paper, we proposed a novel algorithm based on multimodal 3D model data to handle model retrieval problem. First, we extract structure information and visual information from each virtual 3D model. Then, a universal graph matching is employed to handle similarity measure in different modals respectively. Finally, a simple statistical model is utilized to handle similarity measure and finish retrieval process. The final comparing experiments demonstrate the superiority of our approach. (C) 2017 Elsevier B.V. All rights reserved.;VR;TRUE;NA;Web of Science;FALSE;;FALSE;Not about IR in VR 152;"Kin, Taichi; Nakatomi, Hirofumi; Shono, Naoyuki; Nomura, Seiji; Saito, Toki; Oyama, Hiroshi; Saito, Nobuhito";Neurosurgical Virtual Reality Simulation for Brain Tumor Using High-definition Computer Graphics: A Review of the Literature;10.2176/nmc.ra.2016-0320;2017;"Simulation and planning of surgery using a virtual reality model is becoming common with advances in computer technology. In this study, we conducted a literature search to find trends in virtual simulation of surgery for brain tumors. A MEDLINE search for ""neurosurgery AND (simulation OR virtual reality)"" retrieved a total of 1,298 articles published in the past 10 years. After eliminating studies designed solely for education and training purposes, 28 articles about the clinical application remained. The finding that the vast majority of the articles were about education and training rather than clinical applications suggests that several issues need be addressed for clinical application of surgical simulation. In addition, 10 of the 28 articles were from Japanese groups. In general, the 28 articles demonstrated clinical benefits of virtual surgical simulation. Simulation was particularly useful in better understanding complicated spatial relations of anatomical landmarks and in examining surgical approaches. In some studies, Virtual reality models were used on either surgical navigation system or augmented reality technology, which projects virtual reality images onto the operating field. Reported problems were difficulties in standardized, objective evaluation of surgical simulation systems; inability to respond to tissue deformation caused by surgical maneuvers; absence of the system functionality to reflect features of tissue (e.g., hardness and adhesion); and many problems with image processing. The amount of description about image processing tended to be insufficient, indicating that the level of evidence, risk of bias, precision, and reproducibility need to be addressed for further advances and ultimately for full clinical application.";VR;FALSE;NA;Web of Science;;;; 153;"Bahrehmand, Arash; Batard, Thomas; Marques, Ricardo; Evans, Alun; Blat, Josep";Optimizing layout using spatial quality metrics and user preferences;10.1016/j.gmod.2017.08.003;2017;"Computational design is one of the most common tasks of immersive computer graphics projects, such as games, virtual reality and special effects. Layout planning is a challenging phase of architectural design, which requires optimization across several conflicting criteria. We present an interactive layout solver that assists designers in layout planning by recommending personalized space arrangements based on architectural guidelines and user preferences. Initialized by the designer's high-level requirements, an interactive evolutionary algorithm is used to converge on an ideal layout by exploring the space of potential solutions. The major contributions of our proposed approach are addressing subjective aspects of the design to generate personalized layouts; and the development of a genetic algorithm with a multi-parental recombination method that improves the chance of generating higher quality offspring. We demonstrate the ability of our method to generate feasible floor plans which are satisfactory, based on spatial quality metrics and designer's taste. The results show that the presented framework can measurably decrease planning complexity by producing layouts which exhibit characteristics of human-made design. (C) 2017 Elsevier Inc. All rights reserved.";VR;FALSE;NA;Web of Science;;;; 154;"Nunes, Felipe B.; Herpich, Fabricio; Do Amaral, Erico M. H.; Voss, Gleizer B.; Zunguze, Manuel C.; Medina, Roseclea D.; Tarouco, Liane M. R.";A dynamic approach for teaching algorithms: Integrating immersive environments and virtual learning environments;10.1002/cae.21833;2017;"Utilization of technology in education lead to important changes in methods and techniques, where the use of virtual learning environments and virtual worlds provided a solution of a rich simulation and with a high level of interactivity and immersion. This article provides a summary of a research that searches integrate two different technologies [VLE and VW], by means of a solution called Sloodle. The main focus is demystify the use of this solution, introducing the mainly characteristics involved in the process of installation and insertion of this resources and evaluate the effectiveness of these resources as supporting tools in the teaching of algorithms in Computer Engineering course. The applications used in this research were OpenSimulator as Virtual World; Moodle as VLE; the online software IDEOne for the algorithm exposure and Sloodle. Analysis confirms that the utilization of virtual world combined with Moodle using Sloodle, it is a valid alternative to the process of teaching and learning, motivating the students and stimulating the feeling of immersion during the performance of activities. It allows identifying the difficulties to be overcome in this type of solution, like the utilization of Sloodle and technology limitations of their resources.";VR;TRUE;NA;Web of Science;FALSE;;;Not about VR 155;"Madhevan, B.; Sakkaravarthi, R.; Singh, G. Mandeep; Diya, R.; Jha, Durgesh Kumar";Modelling, Simulation and Mechatronics Design of a Wireless Automatic Fire Fighting Surveillance Robot;10.14429/dsj.67.10237;2017;The aim of this study is to design and develop an autonomous fire proof rescue robot. The robot is designed in such a way, that it can traverse through fire and hazardous situations. Further, it will sense and communicate information regarding these situations in real time with the server. The robot is fixed with multi-sensors and further, a driver circuit has been integrated for communication in these hazardous situations through Zigbee and a data acquisition system (DAQ). In mechanical design first, a 3D solid model is generated using Solid works software to understand the basic structure of robot which provides information regarding robotic platform, size and location of various components. The developed fire fighting robot is a predominately outdoor ground-based mobile robotic system with onboard subdual systems that can traverse autonomously in the hazardous environment. The robot is designed such that it can traverse into the fire and send information regarding the fire behaviour and also the images of the victim's location by using a camera. Further, a mathematical model which describes the kinematics and dynamic behaviour of robot motion are done. V-REP is used to create the simulation of the robot in a fire simulated fire environment. Finally, for the path planning, various techniques are discussed such as V-REPs inbuilt path planning module, A*, Fuzzy logic and artificial potential fields.;NOT;NA;NA;Web of Science;;;; 156;"Pfandler, Michael; Lazarovici, Marc; Stefan, Philipp; Wucherer, Patrick; Weigl, Matthias";Virtual reality-based simulators for spine surgery: a systematic review;10.1016/j.spinee.2017.05.016;2017;BACKGROUND CONTEXT: Virtual reality (VR)-based simulators offer numerous benefits and are very useful in assessing and training surgical skills. Virtual reality-based simulators are standard in some surgical subspecialties, but their actual use in spinal surgery remains unclear. Currently, only technical reviews of VR-based simulators are available for spinal surgery.PURPOSE: Thus, we performed a systematic review that examined the existing research on VR-based simulators in spinal procedures. We also assessed the quality of current studies evaluating VR-based training in spinal surgery. Moreover, we wanted to provide a guide for future studies evaluating VR-based simulators in this field.STUDY DESIGN AND SETTING: This is a systematic review of the current scientific literature regarding VR-based simulation in spinal surgery.METHODS: Five data sources were systematically searched to identify relevant peer-reviewed articles regarding virtual, mixed, or augmented reality-based simulators in spinal surgery. A qualitative data synthesis was performed with particular attention to evaluation approaches and outcomes. Additionally, all included studies were appraised for their quality using the Medical Education Research Study Quality Instrument (MERSQI) tool.RESULTS: The initial review identified 476 abstracts and 63 full texts were then assessed by two reviewers. Finally, 19 studies that examined simulators for the following procedures were selected: pedicle screw placement, vertebroplasty, posterior cervical laminectomy and foraminotomy, lumbar puncture, facet joint injection, and spinal needle insertion and placement. These studies had a low-to-medium methodological quality with a MERSQI mean score of 11.47 out of 18 (standard deviation=1.81).CONCLUSIONS: This review described the current state and applications of VR-based simulator training and assessment approaches in spinal procedures. Limitations, strengths, and future advancements of VR-based simulators for training and assessment in spinal surgery were explored. Higher-quality studies with patient-related outcome measures are needed. To establish further adaptation of VR-based simulators in spinal surgery, future evaluations need to improve the study quality, apply long-term study designs, and examine non-technical skills, as well as multidisciplinary team training. (C) 2017 Elsevier Inc. All rights reserved.;VR;FALSE;NA;Web of Science;;;; 157;"Ravi, D. K.; Kumar, N.; Singhi, P.";Effectiveness of virtual reality rehabilitation for children and adolescents with cerebral palsy: an updated evidence-based systematic review;10.1016/j.physio.2016.08.004;2017;Background The use of virtual reality systems in the motor rehabilitation of children with cerebral palsy is new, and thus the scientific evidence for its effectiveness needs to be evaluated through a systematic review.Objective To provide updated evidence-based guidance for virtual reality rehabilitation in sensory and functional motor skills of children and adolescents with cerebral palsy.Data sources PubMed, PEDro, Web of Science, OTseeker, PsycINFO and Cochrane Library were searched from their earliest records up to 1 June, 2016.Study selection Two reviewers applied the population intervention comparison outcome (PICO) question to screen the studies for this review.Data extraction Information on study design, subjects, intervention, outcome measures and efficacy results were extracted into a pilot-tested form. Method quality was assessed independently by two reviewers using the Downs and Black checklist.Data synthesis Thirty-one studies included 369 participants in total. Best evidence synthesis was applied to summarize the outcomes, which were grouped according to International Classification of Functioning, Disability and Health. Moderate evidence was found for balance and overall motor development. The evidence is still limited for other motor skills.Conclusions This review uncovered additional literature showing moderate evidence that virtual reality rehabilitation is a promising intervention to improve balance and motor skills in children and adolescents with cerebral palsy. The technique is growing, so long-term follow-up and further research are required to determine its exact place in the management of cerebral palsy. (C) 2016 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.;VR;FALSE;NA;Web of Science;;;; 158;"Ragan, Eric D.; Scerbo, Siroberto; Bacim, Felipe; Bowman, Doug A.";Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation;10.1109/TVCG.2016.2601607;2017;Many types of virtual reality (VR) systems allow users to use natural, physical head movements to view a 3D environment. In some situations, such as when using systems that lack a fully surrounding display or when opting for convenient low-effort interaction, view control can be enabled through a combination of physical and virtual turns to view the environment, but the reduced realism could potentially interfere with the ability to maintain spatial orientation. One solution to this problem is to amplify head rotations such that smaller physical turns are mapped to larger virtual turns, allowing trainees to view the entire surrounding environment with small head movements. This solution is attractive because it allows semi-natural physical view control rather than requiring complete physical rotations or a fully-surrounding display. However, the effects of amplified head rotations on spatial orientation and many practical tasks are not well understood. In this paper, we present an experiment that evaluates the influence of amplified head rotation on 3D search, spatial orientation, and cybersickness. In the study, we varied the amount of amplification and also varied the type of display used (head-mounted display or surround-screen CAVE) for the VR search task. By evaluating participants first with amplification and then without, we were also able to study training transfer effects. The findings demonstrate the feasibility of using amplified head rotation to view 360 degrees of virtual space, but noticeable problems were identified when using high amplification with a head-mounted display. In addition, participants were able to more easily maintain a sense of spatial orientation when using the CAVE version of the application, which suggests that visibility of the user's body and awareness of the CAVE's physical environment may have contributed to the ability to use the amplification technique while keeping track of orientation.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;Visual search not IR 159;Long, Qingqi;A framework for data-driven computational experiments of inter-organizational collaborations in supply chain networks;10.1016/j.ins.2017.03.008;2017;Internet+ecosystems, big data applications, customers' specific demands, and internal and external values integration of enterprises pose new challenges to inter-organizational collaborations in supply chain networks. To confront these challenges, this paper integrates computational experiment and data analysis, and proposes a methodology for data-driven computational experiments for inter-organizational collaborations in supply chain networks. It explores a paradigm shift to the development of data-driven computational experiments that supports decision making in the domain of inter-organizational collaborations. A basic principle for integrated solutions generation in the parallel worlds of virtual reality interaction is studied and the corresponding key issues in the paradigm are analyzed. To support the paradigm and solve key issues, a six-layered framework with four viewpoints for data-driven computational experiments is proposed. This framework systematically presents conceptual and technical solutions for data-driven computational experiments and decision support in the domain of inter-organizational collaborations in supply chain networks. The effectiveness of the framework is verified by theoretical analysis and a case study. (C) 2017 Elsevier Inc. All rights reserved.;VR;FALSE;NA;Web of Science;;;; 160;"Li, Jia-Ning; Wang, Liang-Hao; Li, Yang; Zhang, Jun-Fei; Li, Dong-Xiao; Zhang, Ming";Local optimized and scalable frame-to-model SLAM;10.1007/s11042-015-2780-5;2016;In recent years, dense visual SLAM (Simultaneous Localization And Mapping) has been proved that it has lots of advantages on the accuracy of pose estimation compared to sparse features due to exploiting the more available information in image data. In this paper, we propose a scalable dense frame-to-model SLAM system based on KinectFusion algorithm. We design an effective active volume shift strategy to extend the tracking range without increment on storage resource. Furthermore, we propose three local optimization methods including motion predicting, weighted ICP (Iterative Closest Point) and multi-modelframe combined estimation to improve the tracking stability and decrease the accumulative error. Note that, as the basis of on-line augmented reality application, our work focus on local optimization rather than global closing loop optimization which is a classical problem in SLAM. At last, we evaluate our optimized approaches on publicly available benchmark datasets, and compare it with the original KinectFusion, a similar method and another two frame-to-frame RGBD SLAM methods. The results indicate our approaches yield a certain degree improvement on the performance of tracking accuracy.;NOT;NA;NA;Web of Science;;;; 161;"Silveira, Mauricio de Souza; Cogo, Ana Luisa Petersen";The contributions of digital technologies in the teaching of nursing skills: an integrative review.;10.1590/1983-1447.2017.02.66204;2017;Objective: To analyze the contributions of digital educational technologies used in teaching nursing skills.Method: Integrative literature review, search in five databases, from 2006 to 2015 combining the descriptors 'education, nursing', 'educational technology', 'computer-assisted instruction' or related terms in English.Results: Sample of 30 articles grouped in the thematic categories 'technology in the simulation with manikin', 'incentive to learning' and 'teaching of nursing skills'. It was identified different formats of digital educational technologies used in teaching Nursing skills such as videos, learning management system, applications, hypertext, games, virtual reality simulators.Conclusions: These digital materials collaborated in the acquisition of theoretical references that subsidize the practices, enhancing the teaching and enable the use of active learning methods, breaking with the traditional teaching of demonstrating and repeating procedures.;VR;FALSE;NA;Web of Science;;;; 162;"Feng, Junmei; Feng, Xiaoyi; Deng, Liming; Peng, Jinye";Recommending Multimedia Information in a Virtual Han Chang'an City Roaming System;10.1162/pres_a_00299;2017;"This article presents a roaming system of Han Chang'an City, with both virtual reality (VR) technology and information recommendation technology. Nowadays, some new research issues in the cultural heritage domain can be achieved with the rapid development of VR technology. The ancient site of Han Chang'an City, as one of the most valuable and significant cultural heritages in China, attracts more and more attention around the world. To let more people understand Han Chang'an City and reproduce its beauty, in this article, we propose a virtual roaming system combined with information recommendation technology. First, Unity3D is selected as the three-dimensional platform to design the scenario model of Han Chang' an City, and the virtual scene is reconstructed with VR technology, according to real historical data; then, the dynamic information recommendation module is designed to recommend hot topic information and personalized information. The former is obtained through web crawlers, including the latest released news related to Han Chang'an City for users. The latter is generated by the proposed hybrid recommendation algorithm, which combines explicit and implicit feedback. The performance of the proposed algorithm is validated on two datasets. Finally, we show some results of our system test. Our proposed system is released online now, and users can wander in the scene any time.";VR;TRUE;NA;Web of Science;TRUE;;FALSE;Users can navigate a 3d scene but not search 163;"Mousas, Christos; Anagnostopoulos, Christos-Nikolaos";Real-time performance-driven finger motion synthesis;10.1016/j.cag.2017.03.001;2017;This paper presents a method to estimate and synthesize the motion of a character's fingers in realtime during the performance capture process. For the motion estimation and synthesis process, different motion datasets are used that contain the full-body motion of a character, including the motion of its fingers. The motion datasets have been pre-processed for being efficiently handled in real-time estimation process. During the runtime of the application, the system recognizes the actions of the user's hands and assembles the necessary motion of the character's fingers. By using a hierarchical Hidden Markov Model (HMM), the system learns the phase of the gestures as well as the progress of the motion. To eliminate the searching process of the most probable motion, prior constraints between segment states were assigned manually. During the runtime of our application, by using a forward HMM algorithm, the system synthesizes the necessary motion of a character's fingers in real-time. The presented methodology is evaluated both numerically (system performance and estimation rate) and perceptually. The results show that, even when a reduced number of finger gestures are used, the synthesized motion can be described as perceptually consistent with the ground truth motion data. (C) 2017 Elsevier Ltd. All rights reserved.;NOT;NA;NA;Web of Science;;;; 164;"Nagaya, Naohisa; Mizumoto, Nobuaki; Abe, Masato S.; Dobata, Shigeto; Sato, Ryota; Fujisawa, Ryusuke";Anomalous diffusion on the servosphere: A potential tool for detecting inherent organismal movement patterns;10.1371/journal.pone.0177480;2017;Tracking animal movements such as walking is an essential task for understanding how and why animals move in an environment and respond to external stimuli. Different methods that implemented image analysis and a data logger such as GPS have been used in laboratory experiments and in field studies, respectively. Recently, animal movement patterns without stimuli have attracted an increasing attention in search for common innate characteristics underlying all of their movements. However, it is difficult to track the movements in a vast and homogeneous environment without stimuli because of space constraints in laboratories or environmental heterogeneity in the field, hindering our understanding of inherent movement patterns. Here, we applied an omnidirectional treadmill mechanism, or a servosphere, as a tool for tracking two-dimensional movements of small animals that can provide both a homogenous environment and a virtual infinite space for walking. To validate the use of our tracking system for assessment of the free-walking behavior, we compared walking patterns of individual pillbugs (Armadillidium vulgare) on the servosphere with that in two types of experimental flat arenas. Our results revealed that the walking patterns on the servosphere showed similar diffusive characteristics to those observed in the large arena simulating an open space, and we demonstrated that our mechanism provides more robust measurements of diffusive properties compared to a small arena with enclosure. Moreover, we showed that anomalous diffusion properties, including Levy walk, can be detected from the free-walking behavior on our tracking system. Thus, our novel tracking system is useful to measure inherent movement patterns, which will contribute to the studies of movement ecology, ethology, and behavioral sciences.;NOT;NA;NA;Web of Science;;;; 165;"Liu Shao-Hui; Song Xiaohong";Study on the Sports Event Manage System Based on Virtual Reality Technology;NA;2017;Aiming at solving the problem of low accuracy and mass management in sports event, the virtual reality technology is applied in the sports event manage system. The development of a simulation system has changeable capabilities of the technical and tactical and can simulate the characters of rival which is the urgent requirement to promote scientific training for such events. Scientific training system can regarded the competitive ability dominant factor as the key, to form a universalization training system for a certain type of events through functional integration. From the experiment result and data analysis, the proposed system can reduce development costs and improve application efficiency.;VR;FALSE;NA;Web of Science;;;; 166;"Lee, Youjin; Lee, Sukwon; Lee, Sung-Hee";Multifinger interaction between remote users in avatar-mediated telepresence;10.1002/cav.1778;2017;In avatar-mediated telepresence, remote users find it difficult to engage and maintain contact, such as a handshake, with each other without a haptic device. We address the problem of adjusting an avatar's pose to promote multifinger contact interaction between remote users. To this end, we first construct a contact point database for nine types of contact interactions between hands through contact experiments with human subjects. We then develop an optimization-based framework to compute the avatar's pose that realizes the desired contact learned from the experiment while maintaining the naturalness of the hand pose. We show that our method improves the quality of hand interaction for the predefined set of social interactions.;VR;FALSE;NA;Web of Science;;;; 167;"Wang, Ling; Pang, Xiaoqian; Li, Yecheng; Zhang, Ziying; Tan, Wen";RADER: a RApid DEcoy Retriever to facilitate decoy based assessment of virtual screening;10.1093/bioinformatics/btw783;2017;Evaluation of the capacity for separating actives from challenging decoys is a crucial metric of performance related to molecular docking or a virtual screening workflow. The Directory of Useful Decoys (DUD) and its enhanced version (DUD-E) provide a benchmark for molecular docking, although they only contain a limited set of decoys for limited targets. DecoyFinder was released to compensate the limitations of DUD or DUD-E for building target-specific decoy sets. However, desirable query template design, generation of multiple decoy sets of similar quality, and computational speed remain bottlenecks, particularly when the numbers of queried actives and retrieved decoys increases to hundreds or more. Here, we developed a program suite called RApid DEcoy Retriever (RADER) to facilitate the decoy-based assessment of virtual screening. This program adopts a novel database-management regime that supports rapid and large-scale retrieval of decoys, enables high portability of databases, and provides multifaceted options for designing initial query templates from a large number of active ligands and generating subtle decoy sets. RADER provides two operational modes: as a command-line tool and on a web server. Validation of the performance and efficiency of RADER was also conducted and is described.Availability and Implementation: RADER web server and a local version are freely available at http://rcidm.org/rader/.Contact: lingwang@scut.edu.cn or went@scut.edu.cn.Supplementary information: Supplementary data are available at Bioinformatics online.;NOT;NA;NA;Web of Science;;;; 168;"El Boghdady, Michael; Alijani, Afshin";Feedback in surgical education;10.1016/j.surge.2016.06.006;2017;Introduction: The positive effect of feedback has long been recognized in surgical education. Surgical educators convey feedback to improve the performance of the surgical trainees. We alined to review the scientific classification and application of feedback in surgical education, and to propose possible future directions for research.Methods: A literature search was performed using Pubmed, OVID, CINAHL, Web of science, EMBASE, ERIC database and Google Scholar. The following search terms were used: 'feedback', 'feedback in medical education', 'feedback in medical training' and 'feedback in surgery'. The search was limited to articles in English.Results: From 1157 citations, 12 books and 43 articles met the inclusion criteria and were selected for this review.Conclusion: Feedback comes in a variety of types and is an essential tool for learning and developing performance in surgical education. Different methods of feedback application are evolving and future work needs to concentrate on the value of each method as well as the role of new technologies in surgical education. (C) 2016 Royal College of Surgeons of Edinburgh (Scottish charity number SC005317) and Royal College of Surgeons in Ireland. Published by Elsevier Ltd. All rights reserved.;NOT;NA;NA;Web of Science;;;; 169;"Noureldin, Yasser A.; Andonian, Sero";Simulation for Percutaneous Renal Access: Where Are We?;10.1089/end.2016.0587;2017;Objectives: Percutaneous renal access (PCA) is a challenging step during percutaneous nephrolithotomy. The aim of this study is to review the literature for different types of simulators described for PCA.Methods: Databases of Medline, Embase, Cochrane Library, OvidSP, and Google Scholar were systematically searched until May 2016. The studies were analyzed regarding the type of simulator (nonbiologic, biologic, live animal, and virtual reality [VR]), type of validity (face, content, construct, and predictive), cost-effectiveness, and whether these simulators have been used for training and/or assessment of PCA. In addition, the study looked at the educational impact of these simulators in terms of the transfer of PCA skills to the operating room.Results: Several bench, animal, andVR simulators for training in PCAwere identified. Only few studieswere found on assessment of PCAskills. Biological benchmodels used porcine or bovine kidneys wrappedwithin foam, silicone, chicken carcass, or full-thickness skin flap alone. Other biological models used additional subcutaneous fascia, muscle, or ribs. Nonbiological models used prototypes, including 3D printing. Only one study reported the use of anesthetized live pig for training. The PERC Mentor (TM) was the only VR simulator, which has been validated for training and assessment of PCA skills. However, none of these studies assessed the educational impact of PCA simulators. Furthermore, most of the studies did not address the validity and the cost of the simulator.Conclusions: While several biological and nonbiological PCA models exist, there is paucity of literature regarding the validity and educational impact of these simulators. The PERC Mentor simulator is the sole validated simulator for training and assessment of PCA skills. However, it is expensive and there is little evidence of its educational impact. Therefore, more research is needed to validate the available simulators and assess their educational impact for urology trainees.;VR;FALSE;NA;Web of Science;;;; 170;"Hill, Nicole T. M.; Mowszowski, Loren; Naismith, Sharon L.; Chadwick, Verity L.; Valenzuela, Michael; Lampit, Amit";Computerized Cognitive Training in Older Adults With Mild Cognitive Impairment or Dementia: A Systematic Review and Meta-Analysis;10.1176/appi.ajp.2016.16030360;2017;Objective: Previous meta-analyses indicate that computerized cognitive training (CCT) is a safe and efficacious intervention for cognition in older adults. However, efficacy varies across populations and cognitive domains, and little is known about the efficacy of CCT in people with mild cognitive impairment or dementia.Method: The authors searched Medline, Embase, PsychINFO, CINAHL, and CENTRAL through July 1, 2016, for randomized controlled trials of CCT in older adults with mild cognitive impairment or dementia. Overall cognition, individual cognitive domains, psychosocial function, and activities of daily living were pooled separately for mild cognitive impairment and dementia trials.Results: The overall effect on cognition in mild cognitive impairment across 17 trials was moderate (Hedges' g=0.35, 95% CI=0.20-0.51). There was no evidence of publication bias or difference between active-and passive-controlled trials. Small to moderate effects were found for global cognition, attention, working memory, learning, and memory, with the exception of nonverbal memory, and for psychosocial functioning, including depressive symptoms. In dementia, statistically significant effects were found on overall cognition (k=11, g=0.26, 95% CI=0.01-0.52) and visuospatial skills, but these were driven by three trials of virtual reality or Nintendo Wii.Conclusions: CCT is efficacious on global cognition, select cognitive domains, and psychosocial functioning in people with mild cognitive impairment. This intervention therefore warrants longer-term and larger-scale trials to examine effects on conversion to dementia. Conversely, evidence for efficacy in people with dementia is weak and limited to trials of immersive technologies.;VR;FALSE;NA;Web of Science;;;; 171;"Wu, Wen; Chen, Hui; Cen, Yuhai; Hong, Yang; Khambay, Balvinder; Pheng Ann Heng";Haptic simulation framework for determining virtual dental occlusion;10.1007/s11548-016-1475-3;2017;The surgical treatment of many dentofacial deformities is often complex due to its three-dimensional nature. To determine the dental occlusion in the most stable position is essential for the success of the treatment. Computer-aided virtual planning on individualized patient-specific 3D model can help formulate the surgical plan and predict the surgical change. However, in current computer-aided planning systems, it is not possible to determine the dental occlusion of the digital models in the intuitive way during virtual surgical planning because of absence of haptic feedback. In this paper, a physically based haptic simulation framework is proposed, which can provide surgeons with the intuitive haptic feedback to determine the dental occlusion of the digital models in their most stable position.To provide the physically realistic force feedback when the dental models contact each other during the searching process, the contact model is proposed to describe the dynamic and collision properties of the dental models during the alignment. The simulated impulse/contact-based forces are integrated into the unified simulation framework.A validation study has been conducted on fifteen sets of virtual dental models chosen at random and covering a wide range of the dental relationships found clinically. The dental occlusions obtained by an expert were employed as a benchmark to compare the virtual occlusion results. The mean translational and angular deviations of the virtual occlusion results from the benchmark were small.The experimental results show the validity of our method. The simulated forces can provide valuable insights to determine the virtual dental occlusion. The findings of this work and the validation of proposed concept lead the way for full virtual surgical planning on patient-specific virtual models allowing fully customized treatment plans for the surgical correction of dentofacial deformities.;NOT;NA;NA;Web of Science;;;; 172;"Wang, Yue; Zhang, Shusheng; Yang, Sen; He, Weiping; Bai, Xiaoliang; Zeng, Yifan";A LINE-MOD-based markerless tracking approachfor AR applications;10.1007/s00170-016-9180-5;2017;"Markerless tracking is still a very challenging problem in augmented reality applications, especially the real elements are textureless. In this paper, we proposed a model-based method to tackle the markerless tracking problem. Motivated by LINE-MOD algorithm, one of the state-of-the-art object detection methods, and multiview-based 3D model retrieval approach, we built a camera tracking system utilizing image retrieval. In the off-line training stage, 3D models were used to generate templates automatically. To estimate the camera pose accurately in the online matching stage, LINE-MOD was adapted into a scale-invariant descriptor using depth information obtained from Softkinetic, and an interpolation method combined with other mathematical calculations was used for camera pose refinement. The experimental result shows that the proposed method is fast and robust for markerless tracking in augmented reality environment; the tracking accuracy is much closer to that of ARToolKit markers.";AR;NA;NA;Web of Science;;;; 173;"Ni, Y. Q.; Lin, K. C.; Wu, L. J.; Wang, Y. W.";Visualized Spatiotemporal Data Management System for Lifecycle Health Monitoring of Large-Scale Structures;10.1061/(ASCE)AS.1943-5525.0000622;2017;Lifecycle structural health monitoring (SHM) systems provide an abundance of information that is greatly beneficial for securing structural safety over the whole service life. In application to large-scale structures, the management of accumulated massive data from a sophisticated long-term SHM system poses a challenge. A robust data management system (DMS), which not only facilitates spatiotemporal data management but also enables display in an attractive way, is highly desirable. This article presents the development of an effective visualized DMS specific for managing immense and heterogeneous SHM data by integrating nested relational database, three-dimensional (3D) model, and virtual reality (VR) technology and demonstrates its application to an instrumented supertall structure. A custom nested data model is designed to store redundant inherent temporal data and hierarchical inherent spatial data. Strategies for speeding up querying massive data are set up in the database. Making use of OpenSceneGraph (OSG) 3D engine, a 3D model is reconstructed from the 3D spatial data, which serves as a platform for data visualization. A four-dimensional (4D) animation protocol is presented by tying temporal data and construction schedule to the 3D model. The efficiency of the proposed DMS is exemplified through its application to a supertall structure instrumented with a sophisticated long-term SHM system. (C) 2016 American Society of Civil Engineers.;VR;FALSE;NA;Web of Science;;;; 174;"Wirth, Sylvia; Baraduc, Pierre; Plante, Aurelle; Pinede, Serge; Duhamel, Jean-Rene";Gaze-informed, task-situated representation of space in primate hippocampus during virtual navigation;10.1371/journal.pbio.2001045;2017;To elucidate how gaze informs the construction of mental space during wayfinding in visual species like primates, we jointly examined navigation behavior, visual exploration, and hippocampal activity as macaque monkeys searched a virtual reality maze for a reward. Cells sensitive to place also responded to one or more variables like head direction, point of gaze, or task context. Many cells fired at the sight (and in anticipation) of a single landmark in a viewpoint-or task-dependent manner, simultaneously encoding the animal's logical situation within a set of actions leading to the goal. Overall, hippocampal activity was best fit by a fine-grained state space comprising current position, view, and action contexts. Our findings indicate that counterparts of rodent place cells in primates embody multidimensional, task-situated knowledge pertaining to the target of gaze, therein supporting self-awareness in the construction of space.;VR;FALSE;NA;Web of Science;;;; 175;"Gribova, V. V.; Shamray, N. B.; Fedorishchev, L. A.";Traffic modeling flows in a developing urban infrastructure with a software suite for creating interactive virtual environments;10.1134/S0005117917020047;2017;We present a design paradigm for a cloud-based service for interactive modeling of traffic flows in a developing urban infrastructure. The mathematical forecasting model for the load of a transportation network is constructed as a result of synthesizing a gravitational model that describes origin-destination trips and a multimodal traffic equilibrium problem with elastic demand. The search for traffic equilibrium reduces to solving a variational inequality. Three-dimensional visualization of the transportation network and adjacent infrastructure is implemented with the virtual environment's declarative model.;NOT;NA;NA;Web of Science;;;; 176;"Daugherty, Ana M.; Raz, Naftali";A virtual water maze revisited: Two-year changes in navigation performance and their neural correlates in healthy adults;10.1016/j.neuroimage.2016.09.044;2017;Age-related declines in spatial navigation are associated with deficits in procedural and episodic memory and deterioration of their neural substrates. For the lack of longitudinal evidence, the pace and magnitude of these declines and their neural mediators remain unclear. Here we examined virtual navigation in healthy adults (N=213, age 18-77 years) tested twice, two years apart, with complementary indices of navigation performance (path length and complexity) measured over six learning trials at each occasion. Slopes of skill acquisition curves and longitudinal change therein were estimated in structural equation modeling, together with change in regional brain volumes and iron content (R2* relaxometry). Although performance on the first trial did not differ between occasions separated by two years, the slope of path length improvement over trials was shallower and end-of-session performance worse at follow-up. Advanced age, higher pulse pressure, smaller cerebellar and caudate volumes, and greater caudate iron content were associated with longer search paths, i.e. poorer navigation performance. In contrast, path complexity diminished faster over trials at follow-up, albeit less so in older adults. Improvement in path complexity after two years was predicted by lower baseline hippocampal iron content and larger parahippocampal volume. Thus, navigation path length behaves as an index of perceptual-motor skill that is vulnerable to age-related decline, whereas path complexity may reflect cognitive mapping in episodic memory that improves with repeated testing, although not enough to overcome age-related deficits. (C) 2016 Elsevier Inc. All rights reserved.;NOT;NA;NA;Web of Science;;;; 177;"Saywell, Nicola; Taylor, Nick; Rodgers, Emma; Skinner, Luke; Boocock, Mark";Play-based interventions improve physical function for people with adult-acquired brain injury: a systematic review and meta-analysis of randomised controlled trials;10.1177/0269215516631384;2017;"Objective: To undertake a systematic review and meta-analysis of the effectiveness of play-based interventions compared to traditional therapy in rehabilitation of adults with adult-acquired brain injury.Data sources: The search was performed using Medline; Cinahl Plus; Health Source (Nursing/Academic Edition); Psychology and behavioural sciences collection; Biomedical reference collection (basic).Review methods: Studies included were randomised controlled trials that investigated the effect of play-based interventions on physical function of adults with adult acquired brain injury. Two independent reviewers identified eligible studies and assessed methodological quality using a modified Downs and Black. Meta-analysis compared standardised differences in means, to determine effect sizes for grouped functional outcome measures. The GRADE scoring system was used to determine the level of clinical evidence.Results: Thirty studies met the inclusion criteria, 13 were considered high quality and 17 moderate quality. Studies predominantly involved post-stroke participants, with only three studies including participants with traumatic brain injury. When compared to traditional therapy, dose-matched studies of play-based interventions showed a significant effect on independence (Effect size (ES) = 0.6) and physical performance (ES = 0.43), as measured using the Fugl -Meyer. For non-dose matched studies, play-based interventions showed a significant improvement for balance (ES = 0.76) compared with traditional therapy. In all studies that measured participant enjoyment, play-based therapy was rated as more enjoyable than traditional therapy.Conclusion: Play-based interventions for people with adult acquired brain injury are more effective in improving balance and independence, which may be due to them being more enjoyable than traditional therapy.";NOT;NA;NA;Web of Science;;;; 178;"Claessen, Michiel H. G.; van der Ham, Ineke J. M.";Classification of navigation impairment: A systematic review of neuropsychological case studies;10.1016/j.neubiorev.2016.12.015;2017;The neurocognitive architecture of navigation ability has been investigated by extensively studying the navigation problems of individual neurological patients. These neuropsychological case reports have applied highly variable approaches to establish navigation impairment in their patients. This review provides a systematic and up-to-date inventory of all relevant case studies and presents an analysis of the types of navigation impairments that have been described. The systematic literature search revealed 58 relevant papers reporting on 67 neurological patients. Close analysis of their patterns of navigation performance suggests three main categories of navigation impairments. These categories are related to three types of representations that are considered highly relevant for accurate navigation: knowledge of landmarks, locations, and paths. The resulting model is intended to serve both clinical and theoretical advances in the study of navigation ability and its neural correlates. (C) 2016 Elsevier Ltd. All rights reserved.;NOT;NA;NA;Web of Science;;;; 179;"Ogiela, Marek R.; Barolli, Leonard";New paradigms for information and services management in grid and pervasive computing;10.1016/j.future.2016.10.011;2017;Rapid development of new technologies for information management and knowledge extraction, evaluation and fusion, as well as introduction of new computational paradigms supporting such task will have a great influence on creation of future generation computer systems and very innovative, and efficient information and services management solutions for grid environment and pervasive computing. Such computational paradigms are very important especially while performing semantic analysis of acquired information or providing distributed or remote services considering user preferences and social requirements. Additionally, considering management activities in very large infrastructures like Cloud Computing and Big Data repositories, new approaches should focus not only on collecting, processing, intelligent searching and dissemination of information collected from different sources, but should enable to perform a deeper analysis, considering semantic meaning evaluation, data structures, and personal preferences in which such data may be applied for information and services management, and data distribution over global network or information society. Such pervasive and ubiquitous management paradigms are based on advanced ambient technologies like cyber world, smart cities, and virtual reality. In this paper will be presented several selected approaches development of such management technologies, and which are very important both from scientific and practical points of view. (C) 2016 Published by Elsevier B.V.;VR;FALSE;NA;Web of Science;;;; 180;"Laver, Kate E.; Lange, Belinda; George, Stacey; Deutsch, Judith E.; Saposnik, Gustavo; Crotty, Maria";Virtual reality for stroke rehabilitation;10.1002/14651858.CD008349.pub4;2017;"BackgroundVirtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015.ObjectivesPrimary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events.Search methodsWe searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases.We also searched trials registries and reference lists.Selection criteria Randomised and quasi-randomised trials of virtual reality (""an advanced form of human-computer interface that allows the user to 'interact'with and become 'immersed'in a computer-generated environment in a naturalistic fashion"") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function.Data collection and analysisTwo review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information.Main resultsWe included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large number of randomised controlled trials, the evidence remains mostly low quality when rated using the GRADE system. Control groups usually received no intervention or therapy based on a standard-care approach. Primary outcome: results were not statistically significant for upper limb function (standardised mean difference (SMD) 0.07, 95% confidence intervals (CI) -0.05 to 0.20, 22 studies, 1038 participants, low-quality evidence) when comparing virtual reality to conventional therapy. However, when virtual reality was used in addition to usual care (providing a higher dose of therapy for those in the intervention group) there was a statistically significant difference between groups (SMD 0.49, 0.21 to 0.77, 10 studies, 210 participants, low-quality evidence). Secondary outcomes: when compared to conventional therapy approaches there were no statistically significant effects for gait speed or balance. Results were statistically significant for the activities of daily living (ADL) outcome (SMD 0.25, 95% CI 0.06 to 0.43, 10 studies, 466 participants, moderate-quality evidence); however, we were unable to pool results for cognitive function, participation restriction, or quality of life. Twenty-three studies reported that they monitored for adverse events; across these studies there were few adverse events and those reported were relatively mild.Authors' conclusionsWe found evidence that the use of virtual reality and interactive video gaming was not more beneficial than conventional therapy approaches in improving upper limb function. Virtual reality may be beneficial in improving upper limb function and activities of daily living function when used as an adjunct to usual care (to increase overall therapy time). There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on gait speed, balance, participation, or quality of life. This review found that time since onset of stroke, severity of impairment, and the type of device (commercial or customised) were not strong influencers of outcome. There was a trend suggesting that higher dose (more than 15 hours of total intervention) was preferable as were customised virtual reality programs; however, these findings were not statistically significant.";VR;FALSE;NA;Web of Science;;;; 181;"Chen, Min; Ma, Yujun; Li, Yong; Wu, Di; Zhang, Yin; Youn, Chan-Hyun";Wearable 2.0: Enabling Human-Cloud Integration in Next Generation Healthcare Systems;10.1109/MCOM.2017.1600410CM;2017;"With the rapid development of the Internet of Things, cloud computing, and big data, more comprehensive and powerful applications become available. Meanwhile, people pay more attention to higher QoE and QoS in a ""terminal-cloud"" integrated system. Specifically, both advanced terminal technologies (e.g., smart clothing) and advanced cloud technologies (e.g., big data analytics and cognitive computing in clouds) are expected to provide people with more reliable and intelligent services. Therefore, in this article we propose a Wearable 2.0 healthcare system to improve QoE and QoS of the next generation healthcare system. In the proposed system, washable smart clothing, which consists of sensors, electrodes, and wires, is the critical component to collect users' physiological data and receive the analysis results of users' health and emotional status provided by cloud-based machine intelligence.";NOT;NA;NA;Web of Science;;;; 182;"Serino, Silvia; Riva, Giuseppe";The Proactive Self in Space: How Egocentric and Allocentric Spatial Impairments Contribute to Anosognosia in Alzheimer's Disease;10.3233/JAD-160676;2017;In addition to impairments in episodic and spatial memory, anosognosia (i.e., loss of awareness of the deficient aspect of own cognitive functioning) may be considered an important cognitive marker of Alzheimer's disease (AD). However, although a growing body of interesting models have been proposed to explain this early symptom, what is still missing is a unifying framework of all the characteristic signs occurring in patients with AD that may guide the search for its causal neuropathological process and, ultimately, the etiological process. This contribution will first show how anosognosia may be related to the above-mentioned episodic and spatial memory impairment through a unifying framework of all these characteristic signs, i.e., the continuous interaction between different spatial representations. Second, we hypothesize that a break in the interaction between different spatial representations, as we suggest occurs in AD, may contribute significantly both to the early impairments in spatial and episodic memory, and to a deficient self-awareness since it may interfere with the capacity of the brain to detect predictive errors.;NOT;NA;NA;Web of Science;;;; 183;"Kasneci, Enkelejda; Black, Alex A.; Wood, Joanne M.";Eye-Tracking as a Tool to Evaluate Functional Ability in Everyday Tasks in Glaucoma;10.1155/2017/6425913;2017;To date, few studies have investigated the eye movement patterns of individuals with glaucoma while they undertake everyday tasks in real-world settings. While some of these studies have reported possible compensatory gaze patterns in those with glaucoma who demonstrated good task performance despite their visual field loss, little is known about the complex interaction between field loss and visual scanning strategies and the impact on task performance and, consequently, on quality of life. We review existing approaches that have quantified the effect of glaucomatous visual field defects on the ability to undertake everyday activities through the use of eye movement analysis. Furthermore, we discuss current developments in eye-tracking technology and the potential for combining eye-tracking with virtual reality and advanced analytical approaches. Recent technological developments suggest that systems based on eye-tracking have the potential to assist individuals with glaucomatous loss to maintain or even improve their performance on everyday tasks and hence enhance their long-term quality of life. We discuss novel approaches for studying the visual search behavior of individuals with glaucoma that have the potential to assist individuals with glaucoma, through the use of personalized programs that take into consideration the individual characteristics of their remaining visual field and visual search behavior.;VR;FALSE;NA;Web of Science;;;; 184;Kubat, Gulcin;The mobile future of university libraries and an analysis of the Turkish case;10.1108/ILS-09-2016-0063;2017;"Purpose - The purpose of this study is to search for any evidence for university libraries that are accessible by mobile technology in Turkey as relevant models of the future; having regard to the fact that smartphones will very soon become the standard means by which the internet is accessed, and the rates of connection from mobile devices will supersede those which are computer-based.Design/methodology/approach - In the study, both domestic and foreign literature surveys were undertaken to determine which mobile library services are offered in university libraries. Thirty random central libraries of both private and state universities were selected from across the seven regions of Turkey. To gather data, a 26-question electronic survey was generated and e-mailed to the library managers. The questions were based on findings regarding the mobile library services provided by university libraries around the world.Findings - By examining the survey results, it was determined that Turkish university libraries utilise a comparable level of mobile technology and demonstrate a similar level of care with regard to the services they offer. There are mobile sites (separate sites or mobile sites as applications), mobile library catalogues, short messaging services, chat rooms, consultations via instant messaging tools, mobile device-lending services, and augmented reality and QR code applications.Research limitations/implications - In Turkey, the structures of university libraries operate under variable conditions because of the lack of established standards. This causes negative results for the delivery of library services. For this reason, university library standards should be set practicable as soon as reasonable, considering the social/economic and cultural structure of the country.Practical implications - Owing to the transformative effect technology and the internet have had on services information and communication technologies, infrastructure has been added as a sixth element to the five traditional library items, namely, building budget personnel collection and users. Globalisation through the web has resulted in the individualisation of services and the slogan content is king has been changed to the customer experience is king. Fundamental library services are being adapted to allow mobile technology access, and this approach best reflects the new slogan. Therefore, the university library of the future may well be the one entirely based on mobile technology.Social implications - Mobile devices lead to new forms of engagement with student learning; so academic libraries are expected to be strong partners in the teaching and learning processes of their institution.Originality/value - The hypothesis of this study is that a university library accessible by mobile technology will be the model of the future, and its purpose is to search for any evidence for which the university libraries in Turkey are prepared to meet this challenge. This study is also meaningful because there have not been any study of Turkish university libraries in terms of mobile library services to users. This paper is the first time that a comprehensive study has been made of current mobile technology-based services, and is also the first comparison of the applications in Turkish university libraries. Additionally, paper synthesises developments and provides suggestions for the future.";NOT;NA;NA;Web of Science;;;; 185;"Puchkova, Elena B.; Sukhovershina, Yulia V.; Temnova, Larisa V.";A study of Generation Z's involvement in virtual reality;10.11621/pir.2017.0412;2017;"Background. This study analyzes the characteristics of modern teenagers' involvement in virtual reality (VR). It also examines various approaches to VR in Russian science. In the current study the concept of virtual reality is defined as a particular informational environment in which a person can exist and develop. It is created by a special class of technical systems, formed on the basis of computer hypertext technology, and has a number of social and psychological characteristics. We pay special attention to the significance of virtual space for generation Z (according to the William Strauss and Neil Howe generational theory). The main factor determining the unique psychological features of the generation Z is its active involvement in virtual reality from the moment of birth. Involvement in a virtual reality is measurable by a teenager's activity on the Internet.Objective. Our study set out to determine the level of Russian generation Z's involvement in virtual reality.Design. We analyzed the results of a survey conducted among Moscow adolescents using multivariate profiles. Two hundred fifty-four teenagers 12-14 years old were interviewed during the study.Results and conclusion. Analysis of the data revealed the following: Modern teenagers are involved in VR with varying degrees of depth; their main type of activity on the Internet is searching for educational information and news; and no significant differences by gender in the purposes of using the Internet were found. However, it was also determined that girls' activity in VR is more related to communication and interpersonal interaction, even though it's indirect via the Internet, while boys prefer the ""gaming"" possibilities of VR; that teenagers are rather critical of the information they obtain by the Internet, and that their level of trust in the online information is low. The same trend is evident in the fact that students prefer not to make new friends in virtual reality.";VR;TRUE;NA;Web of Science;TRUE;;FALSE;Theoretical study does not include any new system but concludes a populate uses vr and searches the internet 186;"Yasuda, Kazuhiro; Muroi, Daisuke; Ohira, Masahiro; Iwata, Hiroyasu";Validation of an immersive virtual reality system for training near and far space neglect in individuals with stroke: a pilot study;10.1080/10749357.2017.1351069;2017;Background: Unilateral spatial neglect (USN) is defined as impaired ability to attend and see on one side, and when present, it interferes seriously with daily life. These symptoms can exist for near and far spaces combined or independently, and it is important to provide effective intervention for near and far space neglect.Objective: The purpose of this pilot study was to propose an immersive virtual reality (VR) rehabilitation program using a head-mounted display that is able to train both near and far space neglect, and to validate the immediate effect of the VR program in both near and far space neglect.Methods: Ten USN patients underwent the VR program with a pre-post design and no control. In the virtual environment, we developed visual searching and reaching tasks using an immersive VR system. Behavioral inattention test (BIT) scores obtained pre- and immediate post-VR program were compared.Results: BIT scores obtained pre-and post-VR program revealed that far space neglect but not near space neglect improved promptly after the VR program. This effect for far space neglect was observed in the cancelation task, but not in the line bisection task.Conclusions: Positive effects of the immersive VR program for far space neglect are suggested by the results of the present pilot study. However, further studies with rigorous designs are needed to validate its clinical effectiveness.;VR;FALSE;NA;Web of Science;;;; 187;"Cant√≥n Enr√≠quez, Daniel; Arellano Pimentel, J. Jes√∫s; Hern√°ndez L√≥pez, Miguel √Ångel; Nieva Garc√≠a, Omar Santiago";Uso did√°ctico de la realidad virtual inmersiva con interacci√≥n natural de usuario enfocada a la inspecci√≥n de aerogeneradores;10.18381/ap.v9n2.1049;2017;ABSTRACT: Nowadays immersive virtual reality systems have a growing relevance in educational environments as tools to encourage learning through two important keys concepts: Immersion and interaction. This paper describes the use of virtual reality systems in education, taking as a case study an immersive 3D virtual reality system with NUI developed for the purpose of facilitating the inspection of wind turbines for didactic purposes. The proposed system searches technological convergence of visualization devices, data acquisition tools and graphics software. To achieve this system a software development methodology of Pressman was followed. The qualitative results of a first evaluation at the system indicate that the proposal allows an immersive virtual reality experience offering a great similarity to the real environment, with the ability to interact through gestures and body movements. This helps to motivate learning and stimulate interest in practicing with this technology by users. Moreover, achieved technological convergence between visualization devices, interaction tools and graphics software, allows us to make a step forward in the development of this type of teaching tools.;VR;FALSE;NA;Web of Science;;;; 188;"Ji, Yijun; Xia, Qing; Zhang, Zhijiang";Fusing Depth and Silhouette for Scanning Transparent Object with RGB-D Sensor;10.1155/2017/9796127;2017;3D reconstruction based on structured light or laser scan has been widely used in industrial measurement, robot navigation, and virtual reality. However, most modern range sensors fail to scan transparent objects and some other special materials, of which the surface cannot reflect back the accurate depth because of the absorption and refraction of light. In this paper, we fuse the depth and silhouette information from an RGB-D sensor (Kinect v1) to recover the lost surface of transparent objects. Our system is divided into two parts. First, we utilize the zero and wrong depth led by transparent materials from multiple views to search for the 3D region which contains the transparent object. Then, based on shape from silhouette technology, we recover the 3D model by visual hull within these noisy regions. Joint Grabcut segmentation is operated on multiple color images to extract the silhouette. The initial constraint for Grabcut is automatically determined. Experiments validate that our approach can improve the 3D model of transparent object in real-world scene. Our system is time-saving, robust, and without any interactive operation throughout the process.;NOT;NA;NA;Web of Science;;;; 189;"Ma, Yujun; Wang, Yulei; Yang, Jun; Miao, Yiming; Li, Wei";Big Health Application System based on Health Internet of Things and Big Data;10.1109/ACCESS.2016.2638449;2017;The world is facing problems, such as uneven distribution of medical resources, the growing chronic diseases, and the increasing medical expenses. Blending the latest information technology into the healthcare system will greatly mitigate the problems. This paper presents the big health application system based on the health Internet of Things and big data. The system architecture, key technologies, and typical applications of big health system are introduced in detail.;NOT;NA;NA;Web of Science;;;; 190;"ÏûÑÏòÅΙÖ; Ïú†ÎëêÌïú";A Systematic Review on the Effects of Virtual reality-based Telerehabilitation for Stroke Patients;10.18598/kcbot.2017.07.01.07;2017;Objective : The purpose of this study was to examine the effect of virtual reality-based remote rehabilitation on stroke patients systematically and to look for its effect and how to apply it domestically.Methods : In order to search data, EMBASE and CINAHL database were used. Relevant research used those terms of virtual reality, telerehabilitation, and stroke. A total of 10 studies satisfying the selection criteria was analyzed according to their qualitative level, general characteristics, and PICO method.Results : Based on the selected 10 studies, virtual reality-based telerehabilitation system was applied. Sensory and motor feedback was provided with inputting visual and auditory senses through a video in the home environment, and it stimulated changes in the client‚Äôs nervous system. Tools to measure the results were upper extremity function, balance and gait, activities of daily living, etc. Those virtual reality-based telerehabilitation method had an effect on upper extremity function and ability of sense of balance in all studies, and on the activities of daily living partially. Telerehabilitation service to make up environmental specificity improved satisfaction of client. That meaned the effect of the intervention to maintain the function.Conclusion : The virtual reality-based telerehabilitation system was applied to upper extremity function, sense of balance, and activities of daily living largely , and it showed that it helped to improve functions through intervention, supervision, and training of therapist in the home environment as well. This study suggests the basis and possibility of clinical application on virtual-reality based telerehabilitation. Additional research is needed to diverse virtual reality intervention methods and the effect of telerehabilitation in the future.;VR;FALSE;NA;Web of Science;;;; 191;"Caino-Lores, Silvina; Garcia, Alberto; Garcia-Carballeira, Felix; Carretero, Jesus";Efficient design assessment in the railway electric infrastructure domain using cloud computing;10.3233/ICA-160532;2017;Nowadays, railway infrastructure designers rely heavily on computer simulators and expert systems to model, analyze and evaluate potential deployments prior to their installation. This paper presents the railway power consumption simulator model (RPCS), a cloud-based model for the design, simulation and evaluation of railway electric infrastructures. This model integrates the parameters of an infrastructure within a search engine that generates and evaluates a set of simulations to achieve optimal designs, according to a given set of objectives and restrictions. The knowledge of the domain is represented as an ontology that translates the elements in the infrastructure into an electric circuit, which is simulated to obtain a wide range of electric metrics. In order to support the execution of thousands of scenarios in a scalable, efficient and fault-tolerant manner, this paper introduces an architecture to deploy the model in a cloud environment, and a dimensioning model to find the types and number of instances that maximize performance while minimizing the externalization costs. The resulting model is applied to a particular case study, allowing the execution of over one thousand concurrent experiments in a virtual cluster on the Amazon Elastic Compute Cloud.;NOT;NA;NA;Web of Science;;;; 192;"Lytras, Miltiadis D.; Raghavan, Vijay; Damiani, Ernesto";Big Data and Data Analytics Research: From Metaphors to Value Space for Collective Wisdom in Human Decision Making and Smart Machines;10.4018/IJSWIS.2017010101;2017;The Big Data and Data Analytics is a brand new paradigm, for the integration of Internet Technology in the human and machine context. For the first time in the history of the human mankind we are able to transforming raw data that are massively produced by humans and machines in to knowledge and wisdom capable of supporting smart decision making, innovative services, new business models, innovation, and entrepreneurship. For the Web Science research, this is a new methodological and technological spectrum of advanced methods, frameworks and functionalities never experienced in the past. At the same moment communities out of web science need to realize the potential of this new paradigm with the support of new sound business models and a critical shift in the perception of decision making. In this short visioning article, the authors are analyzing the main aspects of Big Data and Data Analytics Research and they provide their own metaphor for the next years. A number of research directions are outlined as well as a new roadmap towards the evolution of Big Data to Smart Decisions and Cognitive Computing. The authors do hope that the readers would like to react and to propose their own value propositions for the domain initiating a scientific dialogue beyond self-fulfilled expectations.;NOT;NA;NA;Web of Science;;;; 193;"Zhong, Wenjie; Mancuso, Pascal";Utilization and Surgical Skill Transferability of the Simulator Robot to the Clinical Robot for Urology Surgery;10.1159/000449473;2017;"Introduction: Virtual reality is an increasingly popular surgical training tool in Australia, following the introduction of Australia's first virtual reality simulation machine at Liverpool Hospital, Sydney. This literature review aims at identifying gaps in previous studies, and in providing a comprehensive review of future studies to be further developed in Australia. Method: A multi-field research was performed combining the key terms 'uro*' and 'virtua*' and 'simula*' and 'robo*'. Academic search engines used in this literature review included 'Medline', 'Scopus', and 'Sciencedirect'. Studies with laparoscopic skills as a focused investigation but not robotic skills were excluded. Critical appraisal of each of the article was conducted with a discussion of key topic involving urologists with expert skills on robotic surgery. Result: A thorough literature review discovered 3 main types of studies in this area. These are: (1) validity studies; (2) studies specific for urology procedures; (3) studies on skill transfer, in general. Cohort study and randomized control trial are the 2 dominant forms of research designs. Conclusion: Future studies need to focus more around the investigation of operation-specific training, in conjunction with skills-based teaching. Also, it is important that these studies incorporate teamwork, decision-making, and communication skills. (C) 2016 S. Karger AG, Basel";VR;FALSE;NA;Web of Science;;;; 194;Luo, Jian;Multimedia Big Data Frame Combination Storage Strategy Based on Virtual Space Distortion;10.3991/ijoe.v13i02.6611;2017;Aiming at the transmission reliability and storage management of multimedia data, the multimedia big data frame combination storage strategy is proposed based on the virtual space distortion analysis model. On the one hand, the virtual space distortion analysis model is established. This model can be used to find the high similarity of video frames and flow structures in different multimedia streams. The model can be used to uniform the multimedia stream state and effectively improve the efficiency of data mining. The model can effectively analyze the difference between the multimedia stream of virtual space and the storage of the server group. On the other hand, based on the distorted efforts of the virtual space and heterogeneous of the multimedia data stream, combined with big data multimedia service requirements, the big data frame combination of storage space and virtual space integration would be integrated as a whole through the multimedia data frame combination and distorted perception. Finally, the combination of multimedia data frames is proposed. The delay, channel, storage and big data processing level of the virtual space storage scheme and were analyzed and evaluated by the simulation experiment, compared with the physical storage scheme of the multimedia big data. The experimental results show that the proposed scheme has significant advantages in the above aspects.;NOT;NA;NA;Web of Science;;;; 195;"Doisy, Guillaume; Ronen, Adi; Edan, Yael";Comparison of three different techniques for camera and motion control of a teleoperated robot;10.1016/j.apergo.2016.05.001;2017;This research aims to evaluate new methods for robot motion control and camera orientation control through the operator's head orientation in robot teleoperation tasks. Specifically, the use of head tracking in a non-invasive way, without immersive virtual reality devices was combined and compared with classical control modes for robot movements and camera control. Three control conditions were tested: 1) a condition with classical joystick control of both the movements of the robot and the robot camera, 2) a condition where the robot movements were controlled by a joystick and the robot camera was controlled by the user head orientation, and 3) a condition where the movements of the robot were controlled by hand gestures and the robot camera was controlled by the user head orientation. Performance, workload metrics and their evolution as the participants gained experience with the system were evaluated in a series of experiments: for each participant, the metrics were recorded during four successive similar trials. Results shows that the concept of robot camera control by user head orientation has the potential of improving the intuitiveness of robot teleoperation interfaces, specifically for novice users. However, more development is needed to reach a margin of progression comparable to a classical joystick interface. (C) 2016 Elsevier Ltd. All rights reserved.;VR;FALSE;NA;Web of Science;;;; 196;"dos Santos, Luara Ferreira; Christ, Oliver; Mate, Kedar; Schmidt, Henning; Krueger, Joerg; Dohle, Christian";Movement visualisation in virtual reality rehabilitation of the lower limb: a systematic review;10.1186/s12938-016-0289-4;2016;"Background: Virtual reality (VR) based applications play an increasing role in motor rehabilitation. They provide an interactive and individualized environment in addition to increased motivation during motor tasks as well as facilitating motor learning through multimodal sensory information. Several previous studies have shown positive effect of VR-based treatments for lower extremity motor rehabilitation in neurological conditions, but the characteristics of these VR applications have not been systematically investigated. The visual information on the user's movement in the virtual environment, also called movement visualisation (MV), is a key element of VR-based rehabilitation interventions. The present review proposes categorization of Movement Visualisations of VR-based rehabilitation therapy for neurological conditions and also summarises current research in lower limb application.Methods: A systematic search of literature on VR-based intervention for gait and balance rehabilitation in neurological conditions was performed in the databases namely; MEDLINE (Ovid), AMED, EMBASE, CINAHL, and PsycInfo. Studies using non-virtual environments or applications to improve cognitive function, activities of daily living, or psychotherapy were excluded. The VR interventions of the included studies were analysed on their MV.Results: In total 43 publications were selected based on the inclusion criteria. Seven distinct MV groups could be differentiated: indirect MV (N = 13), abstract MV (N = 11), augmented reality MV (N = 9), avatar MV (N = 5), tracking MV (N = 4), combined MV (N = 1), and no MV (N = 2). In two included articles the visualisation conditions included different MV groups within the same study. Additionally, differences in motor performance could not be analysed because of the differences in the study design. Three studies investigated different visualisations within the same MV group and hence limited information can be extracted from one study.Conclusions: The review demonstrates that individuals' movements during VR-based motor training can be displayed in different ways. Future studies are necessary to fundamentally explore the nature of this VR information and its effect on motor outcome.";VR;FALSE;NA;Web of Science;;;; 197;"Valladares-Rodriguez, Sonia; Perez-Rodriguez, Roberto; Anido-Rifon, Luis; Fernandez-Iglesias, Manuel";Trends on the application of serious games to neuropsychological evaluation: A scoping review;10.1016/j.jbi.2016.10.019;2016;"Background: The dramatic technological advances witnessed in recent years have resulted in a great opportunity for changing the way neuropsychological evaluations may be performed in clinical practice. Particularly, serious games have been posed as the cornerstone of this still incipient paradigm-shift, as they have characteristics that make them especially advantageous in trying to overcome limitations associated with traditional pen- and-paper based neuropsychological tests: they can be easily administered and they can feature complex environments for the evaluation of neuropsychological constructs that are difficult to evaluate through traditional tests. The objective of this study was to conduct a scoping literature review in order to map rapidly the key concepts underpinning this research area during the last 25 years on the use of serious games for neuropsychological evaluation.Methods: MEDLINE, PsycINFO, Scopus and IEEE Xplore databases were systematically searched. The main eligibility criteria were to select studies published in a peer-reviewed journal; written in English; published in the last 25 years; focused on the human population, and classified in the neuropsychological field. Moreover, to avoid risk of bias, studies were selected by consensus of experts, focusing primarily in psychometric properties. Therefore, selected studies were analyzed in accordance with a set of dimensions of analysis commonly used for evaluating neuropsychological tests. Results: After applying the selected search strategy, 57 studies including 54 serious games met our selection criteria. The selected studies deal with visuospatial capabilities, memory, attention, executive functions, and complex neuropsychological constructs such as Mild Cognitive Impairment (MCI).Results show that the implementation of serious games for neuropsychological evaluation is tackled in several different ways in the selected studies, and that studies have so far been mainly exploratory, just aiming at testing the feasibility of the proposed approaches.Discussion: It may be argued that the limited number of databases used might compromise this study. However, we think that the finally included sample is representative, in spite of how difficult is to achieve an optimum and maximum scope. Indeed, this review identifies other research issues related to the development of serious games beyond their reliability and validity. The main conclusion of this review is that there is a great interest in the research community in the use of serious games for neuropsychological evaluation. This scoping review is pertinent, in accordance with the increasing number of studies published in the last three years, they demonstrate its potential as a serious alternative to classic neuropsychological tests. Nevertheless, more research is needed in order to implement serious games that are reliable, valid, and ready to be used in the everyday clinical practice. (C) 2016 Elsevier Inc. All rights reserved.";NOT;NA;NA;Web of Science;;;; 198;"Goh, Dion Hoe-Lian; Lee, Chei Sian; Razikin, Khasfariyati";Interfaces for accessing location-based information on mobile devices: An empirical evaluation;10.1002/asi.23566;2016;Location-based information can now be easily accessed anytime and anywhere using mobile devices. Common ways of presenting such information include lists, maps, and augmented reality (AR). Each of these interface types has its strengths and weaknesses, but few empirical evaluations have been conducted to compare them in terms of performance and perceptions of usability. In this paper, we investigate these issues using three interface types for searching and browsing location-based information across two task types: open and closed ended. The experimental study involved 180 participants who were issued an Android mobile phone preloaded with a specific interface and asked to perform a set of open- and closed-ended tasks using both searching and browsing approaches. The results suggest that the list interface performed best across all tasks in terms of completion times, whereas the AR interface ranked second and the map interface performed worst. Participants rated the list as best across most usability constructs but the map was rated better than the AR interface, even though the latter performed better. Implications of the work are discussed.;AR;NA;NA;Web of Science;;;; 199;"Lv, Zhihan; Yin, Tengfei; Zhang, Xiaolei; Song, Houbing; Chen, Ge";Virtual Reality Smart City Based on WebVRGIS;10.1109/JIOT.2016.2546307;2016;A network virtual reality (VR) engine for interactive analysis and smart city immersive visualization which integrates several latest information technologies, i.e., Web virtual reality (WebVR), Internet of Things (IoT), and three-dimensional (3-D) geographical information system (3-DGIS) with peer-to-peer (P2P) network, has been proposed in this study. It can be used in big spatial data (e.g., remote sensing data) organization and presentation while achieving the online sharing by hash-based P2P networks. In the P2P network, a map, which contains the real geographic space users and the virtual scene user avatar with prep the virtual network nodes, has been made. Moreover, it can also support the following integrated functions of VRGIS: 3-D spatial analysis function, 3-D visualization for spatial information process, and Web engine for 3-D globe and smart big city. To evaluate WebVRGIS system, a user study had been conducted by comparing it with virtual community system. The performance evaluation results had confirmed the higher usability and user satisfaction of the proposed WebVRGIS system.;VR;FALSE;NA;Web of Science;;;; 200;"Liu, Cheng-Li; Uang, Shiaw-Tsyr";Effects of depth perception cues and display types on presence and cybersickness in the elderly within a 3D virtual store;10.1007/s12652-015-0317-4;2016;"As the population ages, home computers with an Internet connection can provide the elderly with a new way to access information and services and manage Internet shopping tasks. One of the primary advantages of virtual environment (VE) technology for online shopping is its ability to provide a three-dimensional (3D) perspective to customers for a more realistic sense of the goods and the shopping environment. A sense of presence is one of the critical components required for an effective VE. However, side effects such as cybersickness may be caused by the display medium. When the quality of depth perception cues is poor, will the elderly's experience of cybersickness influence their feeling of presence and performance of goods searching during exposure within a 3D virtual store with 3D displays? An experiment addressed associations among presence, cybersickness, and performance in a 3D virtual store with autostereoscopic, stereoscopic and monocular displays with good and poor depth perception cues in an elderly sample. The results showed that the virtual store with an autostereoscopic display with high-quality depth perception cues will produce good sense and realism in stereopsis to allow the elderly to experience presence within a virtual store. However, if the depth perception cues are poor, 3D displays, and especially stereoscopic displays, are not recommended; elderly users may lose interest in a 3D virtual store due to even more serious cybersickness than that experienced with a monocular display.";VR;FALSE;NA;Web of Science;;;; 201;"Zolotov, V. A.; Petrishchev, K. S.; Semenov, V. A.";Methods of spatial indexing of dynamic scenes based on regular octrees;10.1134/S0361768816060098;2016;The paper is devoted to study and development of spatial indexing methods as applied to three dimensional scenes arising in computer graphics, CAD/CAM systems, robotics, virtual and augmented reality applications, nD-modeling systems, and in project planning. Such scenes are compositions of a great number of extended geometrical objects exhibiting individual dynamic behaviors. The main focus is placed on algorithms for executing typical spatial queries with the use of regular dynamic octrees. In particular, algorithms for determining collisions, region search and nearest neighbor search are studied. For the model datasets introduced, average complexity estimates of index construction and execution of typical queries are derived based on probabilistic analysis. The estimates obtained significantly improve known pessimistic results and justify the suitability of regular octrees to spatial indexing of large-scale dynamic scenes. Results of computational experiments substantiate theoretical results and demonstrate possibilities of creating efficient computer graphics applications under the condition of permanently growing complexity of visual models.;VR;FALSE;NA;Web of Science;;;; 202;"Jo, Insoon; Jung, Im Y.";Smart learning of logo detection for mobile phone applications;10.1007/s11042-016-3293-6;2016;"With the advance of mobile phone cameras and broadband networks, gaining access to digital information and services via logo recognition has become of high industrial interest. The fundamental subsystem for logo recognition must be a logo database, whose images link real-world information to specific corporate entities. However, few attempts have been made to create and update such a logo database, i.e., how to automatically collect the latest logos. Moreover, the few existing methods are limited in their application and unattractive in terms of logo detection accuracy and performance overhead. In this article, we describe a practical system for automatic logo extraction. Websites are an optimal source of a huge number of up-to-date logos, and experts can easily find logos from webpages without rendering. For instance, an expert can locate elements with the term ""logo"" using the websites' entity names as attribute values, and then download images connected to them. Our system mimics this human behavior to automate logo extraction. Given a website, it learns its entity name and uses that name to locate elements that lead to the logo. Evaluation tests showed that this contextual reasoning significantly contributes to the performance of the system, which achieved high precision with negligible overhead.";NOT;NA;NA;Web of Science;;;; 203;"Quinlivan, Brendan; Butler, John S.; Beiser, Ines; Williams, Laura; McGovern, Eavan; O'Riordan, Sean; Hutchinson, Michael; Reilly, Richard B.";Application of virtual reality head mounted display for investigation of movement: a novel effect of orientation of attention;10.1088/1741-2560/13/5/056006;2016;Objective. To date human kinematics research has relied on video processing, motion capture and magnetic search coil data acquisition techniques. However, the use of head mounted display virtual reality systems, as a novel research tool, could facilitate novel studies into human movement and movement disorders. These systems have the unique ability of presenting immersive 3D stimulus while also allowing participants to make ecologically valid movement-based responses. Approach. We employed one such system (Oculus Rift DK2) in this study to present visual stimulus and acquire head-turn data from a cohort of 40 healthy adults. Participants were asked to complete head movements towards eccentrically located visual targets following valid and invalid cues. Such tasks are commonly employed for investigating the effects orientation of attention and are known as Posner cueing paradigms. Electrooculography was also recorded for a subset of 18 participants. Main results. A delay was observed in onset of head movement and saccade onset during invalid trials, both at the group and single participant level. We found that participants initiated head turns 57.4 ms earlier during valid trials. A strong relationship between saccade onset and head movement onset was also observed during valid trials. Significance. This work represents the first time that the Posner cueing effect has been observed in onset of head movement in humans. The results presented here highlight the role of head-mounted display systems as a novel and practical research tool for investigations of normal and abnormal movement patterns.;VR;FALSE;NA;Web of Science;;;; 204;"Stone, Robert; Snell, Timothy; Cooke, Neil";An inexpensive underwater mine countermeasures simulator with real-time 3D after action review;10.1016/j.dt.2016.06.001;2016;This paper presents the results of a concept capability demonstration pilot study, the aim of which was to investigate how inexpensive gaming software and hardware technologies could be exploited in the development and evaluation of a simulator prototype for training Royal Navy mine clearance divers, specifically focusing on the detection and accurate reporting of the location and condition of underwater ordnance. The simulator was constructed using the Blender open source 3D modelling toolkit and game engine, and featured not only an interactive 3D editor for underwater scenario generation by instructors, but also a real-time, 3D After Action Review (AAR) system for formative assessment and feedback. The simulated scenarios and AAR architecture were based on early human factors observations and briefings conducted at the UK's Defence Diving School (DDS), an organisation that provides basic military diving training for all Royal Navy and Army (Royal Engineers) divers. An experimental pilot study was undertaken to determine whether or not basic navigational and mine detection components of diver performance could be improved as a result of exposing participants to the AAR system, delivered between simulated diving scenarios. The results suggest that the provision of AAR was accompanied by significant performance improvements in the positive identification of simulated underwater ordnance (in contrast to non-ordnance objects) and on participants' description of their location, their immediate in-water or seabed context and their structural condition. Only marginal improvements were found with participants' navigational performance in terms of their deviation accuracies from a pre-programmed expert search path. Overall, this project contributes to the growing corpus of evidence supporting the development of simulators that demonstrate the value of exploiting open source gaming software and the significance of adopting established games design techniques in delivering highly engaging scenarios to defence training communities. (C) 2016 The Authors. Production and hosting by Elsevier B. V. on behalf of China Ordnance Society.;VR;FALSE;NA;Web of Science;;;; 205;"Jang, Woncheol; Shin, Joon-Ho; Kim, Mingyu; Kim, Kwanguk (Kenny)";Human field of regard, field of view, and attention bias;10.1016/j.cmpb.2016.07.026;2016;"Background and objective: Human field of regard (FOR) is an important concept that should be considered along with field of view (FOV) for people with/without handicaps, but previous studies have neglected this aspect of human perception. In the current study, we suggest and test a new virtual reality (VR) software with which to evaluate individual's detection abilities in the human FOR.Methods: We conducted measurements of human FOV, FOR, and FOR with visual cue (FOR cue), and we evaluated healthy adults' responses in a first experiment. Participants were asked to detect targets on a head-mounted display (HMD) as quickly as possible in three conditions: (a) FOV: the head rotation doesn't change the view of the screen in the HMD; (b) FOR: the head rotation changes the view of the screen in the HMD; and (c) FOR-cue: same with the FOR condition but an endogenous visual cue indicating the direction of stimulus. To address the need to increase the number of trials in the FOR condition, we also conducted a second experiment with new samples and four times of trial numbers.Results: The participants' detection time results indicated that the FOV condition was faster than the FOR-cue and FOR conditions, and the FOR-cue was faster than the FOR condition. Interestingly, we found a unique characteristic in the FOR conditions that did not exist in the FOV condition: The target responses were faster for the left side than the right side. The results of the second experiment were consistent with the first, and head motion trajectory analysis showed that participants had more movement toward the left side than the right side in the early parts of each trial.Conclusions: In this study, we suggested a new virtual reality (VR) evaluation technique and measured the human searching pattern in the FOR condition. We found a unique left-side attention bias in the FOR condition, and discussed implication of these results and potential attention bias factors. We believe this work is an important foundation for interactive 3D UI design, and we hope it will help people who have FOR handicaps. (C) 2016 Elsevier Ireland Ltd. All rights reserved.";VR;FALSE;NA;Web of Science;;;; 206;"Laha, Bireswar; Bowman, Doug A.; Socha, John J.";Bare-hand Volume cracker for raw Volume Data analysis;10.3389/frobt.2016.00056;2016;Analysis of raw volume data generated from different scanning technologies faces a variety of challenges, related to search, pattern recognition, spatial understanding, quantitative estimation, and shape description. In a previous study, we found that the volume cracker (VC) 3D interaction (3DI) technique mitigated some of these problems, but this result was from a tethered glove-based system with users analyzing simulated data. Here, we redesigned the VC by using untethered bare-hand interaction with real volume datasets, with a broader aim of adoption of this technique in research labs. We developed symmetric and asymmetric interfaces for the bare-hand VC (BHVC) through design iterations with a biomechanics scientist. We evaluated our asymmetric BHVC technique against standard 2D and widely used 3DI techniques with experts analyzing scanned beetle datasets. We found that our BHVC design significantly outperformed the other two techniques. This study contributes a practical 3DI design for scientists, documents lessons learned while redesigning for bare-hand trackers and provides evidence suggesting that 3DI could improve volume data analysis for a variety of visual analysis tasks. Our contribution is in the realm of 3D user interfaces tightly integrated with visualization for improving the effectiveness of visual analysis of volume datasets. Based on our experience, we also provide some insights into hardware-agnostic principles for design of effective interaction techniques.;VR;FALSE;NA;Web of Science;;;; 207;"Dumenil, A.; Kaladji, A.; Castro, M.; Goksu, C.; Lucas, A.; Haigron, P.";A versatile intensity-based 3D/2D rigid registration compatible with mobile C-arm for endovascular treatment of abdominal aortic aneurysm;10.1007/s11548-016-1416-1;2016;Augmented reality-assisted surgery requires prior registration between preoperative and intraoperative data. In the context of the endovascular aneurysm repair (EVAR) of abdominal aortic aneurysm, no satisfactory solution exists at present for clinical use, in particular in the case of use with a mobile C-arm. The difficulties stem in particular from the diversity of intraoperative images, table movements and changes of C-arm pose.We propose a fast and versatile 3D/2D registration method compatible with mobile C-arm that can be easily repeated during an EVAR procedure. Applicable to both vascular and bone structures, our approach is based on an optimization by reduced exhaustive search involving a multi-resolution scheme and a decomposition of the transformation to reduce calculation time.Registration was performed between the preoperative CT-scan and fluoroscopic images for a group of 26 patients in order to confront our method in real conditions of use. The evaluation was completed by also performing registration between an intraoperative CBCT volume and fluoroscopic images for a group of 6 patients to compare registration results with reference transformations. The experimental results show that our approach allows obtaining accuracy of the order of 0.5 mm, a computation time of and a higher rate of success in comparison with a classical optimization method. When integrated in an augmented reality navigation system, our approach shows that it is compatible with clinical workflow.We presented a versatile 3D/2D rigid registration applicable to all intraoperative scenes and usable to guide an EVAR procedure by augmented reality.;NOT;NA;NA;Web of Science;;;; 208;"Soyer, Kardem; Unver, Banu; Tamer, Seval; Ulger, Ozlem";The importance of rehabilitation concerning upper extremity amputees: A Systematic Review;10.12669/pjms.325.9922;2016;Objective: To evaluate and point out the importance of prosthetic rehabilitation of upper extremity.Methods: A systematic literature search was performed to identify studies concerning prosthetic rehabilitation in upper extremity. The PRISMA Statement 2009 was used to establish the study and the methodological quality was assessed.Results: The literature search identified 620 studies. Of these 620, 9 studies fulfilled the inclusion criteria and were included for data extraction. The studies pointed out the upper limb prosthetic rehabilitation protocols consist of general exercise programme, motor tasks, phantom exercises, Muscle Training System, edema control, functional activities, signal strengthening, prosthetic education exercises, neuromuscular reeducation, virtual image and virtual reality exercises.Conclusions: The current systematic literature review has shown that the prosthetic rehabilitation seems promising especially for upper extremity amputees.;NOT;NA;NA;Web of Science;;;; 209;"Savran, Mona Meral; Sorensen, Stine Maya Dreier; Konge, Lars; Tolsgaard, Martin G.; Bjerrum, Flemming";Training and Assessment of Hysteroscopic Skills: A Systematic Review;10.1016/j.jsurg.2016.04.006;2016;"OBJECTIVE: The aim of this systematic review was to identify studies on hysteroscopic training and assessment.DESIGN: PubMed, Excerpta Medica, the Cochrane Library, and Web of Science were searched in January 2015. Manual screening of references and citation tracking were also performed. Studies on hysteroscopic educational interventions were selected without restrictions on study design, populations, language, or publication year. A qualitative data synthesis including the setting, study participants, training model, training characteristics, hysteroscopic skills, assessment parameters, and study outcomes was performed by 2 authors working independently. Effect sizes were calculated when possible. Overall, 2 raters independently evaluated sources of validity evidence supporting the outcomes of the hysteroscopy assessment tools.RESULTS: A total of 25 studies on hysteroscopy training were identified, of which 23 were performed in simulated settings. Overall, 10 studies used virtual-reality simulators and reported effect sizes for technical skills ranging from 0.31 to 2.65; 12 used inanimate models and reported effect sizes for technical skills ranging from 0.35 to 3.19. One study involved live animal models; 2 studies were performed in clinical settings. The validity evidence supporting the assessment tools used was low. Consensus between the 2 raters on the reported validity evidence was high (94%).CONCLUSIONS: This systematic review demonstrated large variations in the effect of different tools for hysteroscopy training. The validity evidence supporting the assessment of hysteroscopic skills was limited. (C) 2016 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.";VR;FALSE;NA;Web of Science;;;; 210;"Borrego, Adrin; Latorre, Jorge; Llorens, Roberto; Alcaniz, Mariano; Noe, Enrique";Feasibility of a walking virtual reality system for rehabilitation: objective and subjective parameters;10.1186/s12984-016-0174-1;2016;Background: Even though virtual reality (VR) is increasingly used in rehabilitation, the implementation of walking navigation in VR still poses a technological challenge for current motion tracking systems. Different metaphors simulate locomotion without involving real gait kinematics, which can affect presence, orientation, spatial memory and cognition, and even performance. All these factors can dissuade their use in rehabilitation. We hypothesize that a marker-based head tracking solution would allow walking in VR with high sense of presence and without causing sickness. The objectives of this study were to determine the accuracy, the jitter, and the lag of the tracking system and its elicited sickness and presence in comparison of a CAVE system.Methods: The accuracy and the jitter around the working area at three different heights and the lag of the head tracking system were analyzed. In addition, 47 healthy subjects completed a search task that involved navigation in the walking VR system and in the CAVE system. Navigation was enabled by natural locomotion in the walking VR system and through a specific device in the CAVE system. An HMD was used as display in the walking VR system. After interacting with each system, subjects rated their sickness in a seven-point scale and their presence in the Slater-Usoh-Steed Questionnaire and a modified version of the Presence Questionnaire.Results: Better performance was registered at higher heights, where accuracy was less than 0.6 cm and the jitter was about 6 mm. The lag of the system was 120 ms. Participants reported that both systems caused similar low levels of sickness (about 2.4 over 7). However, ratings showed that the walking VR system elicited higher sense of presence than the CAVE system in both the Slater-Usoh-Steed Questionnaire (17.6 +/- 0.3 vs 14.6 +/- 0.6 over 21, respectively) and the modified Presence Questionnaire (107.4 +/- 2.0 vs 93.5 +/- 3.2 over 147, respectively).Conclusions: The marker-based solution provided accurate, robust, and fast head tracking to allow navigation in the VR system by walking without causing relevant sickness and promoting higher sense of presence than CAVE systems, thus enabling natural walking in full-scale environments, which can enhance the ecological validity of VR-based rehabilitation applications.;VR;FALSE;NA;Web of Science;;;; 211;"Cameirao, Monica S.; Faria, Ana Lucia; Paulino, Teresa; Alves, Julio; Badia, Sergi Bermudez i";The impact of positive, negative and neutral stimuli in a virtual reality cognitive-motor rehabilitation task: a pilot study with stroke patients;10.1186/s12984-016-0175-0;2016;Background: Virtual Reality (VR) based methods for stroke rehabilitation have mainly focused on motor rehabilitation, but there is increasing interest in integrating motor and cognitive training to increase similarity to real-world settings. Unfortunately, more research is needed for the definition of which type of content should be used in the design of these tools. One possibility is the use of emotional stimuli, which are known to enhance attentional processes. According to the Socioemotional Selectivity Theory, as people age, the emotional salience arises for positive and neutral, but not for negative stimuli.Methods: For this study we developed a cognitive-motor VR task involving attention and short-term memory, and we investigated the impact of using emotional images of varying valence. The task consisted of finding a target image, shown for only two seconds, among fourteen neutral distractors, and selecting it through arm movements. After performing the VR task, a recall task took place and the patients had to identify the target images among a valence-matched number of distractors. Ten stroke patients participated in a within-subjects experiment with three conditions based on the valence of the images: positive, negative and neutral. Eye movements were recorded during VR task performance with an eye tracking system.Results: Our results show decreased attention for negative stimuli in the VR task performance when compared to neutral stimuli. The recall task shows significantly more wrongly identified images (false memories) for negative stimuli than for neutral. Regression and correlation analyses with the Montreal Cognitive Assessment and the Geriatric Depression Scale revealed differential effects of cognitive function and depressive symptomatology in the encoding and recall of positive, negative and neutral images. Further, eye movement data shows reduced search patterns for wrongly selected stimuli containing emotional content.Conclusions: The results of this study suggest that it is feasible to use emotional content in a VR based cognitive-motor task for attention and memory training after stroke. Stroke survivors showed less attention towards negative information, exhibiting reduced visual search patterns and more false memories. We have also shown that the use of emotional stimuli in a VR task can provide additional information regarding patient's mood and cognitive status.;VR;FALSE;NA;Web of Science;;;; 212;"Kaur, B.; Bhattacharya, J.";Predictive hierarchical human augmented map generation for itinerary perception;10.1049/el.2016.0397;2016;A new class of augmented map application is introduced which can provide detailed knowledge about any area, to a user. This brief particularly focuses on obtaining itinerary perception subject to different environmental conditions. This refers to extraction of traffic related information from an augmented map. The problem is modelled as a machine learning technique where the traffic distribution at different times (including same days, different days and different weather) are observed continuously using a service robot. This data is posed as a Gaussian process for post-estimation. Our system consists of a vision sensor which will acquire the region of interest input, queried to a database of traffic density distributions, learned from the scenes at different points of time. The user interacting with the system will obtain an information pertaining to the region conditioned on environmental and timing events.;NOT;NA;NA;Web of Science;;;; 213;"Larnaout, Dorra; Gay-Bellile, Vincent; Bourgeois, Steve; Dhome, Michel";Fast and automatic city-scale environment modelling using hard and/or weak constrained bundle adjustments;10.1007/s00138-016-0766-6;2016;To provide high-quality augmented reality service in a car navigation system, accurate 6 degrees of freedom (DoF) localization is required. To ensure such accuracy, most current vision-based solutions rely on an off-line large-scale modelling of the environment. Nevertheless, while existing solutions to model the environment require expensive equipments and/or a prohibitive computation time, we propose in this paper a complete framework that automatically builds an accurate large-scale database of landmarks using only a standard camera, a low-cost global positioning system (GPS) and a geographic information system (GIS). As illustrated in the experiments, only few minutes are required to model large-scale environments. The resulting databases can then be used by an on-line localization algorithm to ensure high-quality augmented reality experiences.;NOT;NA;NA;Web of Science;;;; 214;"Lee, Choong-Hee; Ryu, Jungwon; Lee, Sang-Hun; Kim, Hakjin; Lee, Inah";Functional Cross-Hemispheric Shift Between Object-Place Paired Associate Memory and Spatial Memory in the Human Hippocampus;10.1002/hipo.22587;2016;The hippocampus plays critical roles in both object-based event memory and spatial navigation, but it is largely unknown whether the left and right hippocampi play functionally equivalent roles in these cognitive domains. To examine the hemispheric symmetry of human hippocampal functions, we used an fMRI scanner to measure BOLD activity while subjects performed tasks requiring both object-based event memory and spatial navigation in a virtual environment. Specifically, the subjects were required to form object-place paired associate memory after visiting four buildings containing discrete objects in a virtual plus maze. The four buildings were visually identical, and the subjects used distal visual cues (i.e., scenes) to differentiate the buildings. During testing, the subjects were required to identify one of the buildings when cued with a previously associated object, and when shifted to a random place, the subject was expected to navigate to the previously chosen building. We observed that the BOLD activity foci changed from the left hippocampus to the right hippocampus as task demand changed from identifying a previously seen object (object-cueing period) to searching for its paired-associate place (object-cued place recognition period). Furthermore, the efficient retrieval of object-place paired associate memory (object-cued place recognition period) was correlated with the BOLD response of the left hippocampus, whereas the efficient retrieval of relatively pure spatial memory (spatial memory period) was correlated with the right hippocampal BOLD response. These findings suggest that the left and right hippocampi in humans might process qualitatively different information for remembering episodic events in space. (C) 2016 The Authors Hippocampus Published by Wiley Periodicals, Inc.;NOT;NA;NA;Web of Science;;;; 215;"Aydin, Abdullatif; Shafi, Ahmed M. A.; Khan, Muhammad Shamim; Dasgupta, Prokar; Ahmed, Kamran";Current Status of Simulation and Training Models in Urological Surgery: A Systematic Review;10.1016/j.juro.2016.01.131;2016;Purpose: Increased awareness of patient safety, advances in surgical technology and reduced working times have led to the adoption of simulation enhanced training. However, the simulators available need to be scientifically evaluated before integration into curricula. We identify the currently available training models for urological surgery, their status of validation and the evidence behind each model.Materials and Methods: MEDLINE (R), Embase (R) and the Cochrane Library databases were searched for English language articles published between 1990 and 2015 describing urological simulators and/or validation studies of these models. All studies were assessed for level of evidence, and each model was subsequently awarded a level of recommendation using a modified Oxford Centre for Evidence-Based Medicine classification, adapted for education by the European Association of Endoscopic Surgeons.Results: A total of 91 validation studies were identified pertaining to training models in endourology (63), laparoscopic surgery (17), robot- assisted surgery (8) and open urological surgery (6), with a total of 55 models. Of the included studies 6 were classified Level 1b, 9 Level 2a, 39 Level 2b and 19 Level 2c. Of all the training models the URO Mentor (R) was the only one to receive a level of recommendation of 1.Conclusions: UroSimulation is a growing field and increasing numbers of models are being produced. However, there are still too few validation studies with a high level of evidence demonstrating the transferability of skills. Nevertheless, efforts should be made to use the currently available models in curriculum based training programs.;NOT;NA;NA;Web of Science;;;; 216;"Pinzon, David; Byrns, Simon; Zheng, Bin";Prevailing Trends in Haptic Feedback Simulation for Minimally Invasive Surgery;10.1177/1553350616628680;2016;Background. The amount of direct hand-tool-tissue interaction and feedback in minimally invasive surgery varies from being attenuated in laparoscopy to being completely absent in robotic minimally invasive surgery. The role of haptic feedback during surgical skill acquisition and its emphasis in training have been a constant source of controversy. This review discusses the major developments in haptic simulation as they relate to surgical performance and the current research questions that remain unanswered. Search Strategy. An in-depth review of the literature was performed using PubMed. Results. A total of 198 abstracts were returned based on our search criteria. Three major areas of research were identified, including advancements in 1 of the 4 components of haptic systems, evaluating the effectiveness of haptic integration in simulators, and improvements to haptic feedback in robotic surgery. Conclusions. Force feedback is the best method for tissue identification in minimally invasive surgery and haptic feedback provides the greatest benefit to surgical novices in the early stages of their training. New technology has improved our ability to capture, playback and enhance to utility of haptic cues in simulated surgery. Future research should focus on deciphering how haptic training in surgical education can increase performance, safety, and improve training efficiency.;NOT;NA;NA;Web of Science;;;; 217;"Streuber, Stephan; Quiros-Ramirez, M. Alejandra; Hill, Matthew Q.; Hahn, Carina A.; Zuffi, Silvia; O'Toole, Alice; Black, Michael J.";Body Talk: Crowdshaping Realistic 3D Avatars with Words;10.1145/2897824.2925981;2016;"Realistic, metrically accurate, 3D human avatars are useful for games, shopping, virtual reality, and health applications. Such avatars are not in wide use because solutions for creating them from high-end scanners, low-cost range cameras, and tailoring measurements all have limitations. Here we propose a simple solution and show that it is surprisingly accurate. We use crowdsourcing to generate attribute ratings of 3D body shapes corresponding to standard linguistic descriptions of 3D shape. We then learn a linear function relating these ratings to 3D human shape parameters. Given an image of a new body, we again turn to the crowd for ratings of the body shape. The collection of linguistic ratings of a photograph provides remarkably strong constraints on the metric 3D shape. We call the process crowdshaping and show that our Body Talk system produces shapes that are perceptually indistinguishable from bodies created from high-resolution scans and that the metric accuracy is sufficient for many tasks. This makes body ""scanning"" practical without a scanner, opening up new applications including database search, visualization, and extracting avatars from books.";VR;FALSE;NA;Web of Science;;;; 218;"Elsner, Bernhard; Kugler, Joachim; Pohl, Marcus; Mehrholz, Jan";TRANSCRANIAL DIRECT CURRENT STIMULATION FOR IMPROVING SPASTICITY AFTER STROKE: A SYSTEMATIC REVIEW WITH META-ANALYSIS;10.2340/16501977-2097;2016;Objective: To evaluate the evidence regarding transcranial direct current stimulation (tDCS) and to assess its impact on spasticity after stroke.Data sources: The following databases were searched up to 6 January 2016: Cochrane Central Register of Controlled Trials (CENTRAL) (Cochrane Library, latest issue), MEDLINE (from 1948), EMBASE (from 1980), CINAHL (from 1982), AMED (from 1985), Science Citation Index (from 1900).Study selection: One author screened titles and abstracts and eliminated obviously irrelevant studies. Two authors retrieved the full text of the remaining studies and checked them for inclusion.Data extraction: Two authors independently extracted data from the studies using predefined data extraction sheets. In case an author of being involved in an included trial, another author extracted data.Data synthesis: Five trials were included, with a total of 315 participants. There was moderate-to-low quality of evidence for no effect of tDCS on improving spasticity at the end of the intervention period. There were no studies examining the effect of tDCS on improving spasticity at long-term follow-up.Conclusion: There is moderate-to-low quality evidence for no effect of tDCS on improving spasticity in people with stroke.;NOT;NA;NA;Web of Science;;;; 219;"Garca, P. A. G.; Moncunill, D. M.; Gordillo, K.; Crespo, R. G.";Navigation and Visualization of Knowledge Organization Systems Using Virtual Reality Glasses;10.1109/TLA.2016.7555275;2016;The growth of virtual reality applications in recent years has facilitated the active participation of people at the level of interactivity in games, simulations and mainly entertainment aspects. In educational environments, it is no exception and there are initiatives for the interaction of students with learning materials within immersive spaces. However, within this educational area, there are few studies relating to effective methods of navigation to access resources. The following study presents a proposal for Navigational search for resources in virtual reality based on a Knowledge Organization System (KOS), using as a case study topics associated with a zoo. The main objective is to analyze the association of concepts in a 3D navigation structure, and basic aspects of usability through the use of mobile devices;VR;TRUE;non-English;Web of Science;;;; 220;"Ostergaard, M. L.; Ewertsen, C.; Konge, L.; Albrecht-Beste, E.; Nielsen, M. Bachmann";Simulation-Based Abdominal Ultrasound Training - A Systematic Review;10.1055/s-0042-100452;2016;"Purpose: The aim is to provide a complete overview of the different simulation-based training options for abdominal ultrasound and to explore the evidence of their effect.Materials and Methods: This systematic review was performed according to the PRISMA guidelines and Medline, Embase, Web of Science, and the Cochrane Library was searched. Articles were divided into three categories based on study design (randomized controlled trials, before-and-after studies and descriptive studies) and assessed for level of evidence using the Oxford Centre for Evidence Based Medicine (OCEBM) system and for bias using the Cochrane Collaboration risk of bias assessment tool.Results: Seventeen studies were included in the analysis: four randomized controlled trials, eight before-and-after studies with pre-and post-test evaluations, and five descriptive studies. No studies scored the highest level of evidence, and 14 had the lowest level. Bias was high for 11 studies, low for four, and unclear for two. No studies used a test with established evidence of validity or examined the correlation between obtained skills on the simulators and real-life clinical skills. Only one study used blinded assessors.Conclusion: The included studies were heterogeneous in the choice of simulator, study design, participants, and outcome measures, and the level of evidence for effect was inadequate. In all studies simulation training was equally or more beneficial than other instructions or no instructions. Study designs had significant built-in bias and confounding issues; therefore, further research should be based on randomized controlled trials using tests with validity evidence and blinded assessors.";NOT;NA;NA;Web of Science;;;; 221;"Bric, Justin D.; Lumbard, Derek C.; Frelich, Matthew J.; Gould, Jon C.";Current state of virtual reality simulation in robotic surgery training: a review;10.1007/s00464-015-4517-y;2016;Background Worldwide, the annual number of robotic surgical procedures continues to increase. Robotic surgical skills are unique from those used in either open or laparoscopic surgery. The acquisition of a basic robotic surgical skill set may be best accomplished in the simulation laboratory. We sought to review the current literature pertaining to the use of virtual reality (VR) simulation in the acquisition of robotic surgical skills on the da Vinci Surgical System.Materials and methods A PubMed search was conducted between December 2014 and January 2015 utilizing the following keywords: virtual reality, robotic surgery, da Vinci, da Vinci skills simulator, SimSurgery Educational Platform, Mimic dV-Trainer, and Robotic Surgery Simulator. Articles were included if they were published between 2007 and 2015, utilized VR simulation for the da Vinci Surgical System, and utilized a commercially available VR platform.Results The initial search criteria returned 227 published articles. After all inclusion and exclusion criteria were applied, a total of 47 peer-reviewed manuscripts were included in the final review.Conclusions There are many benefits to utilizing VR simulation for robotic skills acquisition. Four commercially available simulators have been demonstrated to be capable of assessing robotic skill. Three of the four simulators demonstrate the ability of a VR training curriculum to improve basic robotic skills, with proficiency-based training being the most effective training style. The skills obtained on a VR training curriculum are comparable with those obtained on dry laboratory simulation. The future of VR simulation includes utilization in assessment for recredentialing purposes, advanced procedural-based training, and as a warm-up tool prior to surgery.;VR;FALSE;NA;Web of Science;;;; 222;"Moglia, Andrea; Ferrari, Vincenzo; Morelli, Luca; Ferrari, Mauro; Mosca, Franco; Cuschieri, Alfred";A Systematic Review of Virtual Reality Simulators for Robot-assisted Surgery;10.1016/j.eururo.2015.09.021;2016;Context: No single large published randomized controlled trial (RCT) has confirmed the efficacy of virtual simulators in the acquisition of skills to the standard required for safe clinical robotic surgery. This remains the main obstacle for the adoption of these virtual simulators in surgical residency curricula. Objective: To evaluate the level of evidence in published studies on the efficacy of training on virtual simulators for robotic surgery.Evidence acquisition: In April 2015 a literature search was conducted on PubMed, Web of Science, Scopus, Cochrane Library, the Clinical Trials Database (US) and the Meta Register of Controlled Trials. All publications were scrutinized for relevance to the review and for assessment of the levels of evidence provided using the classification developed by the Oxford Centre for Evidence-Based Medicine.Evidence synthesis: The publications included in the review consisted of one RCT and 28 cohort studies on validity, and seven RCTs and two cohort studies on skills transfer from virtual simulators to robot-assisted surgery. Simulators were rated good for realism (face validity) and for usefulness as a training tool (content validity). However, the studies included used various simulation training methodologies, limiting the assessment of construct validity. The review confirms the absence of any consensus on which tasks and metrics are the most effective for the da Vinci Skills Simulator and dV-Trainer, the most widely investigated systems. Although there is consensus for the RoSS simulator, this is based on only two studies on construct validity involving four exercises. One study on initial evaluation of an augmented reality module for partial nephrectomy using the dV-Trainer reported high correlation (r= 0.8) between in vivo porcine nephrectomy and a virtual renorrhaphy task according to the overall Global Evaluation Assessment of Robotic Surgery (GEARS) score. In one RCT on skills transfer, the experimental group outperformed the control group, with a significant difference in overall GEARS score (p = 0.012) during performance of urethrovesical anastomosis on an inanimate model. Only one study included assessment of a surgical procedure on real patients: subjects trained on a virtual simulator outperformed the control group following traditional training. However, besides the small numbers, this study was not randomized.Conclusions: There is an urgent need for a large, well-designed, preferably multicenter RCT to study the efficacy of virtual simulation for acquisition competence in and safe execution of clinical robotic-assisted surgery.Patient summary: We reviewed the literature on virtual simulators for robot-assisted surgery. Validity studies used various simulation training methodologies. It is not clear which exercises and metrics are the most effective in distinguishing different levels of experience on the da Vinci robot. There is no reported evidence of skills transfer from simulation to clinical surgery on real patients. (C) 2015 European Association of Urology. Published by Elsevier B.V. All rights reserved.;VR;FALSE;NA;Web of Science;;;; 223;"Wang, Weiquan; Qiu, Lingyun; Kim, Dongmin; Benbasat, Izak";Effects of rational and social appeals of online recommendation agents on cognition- and affect-based trust;10.1016/j.dss.2016.03.007;2016;Online product recommendation agents (RAs) utilize rational and social appeals to enhance their persuasive power. However, the underlying mechanisms of how these various appeals work are still not clear. In this study, a laboratory experiment was conducted to examine the differential effects of explanation facilities and avatar interfaces as instances of rational and social appeals, respectively. We investigated (1) the effects of these appeals on cognition- and affect-based trust, and (2) the distinct persuasive outcomes of cognition- and affect-based trust.The results show that explanation facilities significantly enhance users' cognition-based trust. Meanwhile, avatar interfaces have a significant positive impact on users' affect-based trust, but only for those who rate the avatar as highly professional. Besides, our findings attest to the fact that cognition-based trust mainly delivers the utilitarian value (perceived usefulness), while affect-based trust mainly contribute to the hedonic value (perceived enjoyment) of using a RA. (c) 2016 Elsevier B.V. All rights reserved.;NOT;NA;NA;Web of Science;;;; 224;"Choi, Myung Geol; Lee, Kang Hoon";Points-based user interface for character posing;10.1002/cav.1693;2016;We present a points-based user interface for character posing. In our method, users insert a number of three-dimensional (3D) points in a virtual environment. The system performs a linear search of a motion capture database for the best matched pose and then places the pose immediately in the virtual environment to be overlapped with the input points. For a fast and precise distance computation between the input points and the example poses from the database, we developed a closed-form solution of the 3D points registration problem. To demonstrate the easiness and usability of our approach, we built a motion database including various kinds of human motion and conducted a user study of character posing tasks with non-expert users. Copyright (C) 2016 John Wiley & Sons, Ltd.;VR;FALSE;NA;Web of Science;;;; 225;"Choi, Jong-In; Kim, Sun-Jeong; Kim, Chang-Hun; Lee, Jung";Let's be a virtual juggler;10.1002/cav.1701;2016;"Juggling, which uses both hands to keep several objects in the air at once, is admired by anyone who sees it. However, skillful real-world juggling requires long, hard practice. Therefore, we propose an interesting method to enable anyone to juggle skillfully in the virtual world. In the real world, the human motion has to follow the motion of the moving objects; in the virtual world, the objects' motion can be adjusted together with the human motion. By using this freedom, we have generated a juggling avatar that can follow the user's motion. The user simply makes juggling-like motions in front of a motion sensor. Our system then searches for juggling motions that closely match the user's motions and connects them smoothly. We then generate moving objects that both satisfy the laws of physics and are synchronized with the synthesized motion of the avatar. In this way, we can generate a variety of juggling animations by an avatar in real time. Copyright (C) 2016 John Wiley & Sons, Ltd.";VR;FALSE;NA;Web of Science;;;; 226;"Lv, Zhihan; Chirivella, Javier; Gagliardo, Pablo";Bigdata Oriented Multimedia Mobile Health Applications;10.1007/s10916-016-0475-8;2016;In this paper, two mHealth applications are introduced, which can be employed as the terminals of bigdata based health service to collect information for electronic medical records (EMRs). The first one is a hybrid system for improving the user experience in the hyperbaric oxygen chamber by 3D stereoscopic virtual reality glasses and immersive perception. Several HMDs have been tested and compared. The second application is a voice interactive serious game as a likely solution for providing assistive rehabilitation tool for therapists. The recorder of the voice of patients could be analysed to evaluate the long-time rehabilitation results and further to predict the rehabilitation process.;VR;FALSE;NA;Web of Science;;;; 227;"Huang, Yazhou; Kallmann, Marcelo";Planning Motions and Placements for Virtual Demonstrators;10.1109/TVCG.2015.2446494;2016;In order to deliver information effectively, virtual human demonstrators must be able to address complex spatial constraints and at the same time replicate motion coordination patterns observed in human-human interactions. We introduce in this paper a whole-body motion planning and synthesis framework that coordinates locomotion, body positioning, action execution and gaze behavior for generic demonstration tasks among obstacles. Human-like solutions are achieved with a coordination model extracted from experiments with human subjects. Given an observer location and a target demonstration to be performed, the proposed planner automatically identifies body placements respecting visibility constraints, locomotion accessibility, and action feasibility among obstacles. Actions are modeled with clusters of example motions and a fast collision avoidance procedure in blending space is introduced to avoid nearby obstacles when needed. Locomotion towards new placements integrates planning among obstacles and is based on a motion capture database organized for efficient synthesis of motions with precise path following and arrival constraints. The proposed solution introduces effective approaches for modeling and solving complex demonstrative tasks for interactive applications.;VR;FALSE;NA;Web of Science;;;; 228;"Palacios-Navarro, Guillermo; Albiol-Perez, Sergio; Garcia-Magarino Garcia, Ivan";Effects of sensory cueing in virtual motor rehabilitation. A review;10.1016/j.jbi.2016.01.006;2016;Objectives: To critically identify studies that evaluate the effects of cueing in virtual motor rehabilitation in patients having different neurological disorders and to make recommendations for future studies.Methods: Data from MEDLINE (R), IEEExplore, Science Direct, Cochrane library and Web of Science was searched until February 2015. We included studies that investigate the effects of cueing in virtual motor rehabilitation related to interventions for upper or lower extremities using auditory, visual, and tactile cues on motor performance in non-immersive, semi-immersive, or fully immersive virtual environments. These studies compared virtual cueing with an alternative or no intervention.Results: Ten studies with a total number of 153 patients were included in the review. All of them refer to the impact of cueing in virtual motor rehabilitation, regardless of the pathological condition. After selecting the articles, the following variables were extracted: year of publication, sample size, study design, type of cueing, intervention procedures, outcome measures, and main findings. The outcome evaluation was done at baseline and end of the treatment in most of the studies. All of studies except one showed improvements in some or all outcomes after intervention, or, in some cases, in favor of the virtual rehabilitation group compared to the control group.Conclusions: Virtual cueing seems to be a promising approach to improve motor learning, providing a channel for non-pharmacological therapeutic intervention in different neurological disorders. However, further studies using larger and more homogeneous groups of patients are required to confirm these findings. (C) 2016 Elsevier Inc. All rights reserved.;NOT;NA;NA;Web of Science;;;; 229;"Pick, Sebastian; Weyers, Benjamin; Hentschel, Bernd; Kuhlen, Torsten W.";Design and Evaluation of Data Annotation Workflows for CAVE-like Virtual Environments;10.1109/TVCG.2016.2518086;2016;Data annotation finds increasing use in Virtual Reality applications with the goal to support the data analysis process, such as architectural reviews. In this context, a variety of different annotation systems for application to immersive virtual environments have been presented. While many interesting interaction designs for the data annotation workflow have emerged from them, important details and evaluations are often omitted. In particular, we observe that the process of handling metadata to interactively create and manage complex annotations is often not covered in detail. In this paper, we strive to improve this situation by focusing on the design of data annotation workflows and their evaluation. We propose a workflow design that facilitates the most important annotation operations, i.e., annotation creation, review, and modification. Our workflow design is easily extensible in terms of supported annotation and metadata types as well as interaction techniques, which makes it suitable for a variety of application scenarios. To evaluate it, we have conducted a user study in a CAVE -like virtual environment in which we compared our design to two alternatives in terms of a realistic annotation creation task. Our design obtained good results in terms of task performance and user experience.;VR;FALSE;NA;Web of Science;;;; 230;"Ekkelenkamp, Vivian E.; Koch, Arjun D.; de Man, Robert A.; Kuipers, Ernst J.";Training and competence assessment in GI endoscopy: a systematic review;10.1136/gutjnl-2014-307173;2016;Introduction Training procedural skills in GI endoscopy once focused on threshold numbers. As threshold numbers poorly reflect individual competence, the focus gradually shifts towards a more individual approach. Tools to assess and document individual learning progress are being developed and incorporated in dedicated training curricula. However, there is a lack of consensus and training guidelines differ worldwide, which reflects uncertainties on optimal set-up of a training programme.Aims The primary aim of this systematic review was to evaluate the currently available literature for the use of training and assessment methods in GI endoscopy. Second, we aimed to identify the role of simulator-based training as well as the value of continuous competence assessment in patient-based training. Third, we aimed to propose a structured training curriculum based on the presented evidence.Methods A literature search was carried out in the available medical and educational literature databases. The results were systematically reviewed and studies were included using a predefined protocol with independent assessment by two reviewers and a final consensus round.Results The literature search yielded 5846 studies. Ninety-four relevant studies on simulators, assessment methods, learning curves and training programmes for GI endoscopy met the inclusion criteria. Twenty-seven studies on simulator validation were included. Good validity was demonstrated for four simulators. Twenty-three studies reported on simulator training and learning curves, including 17 randomised control trials. Increased performance on a virtual reality (VR) simulator was shown in all studies. Improved performance in patient-based assessment was demonstrated in 14 studies. Four studies reported on the use of simulators for assessment of competence levels. Current simulators lack the discriminative power to determine competence levels in patient-based endoscopy. Eight out of 14 studies on colonoscopy, endoscopic retrograde cholangiopancreatography and endosonography reported on learning curves in patient-based endoscopy and proved the value of this approach for measuring performance. Ten studies explored the numbers needed to gain competence, but the proposed thresholds varied widely between them. Five out of nine studies describing the development and evaluation of assessment tools for GI endoscopy provided insight into the performance of endoscopists. Five out of seven studies proved that intense training programmes result in good performance.Conclusions The use of validated VR simulators in the early training setting accelerates the learning of practical skills. Learning curves are valuable for the continuous assessment of performance and are more relevant than threshold numbers. Future research will strengthen these conclusions by evaluating simulation-based as well as patient-based training in GI endoscopy. A complete curriculum with the assessment of competence throughout training needs to be developed for all GI endoscopy procedures.;VR;FALSE;NA;Web of Science;;;; 231;"Li, Xiaoming; Lv, Zhihan; Wang, Weixi; Zhang, Baoyun; Hu, Jinxing; Yin, Ling; Feng, Shengzhong";WebVRGIS based traffic analysis and visualization system;10.1016/j.advengsoft.2015.11.003;2016;With several characteristics, such as large scale, diverse predictability and timeliness, the city traffic data falls in the range of definition of Big Data. A Virtual Reality GIS based traffic analysis and visualization system is proposed as a promising and inspiring approach to manage and develop traffic big data. In addition to the basic GIS interaction functions, the proposed system also includes some intelligent visual analysis and forecasting functions. The passenger flow forecasting algorithm is introduced in detail. (C) 2015 Elsevier Ltd. All rights reserved.;VR;FALSE;NA;Web of Science;;;; 232;"van der Poel, Henk; Brinkman, Willem; van Cleynenbreugel, Ben; Kallidonis, Panagiotis; Stolzenburg, Jens-Uwe; Liatsikos, Evangelos; Ahmed, Kamran; Brunckhorst, Oliver; Khan, Mohammed Shamim; Minh Do; Ganzer, Roman; Murphy, Declan G.; Van Rij, Simon; Dundee, Philip E.; Dasgupta, Prokar";Training in minimally invasive surgery in urology: European Association of Urology/International Consultation of Urological Diseases consultation;10.1111/bju.13320;2016;ObjectivesTo describe the progress being made in training for minimally invasive surgery (MIS) in urology.MethodsA group of experts in the field provided input to agree on recommendations for MIS training. A literature search was carried out to identify studies on MIS training, both in general and specifically for urological procedures.ResultsThe literature search showed the rapidly developing options for e-learning, box and virtual training, and suggested that box training is a relatively cheap and effective means of improving laparoscopic skills. Development of non-technical skills is an integral part of surgical skills training and should be included in training curricula. The application of modular training in surgical procedures showed more rapid skills acquisition. Training curricula for MIS in urology are being developed in both the USA and Europe.ConclusionTraining in MIS has shifted from 'see-one-do-one-teach-one' to a structured learning, from e-learning to skills laboratory and modular training settings.;NOT;NA;NA;Web of Science;;;; 233;"Shierk, Angela; Lake, Amy; Haas, Tara";Review of Therapeutic Interventions for the Upper Limb Classified by Manual Ability in Children with Cerebral Palsy;10.1055/s-0035-1571256;2016;The aim of this literature review was to assemble an inventory of intervention strategies utilized for children diagnosed with cerebral palsy (CP) based on the Manual Ability Classification System (MACS). The purpose of the inventory is to guide physicians and therapists in intervention selection aimed at improving upper limb function in children with CP. The following databases were searched: CINAHL (Cumulative Index to Nursing and Allied Health Literature), Cochrane Database of Systematic Reviews, ERIC (Educational Research Information Center), Google Scholar, OTSeeker (Occupational Therapy Systematic Evaluation of Evidence), OVID (Ovid Technologies, Inc.), and PubMed. Inclusion criteria were whether the study (1) identified MACS levels of participants, and (2) addressed the effectiveness of intervention on upper limb function. Overall, 74 articles met the inclusion criteria. The summarized data identified 10 categories of intervention. The majority of participants across studies were MACS level II. The most frequently cited interventions were constraint-induced movement therapy (CIMT), bimanual training, and virtual reality and computer-based training. Multiple interventions demonstrated effectiveness for upper limb improvement at each MACS level. However, there is a need for additional research for interventions appropriate for MACS levels IV and V. To fully develop an intervention inventory based on manual ability, future studies need to report MACS levels of participants, particularly for splinting and therapy interventions used in combination with surgery.;VR;FALSE;NA;Web of Science;;;; 234;"Triccas, L. Tedesco; Burridge, J. H.; Hughes, A. M.; Pickering, R. M.; Desikan, M.; Rothwell, J. C.; Verheyden, G.";Multiple sessions of transcranial direct current stimulation and upper extremity rehabilitation in stroke: A review and meta-analysis;10.1016/j.clinph.2015.04.067;2016;Objective: To systematically review the methodology in particular treatment options and outcomes and the effect of multiple sessions of transcranial direct current stimulation (tDCS) with rehabilitation programmes for upper extremity recovery post stroke.Methods: A search was conducted for randomised controlled trials involving tDCS and rehabilitation for the upper extremity in stroke. Quality of included studies was analysed using the Modified Downs and Black form. The extent of, and effect of variation in treatment parameters such as anodal, cathodal and bi-hemispheric tDCS on upper extremity outcome measures of impairment and activity were analysed using meta-analysis.Results: Nine studies (371 participants with acute, sub-acute and chronic stroke) were included. Different methodologies of tDCS and upper extremity intervention, outcome measures and timing of assessments were identified. Real tDCS combined with rehabilitation had a small non-significant effect of +0.11 (p = 0.44) and +0.24 (p = 0.11) on upper extremity impairments and activities at post-intervention respectively.Conclusion: Various tDCS methods have been used in stroke rehabilitation. The evidence so far is not statistically significant, but is suggestive of, at best, a small beneficial effect on upper extremity impairment.Significance: Future research should focus on which patients and rehabilitation programmes are likely to respond to different tDCS regimes. (C) 2015 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.;NOT;NA;NA;Web of Science;;;; 235;"Chen, Ling; Lo, Wai Leung Ambrose; Mao, Yu Rong; Ding, Ming Hui; Lin, Qiang; Li, Hai; Zhao, Jiang Li; Xu, Zhi Qin; Bian, Rui Hao; Huang, Dong Feng";Effect of Virtual Reality on Postural and Balance Control in Patients with Stroke: A Systematic Literature Review;10.1155/2016/7309272;2016;Objective. To critically evaluate the studies that were conducted over the past 10 years and to assess the impact of virtual reality on static and dynamic balance control in the stroke population. Method. A systematic review of randomized controlled trials published between January 2006 and December 2015 was conducted. Databases searched were PubMed, Scopus, andWeb of Science. Studies must have involved adult patients with stroke during acute, subacute, or chronic phase. All included studies must have assessed the impact of virtual reality programme on either static or dynamic balance ability and compared it with a control group. The Physiotherapy Evidence Database (PEDro) scale was used to assess the methodological quality of the included studies. Results. Nine studies were included in this systematic review. The PEDro scores ranged from 4 to 9 points. All studies, except one, showed significant improvement in static or dynamic balance outcomes group. Conclusions. This review provided moderate evidence to support the fact that virtual reality training is an effective adjunct to standard rehabilitation programme to improve balance for patients with chronic stroke. The effect of VR training in balance recovery is less clear in patients with acute or subacute stroke. Further research is required to investigate the optimum training intensity and frequency to achieve the desired outcome.;VR;FALSE;NA;Web of Science;;;; 236;"Ravenek, Kelly E.; Wolfe, Dalton L.; Hitzig, Sander L.";A scoping review of video gaming in rehabilitation;10.3109/17483107.2015.1029538;2016;Purpose: To examine the scope of the peer-reviewed literature on the use of commercially available video gaming in rehabilitation. Methods: Five databases (SCOPUS, Cochrane, PsycINFO, PubMed and CINAHL) were searched for articles published between January 1990 and January 2014. The reference lists of selected articles were also reviewed to identify other relevant studies. Results: Thirty articles met the inclusion criteria. Commercially available video gaming in rehabilitation was most commonly recommended by physiotherapists (50% or 15/30 studies) for populations at risk for falls or with decreased balance (67% or 19/30 studies). The most commonly used target outcomes were those assessing balance and/or fall prevention, with the Berg Balance Scale being the most frequently used (53% or 16/30 studies) outcome measure. The Nintendo Wii was the most prevalent gaming system (90% or 27/30 studies) used in the identified studies. Conclusion: Video gaming in rehabilitation is widely used by clinicians. Preliminary findings show that video gaming technology can be applied across a wide variety of rehabilitation populations, with some evidence showing clinical gains in physical functioning (e.g. gait and balance). There is a need for more robust clinical trials evaluating the efficacy of using video game systems as an adjunct to conventional rehabilitation.;NOT;NA;NA;Web of Science;;;; 237;"van den Heuvel, Renee J. F.; Lexis, Monique A. S.; Gelderblom, Gert Jan; Jansens, Rianne M. L.; de Witte, Luc P.";Robots and ICT to support play in children with severe physical disabilities: a systematic review;10.3109/17483107.2015.1079268;2016;"Purpose: Play is an essential part of children's lives. Children with physical disabilities experience difficulties in play, especially those with severe physical disabilities. With the progress of innovative technology, the possibilities to support play are increasing. The purpose of this literature study is to gain insight into the aims, control options and commercial availability of information and communication technology (ICT) and robots to support play (especially play for the sake of play) in children with severe physical disabilities. Methods: A systematic literature search in the databases PubMed, CINAHL, IEEE and ERIC was carried out. Titles and abstracts were assessed independently by three reviewers. In addition, studies were selected using Google Scholar, conference proceedings and reference lists. Results: Three main groups of technology for play could be distinguished: robots (n = 8), virtual reality systems (n = 15) and computer systems (n = 4). Besides, ICT and robots developed for specific therapy or educational goals using play-like activities, five of the in total 27 technologies in this study described the aim of ""play for play's sake''. Conclusions: Many ICT systems and robots to support play in children with physical disabilities were found. Numerous technologies use play-like activities to achieve therapeutic or educational goals. Robots especially are used for `` play for play's sake''.IMPLICATIONS FOR REHABILITATIONThis study gives insight into the aims, control options and commercial availability for application of robots and ICT to support play in children with severe physical disabilities.This overview can be used in both the fields of rehabilitation and special education to search for new innovative intervention options and it can stimulate them to use these innovative play materials.Especially robots may have great potential in supporting ""play for play's sake''.";VR;FALSE;NA;Web of Science;;;; 238;"Salibekyan, S.; Petrova, S.";Describing of spatio-temporal relationship of objects in object-attribute database;NA;2016;The research goal was initially to develop a network (graph) database (DB) of wide applicability for representing the meaning obtained from a text in a natural language (general DB). Since the meaning descriptions of the physical world are often encountered in texts, it was required to separate the DB part (named the physical DB) intended to describe the spatio-temporal and cause-effect relationships between objects. The article draws attention to this part of DB because it can be used not only in NLP but also in many other areas: automatic systems of mobile technical objects for orientation in space, virtual reality, etc. The physical DB describes the physical world from the standpoint of subjective perception by a person or a technical object. The object-attribute approach to the data structure underlies the general and physical DB. An organization principle and a rigid format were developed for the general DB, and the information search technology and a principle for obtaining new information on the basis of the already existing information are additionally developed for the physical DB. The physical DB can describe practically all possible characteristics of objects and relations between objects in the real world: relative position of objects, direction, shapes and dimensions of objects, metrics, relationships between cause and effect. The real world perception subjectivity is ensured by the application of the theory of fuzzy sets and linguistic variables.;VR;TRUE;non-English;Web of Science;;;; 239;Groenendyk, Michael;Cataloging the 3D web: the availability of educational 3D models on the internet;10.1108/LHT-09-2015-0088;2016;Purpose - The number of 3D models available on the internet to both students and educators is rapidly expanding. Not only are the 3D model collections of popular websites like Thingiverse. com growing, organizations such as the Smithsonian Institution and NASA have also recently begun to build collections of 3D models and make these openly accessible online. Yet, even with increased interest in 3D printing and 3D scanning technologies, little is known about the overall structure of the 3D models available on the internet. The paper aims to discuss this issue.Design/methodology/approach - To initiate this project, a list was built of 33 of the most widely used 3Dmodel websites on the internet. Freely downloadablemodels, as well as models available for purchase or as 3D printed objects were included in the list. Once the list of 33 websites was created, the data for each individual 3D model in the collections was manually assembled and recorded. The titles of the 3D models, keywords, subject headings, license information, and number of views and downloads were recorded, as this information was available. The data were gathered between January and May 2015, and compiled into a CSV database. To determine how online 3D model content relates to a variety of educational disciplines, relevant subject terms for a variety of educational disciples were extracted from the EBSCO database system. With this list of subject terms in hand, the keywords in the CSV database of model information were searched for each of the subject terms, with an automated process using a Perl script.Findings - There have been many teachers, professors, librarians and students who have purchased 3D printers with little or no 3D modelling skills. Without these skills the owners of these 3D printers are entirely reliant on the content created and freely shared by others to make use of their 3D printers. As the data collected for this research paper shows, the vast majority of open 3D model content available online pertains to the professions already well versed in 3D modelling and Computer Aided Design design, such as engineering and architecture.Originality/value - Despite that fact that librarians, teachers and other educators are increasingly using technologies that rely on open 3D model content as educational tools, no research has yet been done to assess the number of 3D models available online and what educational disciplines this content relates to. This paper attempts to fill this gap, providing an overview of the size of this content, the educational disciplines this content relates to and who has so far been responsible for developing this content. This information will be valuable to librarians and teachers currently working with technology such as 3D printers and virtual reality, as well as those considering investing in this technology.;VR;FALSE;NA;Web of Science;;;; 240;"Ishida, Tomoyuki; Ando, Tsubasa; Uchida, Noriki; Shibata, Yoshitaka";The digital contents management system based on position information initiate fusion of AR and sensor technology;10.1504/IJSSC.2016.076565;2016;In this article, we propose and evaluate the digital contents management system according to the user's position and needs. This digital contents management system consisting of the web application for information providers and smartphone application for information receivers. The web application corresponds to multi-platform and it is possible to upload various digital contents to the server. At this time, the information provider adds position information to the digital contents. The information receiver can view the uploaded digital contents as AR on the smartphone. The smartphone application for contents receiver displays registered digital contents in AR around the user's present position. In our research, we evaluated targeted for the visitors in a zoo to evaluate the usefulness and the operability of the web application and the smartphone application. As an evaluation, we were able to confirm the great usefulness and operability of the web application and the smartphone application.;AR;NA;NA;Web of Science;;;; 241;"yLeeder, Chris; Shah, Chirag";Measuring the Effect of Virtual Librarian Intervention on Student Online Search;10.1016/j.acalib.2015.09.001;2016;In this paper We describe the results from a case study of the online search behavior of high school students, and the effect of virtual librarian intervention on the quality of the search results. Search log data of students' actions were analyzed, librarians recommended revised search terms, new searches were conducted with these terms, and the difference in results was analyzed. Results showed that the librarians' recommended queries were more focused and produced results of a higher reading level, which was used as a proxy for source quality. The work presented here is a preliminary investigation of how librarian search expertise can improve online search results, and raises questions about how to support online student search that are of interest to both librarians and information science researchers. Possible directions for future research are discussed. (C) 2015 Elsevier Inc. All rights reserved.;NOT;NA;NA;Web of Science;;;; 242;"Ryall, Tayne; Judd, Belinda K.; Gordon, Christopher J.";Simulation-based assessments in health professional education: a systematic review;10.2147/JMDH.S92695;2016;Introduction: The use of simulation in health professional education has increased rapidly over the past 2 decades. While simulation has predominantly been used to train health professionals and students for a variety of clinically related situations, there is an increasing trend to use simulation as an assessment tool, especially for the development of technical-based skills required during clinical practice. However, there is a lack of evidence about the effectiveness of using simulation for the assessment of competency. Therefore, the aim of this systematic review was to examine simulation as an assessment tool of technical skills across health professional education.Methods: A systematic review of Cumulative Index to Nursing and Allied Health Literature (CINAHL), Education Resources Information Center (ERIC), Medical Literature Analysis and Retrieval System Online (Medline), and Web of Science databases was used to identify research studies published in English between 2000 and 2015 reporting on measures of validity, reliability, or feasibility of simulation as an assessment tool. The McMasters Critical Review for quantitative studies was used to determine methodological value on all full-text reviewed articles. Simulation techniques using human patient simulators, standardized patients, task trainers, and virtual reality were included.Results: A total of 1,064 articles were identified using search criteria, and 67 full-text articles were screened for eligibility. Twenty-one articles were included in the final review. The findings indicated that simulation was more robust when used as an assessment in combination with other assessment tools and when more than one simulation scenario was used. Limitations of the research papers included small participant numbers, poor methodological quality, and predominance of studies from medicine, which preclude any definite conclusions.Conclusion: Simulation has now been embedded across a range of health professional education and it appears that simulation-based assessments can be used effectively. However, the effectiveness as a stand-alone assessment tool requires further research.;NOT;NA;NA;Web of Science;;;; 243;"Rohani, Darius A.; Puthusserypady, Sadasivan";BCI inside a virtual reality classroom: a potential training tool for attention;10.1140/epjnbp/s40366-015-0027-z;2015;"Background: A growing population is diagnosed with Attention Deficit Hyperactivity Disorder (ADHD) and are currently being treated with psychostimulants. Brain Computer Interface (BCI) is a method of communicating with an external program or device based on measured electrical signals from the brain. A particular brain signal, the P300 potential, can be measured about 300 ms after a voluntary cognitive involvement to external stimuli. By utilizing the P300 potential, we have designed a BCI-assisted exercising tool targeting attention enhancement within an immersive 3D virtual reality (VR) classroom.Methods: Combining a low-cost infrared camera with an ""off-axis perspective projection"" algorithm to achieve the illusion of 3D, an engaging training environment has been created. The setup also includes a single measurement electrode placed on the scalp above the parietal lobe (Pz). Two sets of experiments have been performed to elicit the P300 potential. One used a system which is a variant of Farwell and Donchin's famous P300 speller and the other used a system where the user is required to search for a specific letter in a series of changing images. A non-linear optimized support vector machine (SVM) classifier has been used to automatically detect the P300 potential.Results: Six subjects have participated in the preliminary experiment to test the prototype system, and an average error rate below 0.30 have been achieved, which is noteworthy considering the simplicity of the scheme.Conclusions: This work has successfully demonstrated a non-intrusive, low-cost, and portable system targeting attention in a motivating and engaging environment.";VR;FALSE;NA;Web of Science;;;; 244;"Denman, Simon; Halstead, Michael; Fookes, Clinton; Sridharan, Sridha";Searching for people using semantic soft biometric descriptions;10.1016/j.patrec.2015.06.015;2015;It is not uncommon to hear a person of interest described by their height, build, and clothing (i.e. type and colour). These semantic descriptions are commonly used by people to describe others, as they are quick to communicate and easy to understand. However such queues are not easily utilised within intelligent video surveillance systems, as they are difficult to transform into a representation that can be utilised by computer vision algorithms. In this paper we propose a novel approach that transforms such a semantic query into an avatar in the form of a channel representation that is searchable within a video stream. We show how spatial, colour and prior information (person shape) can be incorporated into the channel representation to locate a target using a particle-filter like approach. We demonstrate state-of-the-art performance for locating a subject in video based on a description, achieving a relative performance improvement of 46.7% over the baseline. We also apply this approach to person re-detection, and show that the approach can be used to re-detect a person in a video steam without the use of person detection. (C) 2015 Elsevier EN. All rights reserved.;NOT;NA;NA;Web of Science;;;; 245;"Dzulkarnain, Ahmad Aidil Arafat; Pandi, Wan Mahirah Wan Mhd; Rahmat, Sarah; Zakaria, Nur 'Azzah";Simulated learning environment (SLE) in audiology education: A systematic review;10.3109/14992027.2015.1055840;2015;Objective: To systematically review the relevant peer-review literature investigating the outcome of simulated learning environment (SLE) training in audiology education. Design: A systematic review research design. Study sample: Fifteen databases were searched with four studies meeting the inclusion criteria. Results: Three of the four studies revealed positive findings for the use of an SLE (that is, the SLE group showed a higher post-training score compared to the traditional training group or a significantly higher post-training score than the non-training groups). One study revealed negative findings where the traditional training group showed a significantly higher post-training score than the SLE group. In addition, both the studies comparing post- and pre-training scores reported significantly higher post-training scores than the pre-training scores of the participants that underwent SLE training. Conclusions: Overall, this review supports the notions that SLE training is an effective learning tool and can be used for basic clinical training. This conclusion should be treated with caution, considering the limited numbers of studies published in this area and future research should be conducted to cope with the gaps highlighted in this review.;NOT;NA;NA;Web of Science;;;; 246;"Kolontarev, K B; Govorov, A V; Rasner, P I; Sheptunov, S A; Prilepskaya, E A; Maltsev, E G; Pushkar, D Yu";[Simulation-based robot-assisted surgical training].;NA;2015;"Since the first use of robotic surgical system in 2000, the robot-assisted technology has gained wide popularity throughout the world. Robot-assisted surgical training is a complex issue that requires significant efforts from students and teacher. During the last two decades, simulation-based training had received active development due to wide-spread occurrence and popularization of laparoscopic and robot-assisted surgical techniques. We performed a systematic review to identify the currently available simulators for robot-assisted surgery. We searched the Medline and Pubmed, English sources of literature data, using the following key words and phrases: ""robotics"", ""robotic surgery"", ""computer assisted surgery"", ""simulation"", ""computer simulation"", ""virtual reality"", ""surgical training"", and ""surgical education"". There were identified 565 publications, which meet the key words and phrases; 19 publications were selected for the final analysis. It was established that simulation-based training is the most promising teaching tool that can be used in the training of the next generation robotic surgeons. Today the use of simulators to train surgeons is validated. Price of devices is an obvious barrier for inclusion in the program for training of robotic surgeons, but the lack of this tool will result in a sharp increase in the duration of specialists training.";NOT;NA;NA;Web of Science;;;; 247;"Orlosky, Jason; Toyama, Takumi; Kiyokawa, Kiyoshi; Sonntag, Daniel";ModulAR: Eye-controlled Vision Augmentations for Head Mounted Displays;10.1109/TVCG.2015.2459852;2015;In the last few years, the advancement of head mounted display technology and optics has opened up many new possibilities for the field of Augmented Reality. However, many commercial and prototype systems often have a single display modality, fixed field of view, or inflexible form factor. In this paper, we introduce Modular Augmented Reality (ModulAR), a hardware and software framework designed to improve flexibility and hands-free control of video see-through augmented reality displays and augmentative functionality. To accomplish this goal, we introduce the use of integrated eye tracking for on-demand control of vision augmentations such as optical zoom or field of view expansion. Physical modification of the device's configuration can be accomplished on the fly using interchangeable camera-lens modules that provide different types of vision enhancements. We implement and test functionality for several primary configurations using telescopic and fisheye camera-lens systems, though many other customizations are possible. We also implement a number of eye-based interactions in order to engage and control the vision augmentations in real time, and explore different methods for merging streams of augmented vision into the user's normal field of view. In a series of experiments, we conduct an in depth analysis of visual acuity and head and eye movement during search and recognition tasks. Results show that methods with larger field of view that utilize binary on/off and gradual zoom mechanisms outperform snapshot and sub-windowed methods and that type of eye engagement has little effect on performance.;AR;NA;NA;Web of Science;;;; 248;"Tang, Qing; Li, Guangming; Liu, Tao; Wang, Anguo; Feng, Shenggang; Liao, Xiang; Jin, Yu; Guo, Zhiwei; He, Bin; McClure, Morgan A.; Xing, Guoqiang; Mu, Qiwen";Modulation of interhemispheric activation balance in motor-related areas of stroke patients with motor recovery: Systematic review and meta-analysis of fMRI studies;10.1016/j.neubiorev.2015.09.003;2015;"Background: Functional magnetic resonance imaging (fMRI) studies suggest that stroke-induced motor deficits are associated with an interhemispheric imbalance of motor activation. This meta-analysis aims to determine the changes of interhemispheric activation balance (IHAB) in motor-related cortices along with post-stroke motor recovery.Methods: We searched PubMed for fMRI studies that investigated IHAB in stroke patients with motor recovery. Laterality indexes (LIs, (ipsilesional activation - contralesional activation)/(ipsilesional activation + contralesional activation)) before and after motor improvement were extracted as the outcome measures of IHAB. Data were synthesized by calculating standardized mean difference (SMD, Hedges' adjusted g) with 95% confidence intervals (Cl).Results: After the rejection of 459 studies, 22 trials fulfilled the inclusion criteria and were included in the systematic review and meta-analysis. The Lis of sensorimotor cortex (SMC, 22 trials, 195 subjects), premotor cortex (PMC, 12 trials, 93 subjects), supplementary motor area (SMA, 12 trials, 92 subjects), and cerebellum (CB, 4 trials, 31 subjects) were assessed. Studies sampling from stroke patients with motor improvement showed positive changes of LI in SMC (SMD, 0.71; 95% Cl, 0.41-1.01; P<0.00001) and PMC (SMD, 0.68; 95% Cl, 0.36-1.00; P<0.0001), but not in SMA (SMD, 0.07; 95% Cl, -0.62 to 0.75; P=0.85) and CB (SMD, -0.17; 95% Cl, -1.52 to 1.19, P=0.81). Studies involving stroke patients with poor motor recovery showed non-significant changes in all of the four motor-related cortices (P>0.05).Conclusions: This meta-analysis suggests that along with good motor recovery of stroke patients, the IHAB is up-regulated in SMC and PMC, but not significantly changed in SMA and CB. Because of the limited data, further studies are needed to verify the findings. (C) 2015 Elsevier Ltd. All rights reserved.";NOT;NA;NA;Web of Science;;;; 249;"Wang, Cheng-i; Dubnov, Shlomo";The Variable Markov Oracle: Algorithms for Human Gesture Applications;10.1109/MMUL.2015.76;2015;This article introduces the Variable Markov Oracle (VMO) data structure for multivariate time series indexing. VMO can identify repetitive fragments and find sequential similarities between observations. VMO can also be viewed as a combination of online clustering algorithms with variable-order Markov constraints. The authors use VMO for gesture query-by-content and gesture following. A probabilistic interpretation of the VMO query-matching algorithm is proposed to find an analogy to the inference problem in a hidden Markov model (HMM). This probabilistic interpretation extends VMO to be not only a data structure but also a model for time series. Query-by-content experiments were conducted on a gesture database that was recorded using a Kinect 3D camera, showing state-of-the-art performance. The query-by-content experiments' results are compared to previous works using HMM and dynamic time warping. Gesture following is described in the context of an interactive dance environment that aims to integrate human movements with computer-generated graphics to create an augmented reality performance.;NOT;NA;NA;Web of Science;;;; 250;"Khan, Raheej; Aydin, Abdullatif; Khan, Muhammad Shamim; Dasgupta, Prokar; Ahmed, Kamran";Simulation-based training for prostate surgery;10.1111/bju.12721;2015;"ObjectivesTo identify and review the currently available simulators for prostate surgery and to explore the evidence supporting their validity for training purposes.Materials and MethodsA review of the literature between 1999 and 2014 was performed. The search terms included a combination of urology, prostate surgery, robotic prostatectomy, laparoscopic prostatectomy, transurethral resection of the prostate (TURP), simulation, virtual reality, animal model, human cadavers, training, assessment, technical skills, validation and learning curves. Furthermore, relevant abstracts from the American Urological Association, European Association of Urology, British Association of Urological Surgeons and World Congress of Endourology meetings, between 1999 and 2013, were included. Only studies related to prostate surgery simulators were included; studies regarding other urological simulators were excluded.ResultsA total of 22 studies that carried out a validation study were identified. Five validated models and/or simulators were identified for TURP, one for photoselective vaporisation of the prostate, two for holmium enucleation of the prostate, three for laparoscopic radical prostatectomy (LRP) and four for robot-assisted surgery. Of the TURP simulators, all five have demonstrated content validity, three face validity and four construct validity. The GreenLight laser simulator has demonstrated face, content and construct validities. The Kansai HoLEP Simulator has demonstrated face and content validity whilst the UroSim HoLEP Simulator has demonstrated face, content and construct validity. All three animal models for LRP have been shown to have construct validity whilst the chicken skin model was also content valid. Only two robotic simulators were identified with relevance to robot-assisted laparoscopic prostatectomy, both of which demonstrated construct validity.ConclusionsA wide range of different simulators are available for prostate surgery, including synthetic bench models, virtual-reality platforms, animal models, human cadavers, distributed simulation and advanced training programmes and modules. The currently validated simulators can be used by healthcare organisations to provide supplementary training sessions for trainee surgeons. Further research should be conducted to validate simulated environments, to determine which simulators have greater efficacy than others and to assess the cost-effectiveness of the simulators and the transferability of skills learnt. With surgeons investigating new possibilities for easily reproducible and valid methods of training, simulation offers great scope for implementation alongside traditional methods of training.";VR;FALSE;NA;Web of Science;;;; 251;"de la Rubia, Ernesto; Diaz-Estrella, Antonio";Natural Locomotion Based on Foot-Mounted Inertial Sensors in a Wireless Virtual Reality System;10.1162/PRES_a_00236;2015;"Virtual reality has become a promising field in recent decades, and its potential now seems clearer than ever. With the development of handheld devices and wireless technologies, interest in virtual reality is also increasing. Therefore, there is an accompanying interest in inertial sensors, which can provide such advantages as small size and low cost. Such sensors can also operate wirelessly and be used in an increasing number of interactive applications. An example related to virtual reality is the ability to move naturally through virtual environments. This is the objective of the real-walking navigation technique, for which a number of advantages have previously been reported in terms of presence, object searching, and collision, among other concerns. In this article, we address the use of foot-mounted inertial sensors to achieve real-walking navigation in a wireless virtual reality system. First, an overall description of the problem is presented. Then, specific difficulties are identified, and a corresponding technique is proposed to overcome each: tracking of foot movements; determination of the user's position; percentage estimation of the gait cycle, including oscillating movements of the head; stabilization of the velocity of the point of view; and synchronization of head and body yaw angles. Finally, a preliminary evaluation of the system is conducted in which data and comments from participants were collected.";VR;FALSE;NA;Web of Science;;;; 252;"Hammoudeh, Mohammad; Newman, Robert; Dennett, Christopher; Mount, Sarah; Aldabbas, Omar";Map as a Service: A Framework for Visualising and Maximising Information Return from Multi-Modal Wireless Sensor Networks;10.3390/s150922970;2015;This paper presents a distributed information extraction and visualisation service, called the mapping service, for maximising information return from large-scale wireless sensor networks. Such a service would greatly simplify the production of higher-level, information-rich, representations suitable for informing other network services and the delivery of field information visualisations. The mapping service utilises a blend of inductive and deductive models to map sense data accurately using externally available knowledge. It utilises the special characteristics of the application domain to render visualisations in a map format that are a precise reflection of the concrete reality. This service is suitable for visualising an arbitrary number of sense modalities. It is capable of visualising from multiple independent types of the sense data to overcome the limitations of generating visualisations from a single type of sense modality. Furthermore, the mapping service responds dynamically to changes in the environmental conditions, which may affect the visualisation performance by continuously updating the application domain model in a distributed manner. Finally, a distributed self-adaptation function is proposed with the goal of saving more power and generating more accurate data visualisation. We conduct comprehensive experimentation to evaluate the performance of our mapping service and show that it achieves low communication overhead, produces maps of high fidelity, and further minimises the mapping predictive error dynamically through integrating the application domain model in the mapping service.;NOT;NA;NA;Web of Science;;;; 253;"Xie, Huiting; Liu, Lei; Wang, Jia; Joon, Kum Eng; Parasuram, Rajni; Gunasekaran, Jamuna; Poh, Chee Lien";The effectiveness of using non-traditional teaching methods to prepare student health care professionals for the delivery of mental state examination: a systematic review.;10.11124/jbisrir-2015-2263;2015;BACKGROUND: With the evolution of education, there has been a shift from the use of traditional teaching methods, such as didactic or rote teaching, towards non-traditional teaching methods, such as viewing of role plays, simulation, live interviews and the use of virtual environments. Mental state examination is an essential competency for all student healthcare professionals. If mental state examination is not taught in the most effective manner so learners can comprehend its concepts and interpret the findings correctly, it could lead to serious repercussions and subsequently impact on clinical care provided for patients with mental health conditions, such as incorrect assessment of suicidal ideation. However, the methods for teaching mental state examination vary widely between countries, academic institutions and clinical settings.OBJECTIVES: This systematic review aimed to identify and synthesize the best available evidence of effective teaching methods used to prepare student health care professionals for the delivery of mental state examination.INCLUSION CRITERIA: This review considered evidence from primary quantitative studies which address the effectiveness of a chosen method used for the teaching of mental state examination published in English, including studies that measure learner outcomes, i.e. improved knowledge and skills, self-confidence and learners' satisfaction.SEARCH STRATEGY: A three-step search strategy was undertaken in this review to search for articles published in English from the inception of the database to December 2014. An initial search of MEDLINE and CINAHL was undertaken to identify keywords. Secondly, the keywords identified were used to search electronic databases, namely, CINAHL, Medline, Cochrane Central Register of Controlled Trials, Ovid, PsycINFO and, ProQuest Dissertations & Theses. Thirdly, reference lists of the articles identified in the second stage were searched for other relevant studies.METHODOLOGICAL QUALITY: Studies selected were assessed by two independent reviewers for methodological validity prior to inclusion in the review using the standardized critical appraisal instruments from the Joanna Briggs Institute's Meta-Analysis of Statistics Assessment and Review Instrument embedded within the System for the Unified Management, Assessment and Review of Information. Any disagreements that arose between the reviewers were resolved through discussion between the reviewers.DATA EXTRACTION: Data was extracted using data extraction tools developed by the Joanna Briggs Institute Quantitative data was extracted from papers using standardized data extraction tools from the Joanna Briggs Institute's Meta-Analysis of Statistics Assessment and Review Instrument.DATA SYNTHESIS: The included studies were found to be heterogeneous in terms of participants and teaching methods. Moreover, a wide variety of instruments were used to determine impact and outcomes of the teaching methods. Hence, findings of the included articles were presented in a narrative summary.RESULTS: A total of 12 articles were included in this review with consensus from all reviewers. The evidence retrieved in this study suggests that non-traditional teaching methods, such as videotapes, virtual simulation, standardized patients and reflection, improve learners' understanding and skills of mental state examination as opposed to traditional teaching methods like lectures and provision of reading materials. However, studies that specifically compared the effectiveness of one method over another were limited to comparison between lectures with videotaped interviews and virtual simulations. It was shown that both videotaped interviews and virtual simulations were superior to lectures. In videotaped teaching, interactions between patients and learners performing mental state examination were shown for the learners discussion while virtual simulations mimicked patient symptoms in computer applications. Virtual simulation was notably a unique learning opportunity for the learners as it allowed learning to take place without the use of diminishing real life resources. However, in view of the high cost and learners difficulty in negotiating the virtual environment, videotaped teaching remained as the more commonly used method of teaching mental state examination.CONCLUSIONS: This systematic review study identified teaching strategies utilized in the teaching of mental state examination and their effectiveness. Videotapes was the most widely used and effective approach, that is, until the issue of high cost and ease of maneuver in virtual simulation could be overcome. There were also potential benefits of other teaching, such as reflection and use of standardized patients, and educators could consider these in the teaching of mental state examination. Future research could focus more on the comparison of various teaching methods to offer more evidence on the use of one teaching method over another.;NOT;NA;NA;Web of Science;;;; 254;"Ernst, Armin; Wahidi, Momen M.; Read, Charles A.; Buckley, John D.; Addrizzo-Harris, Doreen J.; Shah, Pallav L.; Herth, Felix J. F.; Parra, Alberto de Hoyos; Ornelas, Joseph; Yarmus, Lonny; Silvestri, Gerard A.";Adult Bronchoscopy Training Current State and Suggestions for the Future: CHEST Expert Panel Report;10.1378/chest.14-0678;2015;BACKGROUND: The determination of competency of trainees in programs performing bronchoscopy is quite variable. Some programs provide didactic lectures with hands-on supervision, other programs incorporate advanced simulation centers, whereas others have a checklist approach. Although no single method has been proven best, the variability alone suggests that outcomes are variable. Program directors and certifying bodies need guidance to create standards for training programs. Little well-developed literature on the topic exists.METHODS: To provide credible and trustworthy guidance, rigorous methodology has been applied to create this bronchoscopy consensus training statement. All panelists were vetted and approved by the CHEST Guidelines Oversight Committee. Each topic group drafted questions in a PICO (population, intervention, comparator, outcome) format. MEDLINE data through PubMed and the Cochrane Library were systematically searched. Manual searches also supplemented the searches. All gathered references were screened for consideration based on inclusion criteria, and all statements were designated as an Ungraded Consensus-Based Statement.RESULTS: We suggest that professional societies move from a volume-based certification system to skill acquisition and knowledge-based competency assessment for trainees. Bronchoscopy training programs should incorporate multiple tools, including simulation. We suggest that ongoing quality and process improvement systems be introduced and that certifying agencies move from a volume-based certification system to skill acquisition and knowledge-based competency assessment for trainees. We also suggest that assessment of skill maintenance and improvement in practice be evaluated regularly with ongoing quality and process improvement systems aft er initial skill acquisition.CONCLUSIONS: The current methods used for bronchoscopy competency in training programs are variable. We suggest that professional societies and certifying agencies move from a volume-based certification system to a standardized skill acquisition and knowledge-based competency assessment for pulmonary and thoracic surgery trainees.;NOT;NA;NA;Web of Science;;;; 255;"Fritz, Nora E.; Cheek, Fern M.; Nichols-Larsen, Deborah S.";Motor-Cognitive Dual-Task Training in Persons With Neurologic Disorders: A Systematic Review;10.1097/NPT.0000000000000090;2015;Background and Purpose: Deficits in motor-cognitive dual tasks (eg, walking while talking) are common in individuals with neurologic conditions. This review was conducted to determine the effectiveness of motor-cognitive dual-task training (DTT) compared with usual care on mobility and cognition in individuals with neurologic disorders.Methods: Databases searched were Biosis, CINAHL, ERIC, PsychInfo, EBSCO Psychological & Behavioral, PubMed, Scopus, and Web of Knowledge. Eligibility criteria were studies of adults with neurologic disorders that included DTT, and outcomes of gait or balance were included. Fourteen studies met inclusion criteria. Participants were subjects with brain injury, Parkinson disease (PD), and Alzheimer disease (AD). Intervention protocols included cued walking, cognitive tasks paired with gait, balance, and strength training and virtual reality or gaming. Quality of the included trials was evaluated with a standardized rating scale of clinical relevance.Results: Results show that DTT improves single-task gait velocity and stride length in subjects with PD and AD, dual-task gait velocity and stride length in subjects with PD, AD, and brain injury, and may improve balance and cognition in those with PD and AD. The inclusion criteria of the studies reviewed limited the diagnostic groups included.Discussion and Conclusions: While the range of training protocols and outcome assessments in available studies limited comparison of the results across studies motor-cognitive dual-task deficits in individuals with neurologic disorders appears to be amenable to training. Improvement of dual-task ability in individuals with neurologic disorders holds potential for improving gait, balance, and cognition.;VR;FALSE;NA;Web of Science;;;; 256;"Bae, Hyojoon; Golparvar-Fard, Mani; White, Jules";Image-Based Localization and Content Authoring in Structure-from-Motion Point Cloud Models for Real-Time Field Reporting Applications;10.1061/(ASCE)CP.1943-5487.0000392;2015;Recent research efforts to improve information management on construction sites have focused on devising mobile augmented reality methods to provide on-demand access to project information and facilitate field reporting. To track position and orientation of the users, prior research focused on radio frequency based location tracking methods, fiduciary markers, or parallel visual tracking and mapping techniques. These methods have potential in providing fast information access to field personnel, yet their application heavily depends on preinstalled infrastructure, may suffer from accumulated drift errors, and in the case of visual methods do not typically scale well. Furthermore, these methods do not provide content authoring capability in three dimensions, which is necessary for reciprocal application of augmented reality for field reporting and asynchronous personnel-to-personnel communications. To overcome these limitations, this paper presents a scalable markerless and infrastructure-independent mobile augmented reality system for commodity smartphones and tablets, with client-server architecture and cloud computing basis, to facilitate both accessing to project information and conducting field reporting in three dimensions. The method relies on structure-from-motion point clouds generated from site images and/or videos to enable image-based localization and single-image based content authoring in three dimensions. By using mobile client devices with the proposed method, onsite personnel can associate field reports with two-dimensional (2D) patches from mobile images and store that information directly in the underlying three-dimensional (3D) point cloud model. In addition, the client-server architecture of the proposed system allows an onsite access to most updated project information and field reports as they are being documented on the server. The presented architecture also handles multiple onsite information retrieval and field reporting requests simultaneously. The overall system is validated on several indoor/outdoor work areas of three real-world construction projects with varying degrees of occlusions and lighting conditions. The experimental results show the potential of the proposed method in prompt field reporting in three dimensions, minimizing the time field personnel spent on accessing project information, and communicating with others to resolve an issue/conflict on the jobsite within 1-3 min. (C) 2014 American Society of Civil Engineers.;AR;NA;NA;Web of Science;;;; 257;Bonventi, Waldemar, Jr.;Intelligent systems? Dependent human beings?;NA;2015;We discuss the impact of information and communication technologies, extending to more complex devices and industrial systems. Intelligent systems and its market counterpoint disclosed as intelligent systems, are presented. Academic texts on artificial intelligence are referenced as a conceptual basis for sustaining the social impacts of smart technologies expansion or disclosed as well. Questions about thinking and searching for solutions using the game of chess as a comparison between humans and computers, seeking to shed light on the mental processes that are related to intelligent behavior. We question the reliance or trust of people in more complex decisions to leave such devices or systems, from simple arithmetic to inferences and propose strategic actions, through the interaction between humans and intelligent systems to improve the efficiency of tasks complex as a whole. Finally, reflective questions are posed about the real possibility of artificial intelligence supplant humans, creating a virtual reality and how technology can currently be creating this reality and a new form of dependency.;VR;FALSE;NA;Web of Science;;;; 258;"Agostini, Michela; Moja, Lorenzo; Banzi, Rita; Pistotti, Vanna; Tonin, Paolo; Venneri, Annalena; Turolla, Andrea";Telerehabilitation and recovery of motor function: a systematic review and meta-analysis;10.1177/1357633X15572201;2015;Recent advances in telecommunication technologies have boosted the possibility to deliver rehabilitation via the internet (i.e. telerehabilitation). Several studies have shown that telerehabilitation is effective to improve clinical outcomes in disabling conditions. The aim of this review was to determine whether telerehabilitation was more effective than other modes of delivering rehabilitation to regain motor function, in different populations of patients.We searched PubMed, Embase and the Cochrane library retrieving 2360 records. Twelve studies were included involving different populations (i.e. neurological, total knee arthroplasty (TKA), cardiac) of patients. Inconclusive finding were found on the effect of telerehabilitation for neurological patients (SMD = 0.08, CI 95% = -0.13, 0.29), while both for cardiac (SMD = 0.24, CI 95% = 0.04, 0.43) and TKA patients (Timed Up and Go test: MD = -5.17, CI 95% = -9.79, -0.55) the results were in favour of telerehabilitation.Conclusive evidence on the efficacy of telerehabilitation for treatment of motor function, regardless of pathology, was not reached. Nevertheless, a strong positive effect was found for patients following orthopaedic surgery, suggesting that the increased intensity provided by telerehabilitation is a promising option to be offered to patients. More and higher quality research is needed in this field especially with neurological patients.;NOT;NA;NA;Web of Science;;;; 259;"Dewar, Rosalee; Love, Sarah; Johnston, Leanne Marie";Exercise interventions improve postural control in children with cerebral palsy: a systematic review;10.1111/dmcn.12660;2015;"AimThe aim of this study was to evaluate the efficacy and effectiveness of exercise interventions that may improve postural control in children with cerebral palsy (CP).MethodA systematic review was performed using American Academy of Cerebral Palsy and Developmental Medicine (AACPDM) and Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) methodology. Six databases were searched using the following keywords: (cerebral palsy' OR brain injury'); AND (postur*' OR balance' OR postural balance' [MeSH]); AND (intervention' OR therapy' OR exercise' OR treatment'). Articles were evaluated based on their level of evidence and conduct.ResultsSearches yielded 45 studies reporting 13 exercise interventions with postural control outcomes for children with CP. Five interventions were supported by a moderate level of evidence: gross motor task training, hippotherapy, treadmill training with no body weight support (no-BWS), trunk-targeted training, and reactive balance training. Six of the interventions had weak or conflicting evidence: functional electrical stimulation (FES), hippotherapy simulators, neurodevelopmental therapy (NDT), treadmill training with body weight support, virtual reality, and visual biofeedback. Progressive resistance exercise was an ineffective intervention, and upper limb interventions lacked high-level evidence.InterpretationThe use of exercise-based treatments to improve postural control in children with CP has increased significantly in the last decade. Improved study design provides more clarity regarding broad treatment efficacy. Research is required to establish links between postural control impairments, treatment options, and outcome measures. Low-burden, low-cost, child-engaging, and mainstream interventions also need to be explored.";VR;FALSE;NA;Web of Science;;;; 260;"Molino, Piero; Lops, Pasquale; Semeraro, Giovanni; de Gemmis, Marco; Basile, Pierpaolo";"Playing with knowledge: A virtual player for ""Who Wants to Be a Millionaire?"" that leverages question answering techniques";10.1016/j.artint.2015.02.003;2015;"This paper describes the techniques used to build a virtual player for the popular TV game ""Who Wants to Be a Millionaire?"". The player must answer a series of multiple-choice questions posed in natural language by selecting the correct answer among four different choices. The architecture of the virtual player consists of I) a Question Answering (QA) module, which leverages Wikipedia and DBpedia datasources to retrieve the most relevant passages of text useful to identify the correct answer to a question, 2) an Answer Scoring (AS) module, which assigns a score to each candidate answer according to different criteria based on the passages of text retrieved by the Question Answering module, and 3) a Decision Making (DM) module, which chooses the strategy for playing the game according to specific rules as well as to the scores assigned to the candidate answers.We have evaluated both the accuracy of the virtual player to correctly answer to questions of the game, and its ability to play real games in order to earn money. The experiments have been carried out on questions coming from the official Italian and English boardgames. The average accuracy of the virtual player for Italian is 79.64%, which is significantly better than the performance of human players, which is equal to 51.33%. The average accuracy of the virtual player for English is 76.41%. The comparison with human players is not carried out for English since, playing successfully the game heavily depends on the players' knowledge about popular culture, and in this experiment we have only involved a sample of Italian players. As regards the ability to play real games, which involves the definition of a proper strategy for the usage of lifelines in order to decide whether to answer to a question even in a condition of uncertainty or to retire from the game by taking the earned money, the virtual player earns (sic) 114,531 on average for Italian, and (sic) 88,878 for English, which exceeds the average amount earned by the human players to a greater extent ((sic) 5926 for Italian). (C) 2015 Elsevier B.V. All rights reserved.";NOT;NA;NA;Web of Science;;;; 261;"Kenngott, H. G.; Wagner, M.; Nickel, F.; Wekerle, A. L.; Preukschas, A.; Apitz, M.; Schulte, T.; Rempel, R.; Mietkowski, P.; Wagner, F.; Termer, A.; Mueller-Stich, Beat P.";Computer-assisted abdominal surgery: new technologies;10.1007/s00423-015-1289-8;2015;Computer-assisted surgery is a wide field of technologies with the potential to enable the surgeon to improve efficiency and efficacy of diagnosis, treatment, and clinical management.This review provides an overview of the most important new technologies and their applications.A MEDLINE database search was performed revealing a total of 1702 references. All references were considered for information on six main topics, namely image guidance and navigation, robot-assisted surgery, human-machine interface, surgical processes and clinical pathways, computer-assisted surgical training, and clinical decision support. Further references were obtained through cross-referencing the bibliography cited in each work. Based on their respective field of expertise, the authors chose 64 publications relevant for the purpose of this review.Computer-assisted systems are increasingly used not only in experimental studies but also in clinical studies. Although computer-assisted abdominal surgery is still in its infancy, the number of studies is constantly increasing, and clinical studies start showing the benefits of computers used not only as tools of documentation and accounting but also for directly assisting surgeons during diagnosis and treatment of patients. Further developments in the field of clinical decision support even have the potential of causing a paradigm shift in how patients are diagnosed and treated.;NOT;NA;NA;Web of Science;;;; 262;"Wang, X. -Q.; Pi, Y. -L.; Chen, B. -L; Chen, P. -J.; Liu, Y.; Wang, R.; Li, X.; Waddington, G.";Cognitive motor interference for gait and balance in stroke: a systematic review and meta-analysis;10.1111/ene.12616;2015;Background and purposeAn increasing interest in the potential benefits of cognitive motor interference (CMI) for stroke has recently been observed, but the efficacy of CMI for gait and balance is controversial. A systematic review and meta-analysis of randomized controlled trials was performed to estimate the effect of CMI on gait and balance in patients with stroke.MethodsArticles in Medline, EMBASE, the Cochrane Library, Web of Science, CINAHL, PEDro and the China Biology Medicine disc were searched from 1970 to July 2014. Only randomized controlled trials examining the effects of CMI for patients with stroke were included, and no language restrictions were applied. Main outcome measures included gait and balance function.ResultsA total of 15 studies composed of 395 participants met the inclusion criteria, and 13 studies of 363 participants were used as data sources for the meta-analysis. Pooling revealed that CMI was superior to the control group for gait speed [mean difference (MD) 0.19m/s, 95% confidence interval (CI)(0.06, 0.31), P=0.003], stride length [MD 12.53cm, 95% CI (4.07, 20.99), P=0.004], cadence [MD 10.44 steps/min, 95% CI (4.17, 16.71), P=0.001], centre of pressure sway area [MD -1.05, 95% CI(-1.85, -0.26), P=0.01] and Berg balance scale [MD 2.87, 95% CI (0.54, 5.21), P=0.02] in the short term.ConclusionCognitive motor interference is effective for improving gait and balance function for stroke in the short term. However, only little evidence supports assumptions regarding CMI's long-term benefits.;NOT;NA;NA;Web of Science;;;; 263;"Laver, Kate E.; George, Stacey; Thomas, Susie; Deutsch, Judith E.; Crotty, Maria";Virtual reality for stroke rehabilitation;10.1002/14651858.CD008349.pub3;2015;"BackgroundVirtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles have been rapidly adopted in clinical settings. This is an update of a Cochrane Review published in 2011.ObjectivesPrimary objective: To determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objective: To determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance activity, global motor function, cognitive function, activity limitation, participation restriction and quality of life, voxels or regions of interest identified via imaging, and adverse events. Additionally, we aimed to comment on the feasibility of virtual reality for use with stroke patients by reporting on patient eligibility criteria and recruitment.Search methodsWe searched the Cochrane Stroke Group Trials Register (October 2013), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2013, Issue 11), MEDLINE (1950 to November 2013), EMBASE (1980 to November 2013) and seven additional databases. We also searched trials registries and reference lists.Selection criteriaRandomised and quasi-randomised trials of virtual reality (""an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion"") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance function and activity, and global motor function.Data collection and analysisTwo review authors independently selected trials based on pre-defined inclusion criteria, extracted data and assessed risk of bias. A third review author moderated disagreements when required. The authors contacted investigators to obtain missing information.Main resultsWe included 37 trials that involved 1019 participants. Study sample sizes were generally small and interventions varied. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large number of randomised controlled trials, the evidence remains 'low' or ' very low' quality when rated using the GRADE system. Control groups received no intervention or therapy based on a standard care approach. Intervention approaches in the included studies were predominantly designed to improve motor function rather than cognitive function or activity performance. The majority of participants were relatively young and more than one year post stroke. Primary outcome: results were statistically significant for upper limb function (standardised mean difference (SMD) 0.28, 95% confidence intervals (CI) 0.08 to 0.49 based on 12 studies with 397 participants). Secondary outcomes: there were no statistically significant effects for grip strength, gait speed or global motor function. Results were statistically significant for the activities of daily living (ADL) outcome (SMD 0.43, 95% CI 0.18 to 0.69 based on eight studies with 253 participants); however, we were unable to pool results for cognitive function, participation restriction, quality of life or imaging studies. There were few adverse events reported across studies and those reported were relatively mild. Studies that reported on eligibility rates showed that only 26% of participants screened were recruited.Authors' conclusionsWe found evidence that the use of virtual reality and interactive video gaming may be beneficial in improving upper limb function and ADL function when used as an adjunct to usual care (to increase overall therapy time) or when compared with the same dose of conventional therapy. There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on grip strength, gait speed or global motor function. It is unclear at present which characteristics of virtual reality are most important and it is unknown whether effects are sustained in the longer term.";VR;FALSE;NA;Web of Science;;;; 264;"Pan, Zhaoqing; Chen, Liming; Yan, Wenjie";Low Complexity H.265/HEVC Coding Unit Size Decision for a Videoconferencing System;10.1515/cait-2015-0076;2015;With the development of Internet and video capture techniques, videoconferencing becomes still more popular. However, with the increased size of the video resolution, the volume of the raw videoconferencing video data increases dramatically. The H.265/HEVC video compression standard can efficiently compresses the videoconferencing video, while the high compression rate is at the cost of heavy encoding complexity. Hence, reducing the complexity is vital to be used for the H.265/HEVC encoder in videoconferencing systems. In this paper we proposed a low complexity H.265/HEVC coding unit size decision algorithm for a videoconferencing system, by considering the coding content property of the coding unit, in which the coding unit size decision process is terminated if the prediction residuals of the coding unit are all transformed and quantized to zeroes. The experimental results show that the proposed algorithm achieves 62.79% on average in encoding time saving, while the rate distortion degradation is acceptable.;NOT;NA;NA;Web of Science;;;; 265;"de Souza-Daw, Tony; Ross, Robert; Truong Duy Nhan; Le Anh Hung; Nguyen Duc Quoc Trung; Le Hai Chau; Hoang Minh Phuong; Le Hoang Ngoc; Nkhoma, Mathews";Design and evaluation of a low-cost street-level image capturing vehicle for south-east Asia;10.1108/JEDT-09-2013-0062;2015;Purpose - The purpose of this paper is to present a low-cost, highly mobile system for performing street-level imaging. Street-level imaging and geo-location-based services are rapidly growing in both popularity and coverage. Google Street View and Bing StreetSide are two of the free, online services which allow users to search location-based information on interactive maps. In addition, these services also provide software developers and researchers a rich source of street-level images for different purposes - from identifying traffic routes to augmented reality applications. Currently, coverage for Street View and StreetSide is limited to more affluent Western countries with sparse coverage throughout south-east Asia and Africa. In this paper, we present a low-cost system to perform street-level imaging targeted towards the congested, motorcycle-dominant south-east Asian countries. The proposed system uses a catadioptric imaging system to capture 360-degree panoramic images which are geo-located using an on-board GPS. The system is mounted on the back of a motorcycle to provide maximum mobility and access to narrow roads. An innovative backwards remapping technique for flattening the images is discussed along with some results from the first 150 km which have been captured from Southern Vietnam.Design/methodology/approach - The design was a low-cost prototype design using low-cost off-the-shelf hardware with custom software and assembly to facilitate functionality.Findings - The system was shown to work well as a low-cost omnidirectional mapping solution targeted toward sea-of-motorbike road conditions.Research limitations/implications - Some of the pictures returned by the system were unclear. These could be improved by having artificial lighting (currently only ambient light is used), a gyroscope-stabilised imaging platform and a higher resolution camera.Originality/value - This paper discusses a design which facilitates low-cost, street-level imaging for a sea-of-motorcycle environment. The system uses a catadioptric imaging approach to give a wide field of view without excessive image storage requirements using dozens of cameras.;NOT;NA;NA;Web of Science;;;; 266;"Son, Jiyoung; ÏòÅΙÖÏàô";A Research Review on Virtual Reality-Based Intervention for Students with Autism Spectrum Disorders;NA;2015;The purpose of the study is to review the recent literature on applying virtual reality-based intervention in the educational settings for students with autism spectrum disorders and to identify research method, intervention type, and educational effectiveness appeared in the research. The search procedures through the Web-database system were implemented to find the proper research, and a total of 12 articles were included in this review. The results indicated that most of subjects were school-age children and youth, also pre-post test design was mostly implemented. Results founded several intervention types applying virtual reality: social interaction type in collaborative virtual environments(CVE), task performance type in CVE, and social experience type in single-user virtual environments. Additionally, the results indicated that the educational effectiveness was the improvements of social interactions, social skills, social cognition, social comprehension, empathy, motivation and so on. Implications and recommendations for future research based on the results were suggested.;VR;FALSE;NA;Web of Science;;;; 267;"Lan, Lina; Wang, Bai; Zhang, Lei; Shi, Ruisheng; Li, Fei";An Event-driven Service-oriented Architecture for the Internet of Things Service Execution;10.3991/ijoe.v11i2.3842;2015;IoT (Internet of Things) bridges the physical world and information space. IoT services are environmentally sensitive and event-driven, so new IoT service architecture should adapt to these features. This paper analyses IoT sensing service characteristics and proposes future services architecture. It is focused on middleware architecture and interface presentation technology. In the middleware layer, traditional SOA architecture is insufficient in real-time response and parallel processes of service execution. This paper proposes a new sensing service system based on EDSOA (Event Driven SOA) architecture to support real-time, event-driven, and active service execution. At the presentation layer, this paper presents new IoT browser features, including using augmented reality technology for input and output and realizing the superposition of the physical world and abstract information. Through a use case and proof-of-concept implementation-road manhole cover monitoring system-we verified the feasibility of the proposed ideas and framework.;NOT;NA;NA;Web of Science;;;; 268;"Kalron, Alon; Zeilig, Gabi";Efficacy of exercise intervention programs on cognition in people suffering from multiple sclerosis, stroke and Parkinson's disease: A systematic review and meta-analysis of current evidence;10.3233/NRE-151260;2015;"BACKGROUND: Cognitive impairment is a well-established sequela of people suffering from neurological pathologies.OBJECTIVE: To examine the effects of exercise intervention programs on cognitive performance in participants suffering from stroke, multiple sclerosis and Parkinson's disease.METHODS: Four online databases (CINAHL, Cochrane Library, MEDLINE, PEDro) were comprehen-sively searched from their inception through December 2014. The search query was phrased as follows: In people suffering from MS, stroke or Parkinson's disease, do exercise intervention programs improve cognitive performance?RESULTS: Twelve controlled clinical trials met our inclusion criteria. Studies were classified according to three clinical subgroups: Parkinson's disease (n = 3), stroke (n = 1) and multiple sclerosis (n = 8). Eight studies employed an aerobic intervention program; one used an active exercise program based on virtual reality systems, three reports examined the effect of yoga and one compared the intervention program with sport climbing. Significant improvements in cognition were found in nine out of the twelve studies. Nevertheless, the total effect size was non-significant (0.18 (95% CI, -4.1, 3.8)) for changes in executive functions.CONCLUSION: Due to lack of commonality between measures of cognition, training sequences and intervention period, it remains unclear as to whether exercise training can be effective in improving the cognitive functions of neurological patients.";VR;FALSE;NA;Web of Science;;;; 269;"Luque-Moreno, Carlos; Ferragut-Garcias, Alejandro; Rodriguez-Blanco, Cleofas; Marcos Heredia-Rizo, Alberto; Oliva-Pascual-Vaca, Jessus; Kiper, Pawel; Oliva-Pascual-Vaca, Angel";A Decade of Progress Using Virtual Reality for Poststroke Lower Extremity Rehabilitation: Systematic Review of the Intervention Methods;10.1155/2015/342529;2015;Objective. To develop a systematic review of the literature, to describe the different virtual reality (VR) interventions and interactive videogames applied to the lower extremity (LE) of stroke patients, and to analyse the results according to the most frequently used outcome measures. Material and Methods. An electronic search of randomized trials between January 2004 and January 2014 in different databases (Medline, Cinahl, Web of Science, PEDro, and Cochrane) was carried out. Several terms (virtual reality, feedback, stroke, hemiplegia, brain injury, cerebrovascular accident, lower limb, leg, and gait) were combined, and finally 11 articles were included according to the established inclusion and exclusion criteria. Results. The reviewed trials showed a high heterogeneity in terms of study design and assessment tools, which makes it difficult to compare and analyze the different types of interventions. However, most of them found a significant improvement on gait speed, balance and motor function, due to VR intervention. Conclusions. Although evidence is limited, it suggests that VR intervention (more than 10 sessions) in stroke patients may have a positive impact on balance, and gait recovery. Better results were obtained when a multimodal approach, combining VR and conventional physiotherapy, was used. Flexible software seems to adapt better to patients' requirements, allowing more specific and individual treatments.;VR;FALSE;NA;Web of Science;;;; 270;"van den Heuvel, Renee; Lexis, Monique; de Witte, Luc";ICT based technology to support play for children with severe physical disabilities.;NA;2015;"INTRODUCTION: Play is important for a child's development. Children with severe physical disabilities experience difficulties engaging in play. With the progress of technology the possibilities to support play are increasing. The purpose of this review was to gain insight into the possibilities and availability of ICT based technology to support play in children with severe physical disabilities.METHODS: A systematic literature search within the databases PubMed, CINAHL, IEEE and ERIC was carried out. Three reviewers assessed titles and abstracts independently. Additionally, Google Scholar, conference proceedings and reference lists were used.RESULTS AND CONCLUSION: The included publications reported on 27 different technologies, which can be classified into three main groups; robots, virtual reality systems and computer systems. There are several options that may have great potential in supporting play for this target group.";VR;FALSE;NA;Web of Science;;;; 271;"Bamdad, Mahdi; Zarshenas, Homayoon; Auais, Mohammad A.";Application of BCI systems in neurorehabilitation: a scoping review;10.3109/17483107.2014.961569;2015;Purpose: To review various types of electroencephalographic activities of the brain and present an overview of brain-computer interface (BCI) systems' history and their applications in rehabilitation. Methods: A scoping review of published English literature on BCI application in the field of rehabilitation was undertaken. IEEE Xplore, ScienceDirect, Google Scholar and Scopus databases were searched since inception up to August 2012. All experimental studies published in English and discussed complete cycle of the BCI process was included in the review. Results and discussion: In total, 90 articles met the inclusion criteria and were reviewed. Various approaches that improve the accuracy and performance of BCI systems were discussed. Based on BCI's clinical application, reviewed articles were categorized into three groups: motion rehabilitation, speech rehabilitation and virtual reality control (VRC). Almost half of the reviewed papers (48%) concentrated on VRC. Speech rehabilitation and motion rehabilitation made up 33% and 19% of the reviewed papers, respectively. Among different types of electroencephalography signals, P300, steady state visual evoked potentials and motor imagery signals were the most common. Conclusions: This review discussed various applications of BCI in rehabilitation and showed how BCI can be used to improve the quality of life for people with neurological disabilities. It will develop and promote new models of communication and finally, will create an accurate, reliable, online communication between human brain and computer and reduces the negative effects of external stimuli on BCI performance.;VR;FALSE;NA;Web of Science;;;; 272;"Costa-Dasilva, Juan Ignacio; Gomez-Rodriguez, Alma; Gonzalez-Moreno, Juan C.; Ramos-Valcarcel, David";A located and user personalized event's dissemination platform;10.3233/IFS-141197;2015;Ambient Intelligence has emerged lately as the integrating concept which includes Ubiquitous Computing, Ubiquitous Communication and Intelligent User Interfaces. The real implementation of such concepts is based on the use of new technology and innovative ways of development. Agent Oriented Software Engineering techniques and concepts have been used as a way of providing support to ubiquitous computing and communication. In addition, intelligent user interfaces require systems that provide a more efficient and rich interface with the user than the traditional ones. This paper presents a platform called MAPAS, which uses Ambient Intelligence concepts and techniques to give a fully scalable solution to a particular problem. The chosen system provides a solution, using the platform, to personalize the dissemination of events, that is, the system makes available to the user a set of events of his/her interest. This kind of systems requires a high degree of user's personalization. However nowadays, it is the user who must search the events of interest or subscribe to several different services or pages. The platform introduced in this paper takes profit of Agent Oriented technology to provide a system composed of various agents who may run in different devices, which communicate and provide a user personalized selection of events. Moreover, the system is aware of the surrounding environment, can be installed on smart devices, provides a rich and intuitive user interface and uses Augmented Reality techniques to give spatial location data about the events. Regarding the characteristics of the solution, it seems to be suitable for problems in the domain of Ambient Intelligence.;NOT;NA;NA;Web of Science;;;; 273;"Kawamura, Takahiro; Ohsuga, Akihiko";Applying Linked Open Data to Green Design;10.1109/MIS.2014.74;2015;"Increasing levels of environmental consciousness have spurred interest in urban agriculture and greening. However, plant cultivation in a limited urban space isn't necessarily a simple matter. On one hand, a plant that's not a hardy species might die; on the other, a plant that overgrows could disrupt the balance of vegetation in the surrounding environment. The authors propose an Android application called Green-Thumb Camera, which allows users to search for plants that fit particular environmental conditions from the linked open data (LOD) cloud. Queries are made using smartphone sensor information, and the application then uses augmented reality to overlay an image of the adult plant in the specified space. The authors describe the LOD content generation method and details of the application and then evaluate the accuracy of the LOD data and the application's usability.";AR;NA;NA;Web of Science;;;; 274;"Dennett, Amy M.; Taylor, Nicholas F.";"MACHINES THAT GO ""PING"" MAY IMPROVE BALANCE BUT MAY NOT IMPROVE MOBILITY OR REDUCE RISK OF FALLS: A SYSTEMATIC REVIEW";10.2340/16501977-1899;2015;Objective: To determine the effectiveness of computer-based electronic devices that provide feedback in improving mobility and balance and reducing falls.Data sources: Randomized controlled trials were searched from the earliest available date to August 2013.Data extraction: Standardized mean differences were used to complete meta-analyses, with statistical heterogeneity being described with the I-squared statistic. The GRADE approach was used to summarize the level of evidence for each completed meta-analysis. Risk of bias for individual trials was assessed with the (Physiotherapy Evidence Database) PEDro scale.Data synthesis: Thirty trials were included. There was high-quality evidence that computerized devices can improve dynamic balance in people with a neurological condition compared with no therapy. There was low-to-moderate-quality evidence that computerized devices have no significant effect on mobility, falls efficacy and falls risk in community-dwelling older adults, and people with a neurological condition compared with physiotherapy.Conclusion: There is high-quality evidence that computerized devices that provide feedback may be useful in improving balance in people with neurological conditions compared with no therapy, but there is a lack of evidence supporting more meaningful changes in mobility and falls risk.;NOT;NA;NA;Web of Science;;;; 275;"Brunckhorst, Oliver; Aydin, Abdullatif; Abboudi, Hamid; Sahai, Arun; Khan, Muhammad Shamim; Dasgupta, Prokar; Ahmed, Kamran";Simulation-Based Ureteroscopy Training: A Systematic Review;10.1016/j.jsurg.2014.07.003;2015;"OBJECTIVE: Simulation is a common adjunct to operative training and various modalities exist for ureteroscopy. This systematic review aims the following: (1) to identify available ureteroscopy simulators, (2) to explore evidence for their effectiveness using characteristic criterion, and (3) to provide recommendations for simulation-based ureteroscopy training.DESIGN: The preferred reporting items for systematic reviews and meta-analysis statement guidelines were used. A literature search was performed using the PubMed, EMBASE, and Cochrane Library databases.RESULTS: In total, 20 articles concerning ureteroscopy simulators were included. Overall, 3 high-fidelity bench models are available. The Uro-Scopic Trainer has demonstrated face, construct, and concurrent validity, whereas the Scope Trainer has undergone content, construct, and predictive validation. The adult ureteroscopy trainer has demonstrated face, content, and construct validity. The URO Mentor is the only available ureteroscopy virtual-reality system; 10 studies were identified demonstrating its face, content, construct, concurrent, and predictive validity. The Uro-Scopic Trainer, the Scope Trainer, and the URO Mentor have demonstrated high educational impact. A noncommercially available, low-fidelity model has demonstrated effectiveness comparable to its high-fidelity counterpart at 185 times lesser than the price of the Uro-Scopic Trainer. The use of porcine models has also been described in 3 studies but require further study.CONCLUSIONS: Valid models are available for simulation-based ureteroscopy training. However, there is a lack of many high-level studies conducted, and further investigation is required in this area. Furthermore, current research focuses on the technical skills acquisition with little research conducted on nontechnical skills acquisition within ureteroscopy. The next step for ureteroscopy training is a formalized and validated curriculum, incorporating simulation, training models, development of nontechnical skills, and real-life practice. (C) 2014 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.";VR;FALSE;NA;Web of Science;;;; 276;"Collins, John-David; Markham, Amanda; Service, Kathrine; Reini, Seth; Wolf, Erik; Sessoms, Pinata";A systematic literature review of the use and effectiveness of the Computer Assisted Rehabilitation Environment for research and rehabilitation as it relates to the wounded warrior;10.3233/WOR-141927;2015;BACKGROUND: Several U.S. military treatment and research facilities employ a Computer Assisted Rehabilitation Environment (CAREN) [Motek Medical BV, Amsterdam, The Netherlands] for research and rehabilitation of complex injuries exhibited by Wounded Warriors. There has been little scientific evidence of the effectiveness of this type of system for rehabilitation.OBJECTIVE: A systematic review of the literature was completed to determine what type of work has been performed on the CAREN and report findings of clinical significance.METHODS: Specific terms were searched on electronic databases to include journal articles, abstracts, and peer-reviewed conference proceedings related to the CAREN.RESULTS: Twenty-six publications were elicited that met our criteria. These were divided by their primary focus: rehabilitation, clinical research, and technical reports.DISCUSSION: Results from published articles have determined that the system is a capable tool for both assessment and rehabilitation, but little has currently been published, particularly on patient populations.CONCLUSION: More research needs to be performed to evaluate its effectiveness as a rehabilitation tool compared to other rehabilitation methods. It is expected that a system, such as the CAREN, will challenge patients multifactorially (e.g. physically and cognitively) and provide biofeedback while decreasing rehabilitation time and increasing effectiveness of treatment.;NOT;NA;NA;Web of Science;;;; 277;"Ponniah, Kathryn; Wei, Lerh Jian; Hollon, Steven D.";The Efficacy of Psychological Therapies for Specific Phobias in Adults and Some Unanswered Questions;10.2174/1573400511666150629105420;2015;Background: Specific phobias are common across the lifespan. Although exposure-based therapies have the most evidence of efficacy, reviews have cautioned that evaluations of some interventions are limited in number and have pointed to the need for more research. Furthermore, several permitted the inclusion of non-randomized clinical trials or samples exhibiting elevated fear but not necessarily a full diagnosis. We sought to update the literature on the empirical support of psychological treatments for specific phobias in adults through the selection of studies that met stringent criteria along with application of the system developed by Chambless and Hollon [1998: J Consult Clin Psychol 66: 7-18], which had not in isolation been done so previously.Methods: Electronic searches of the PubMed and PsycINFO databases were conducted in February 2014 to identify suitable randomized clinical trials. Thirty-eight met our inclusion criteria.Results: In vivo exposure was the most researched psychological therapy and found to be efficacious and specific. The evidence for virtual reality exposure was less strong though it had a similar level of empirical support. Several other therapies, including applied tension for blood phobia, were found to be possibly efficacious pending replication by other groups.Conclusions: Exposure-based therapy is the optimal treatment for specific phobias, but several gaps remain in the literature. Most studies investigated interventions for spider phobia. More clinical trials conducted by independent research teams are needed on therapies for other subtypes. There is a dearth of literature on the treatment of phobic disorders in older adults and medically unwell patients. This needs to be a priority on research agendas since we have an aging population. Moreover, failure to address blood-injection-injury phobia in a timely manner in patients who are under the care of medical services may affect adherence to recommendations and lead to a deterioration in health.;VR;FALSE;NA;Web of Science;;;; 278;Trach, Iu;Of high technology in the context of civilization technogenic;NA;2015;"In the article, given that understanding of the realities of the contemporary world largely depends on the correct interpretation of the relationship between culture and technology, the features of equipment, technology and industrial society in terms of their impact on culture. That refers to the need for the formulation of philosophical issues related to cultural analysis present stage of technological development as identify the nature of industrial society and its features, the information revolution and its impact on cultural processes in society, information technologies and their consequences for the development of culture, virtualization culture and so on.It is noted that, despite the thorough study of many scholars of technology as a determining factor of social development at different stages, technological civilization like the whole phenomenon, and high technology to date been insufficiently studied. Thus, the purpose of the article the cultural analysis of high technologies in the context of technological civilization.Noted that technology as vital for humankind as a universal means of satisfying every need, in the twentieth century. became one of the most important tools of culture. The basic characteristics of technology: technology is the artifact artificial entity specially made man; Technology is a tool that is always used as a means to meet the corresponding human needs; Technology is an independent reality, and it is opposed to nature, art, language, etc; technique is a specific way to use materials engineering, power and energy of nature; purposeful efficiency technology associated with the concept of technology. Attention is paid that difficulties analyzing the numerous and multifaceted interactions between society in general and technology fields due to the presence of different approaches to the definition of ''technology''. It is noted that in today's world is inseparable from the fundamental technique of the new parameter - metatehnology.Emphasized that sociocultural technology assessment, first of all, should provide the most optimal for society search options for further technological progress.According to the concepts V.S. Stepin, L. Mumford are values industrial society, including not only innovation and progress, but also a science that provides knowledge about the laws of change of objects and a special understanding of power and strength, not only the government man, and above all on objects. These values, according to V.S. Stepin, genome is a kind of technological civilization, its cultural and genetic code according to which it is reproduced and developed. Among the signs of our industrial society stated the following: it is built on certain values that are implemented throughout its existence; in its development it passes certain stages: genesis, development, prosperity, decline and death; within industrial society exist extraneous group with its own culture, which does not coincide with the basic culture of civilization.It is noted that the end of the twentieth century. to change the trend towards mechanization of any information flows came another: the evolution of software and hardware goes, but it has played a secondary role, and the human component of human-machine systems becomes decisive, because the fore social communication and organization of human activity. Among those singled out information technologies Humanities Technology (political, educational, etc.), computer simulation and data processing, as well as technologies that produce different types of virtual reality. They act as an effective way of implementing complex and multidimensional inner world of the modern individual.Emphasized that information technology is a component of spiritual culture, and, of course, have a semiotic nature; At the same time their technical features, such as instrumental and artificiality are often sidelined. This interpenetration of technology and culture, according to the author, the need for modification leads to culture in general, and as a result, there is a gradual change in the basic constants of human existence.The article also says these so-called high technology, the creation of which is a further development of the idea of the classic era of high-tech industry and STR is a single process consisting of three stages: 1) the discovery of innovative theoretical principles; 2) the creation of a prototype and implementation of technological tests; 3) constructive revision and organization of mass production of the new product. Determined their specific characteristics: 1) they initially focused on the integration of all components of technical operations in a single system, which also includes process control and quality control; 2) the extent of the functioning of material, energy and information flows is usually not possible to describe standard for a particular industry laws, therefore need new performance criteria; 3) high-tech products can quite easily integrate into surrounding human technosphere, so developers deploy their goals marketing campaigns to their proposed products meet the most advanced preferences ''universal consumer society.'' It is typical for high technology fast enough and significant socio-cultural effect. In addition, high-tech self-initiate cultural effects of which can not be predicted in advance.The conclusions noted that technology is an important tool of culture, though it is trying to replace, and the suitability of technology for society depends on the culture that puts technology boundaries.";VR;FALSE;NA;Web of Science;;;; 279;Holovanova, Tetiana;IMPACT OF VIRTUAL SPACE USE ON PERSONALITY'S COGNITIVE DEVELOPMENT;NA;2015;Today almost every individual's model of the world includes not only the real environment, but also the parallel world of virtual reality, which has many reflections in modern life. In the 21st century a significant change took place in the system of the cognitive structures development - they began to shape in the collision of two worlds - the real world and computer, virtual one. The study was carried out with adolescents' participation. More than two hundred of young people aged from 16 to 25 years were involved in it. Three main directions of virtual space use have been distinguished: online gaming, virtual communication, searching for information. The connection between the virtual space enthusiasm and cognitive needs of an individual has been established. It is also found that the level of a person's cognitive needs reduces with the increase of time spent in the virtual space. This is important for Internet-dependent individuals who mainly use the virtual space for online gaming or online communication. For young people, who use the virtual space to seek information, increase of time has no direct impact on the level of their cognitive needs. But in this case the effect of substituting the concept of obtaining information on its mechanical search requires a separate study.;VR;FALSE;NA;Web of Science;;;; 280;[Anonymous];Front Matter.;10.1101/sqb.2015.80.FM;2015;In mammals, including humans, nearly all physiological processes are subject to daily oscillations that are governed by a circadian timing system with a complex hierarchical structure. The central pacemaker, residing in the suprachiasmatic nucleus (SCN) of the ventral hypothalamus, is synchronized daily by photic cues transmitted from the retina to SCN neurons via the retinohypothalamic tract. In turn, the SCN must establish phase coherence between self-sustained and cell-autonomous oscillators present in most peripheral cell types. The synchronization signals (Zeitgebers) can be controlled more or less directly by the SCN. In mice and rats, feeding–fasting rhythms, which are driven by the SCN through rest–activity cycles, are the most potent Zeitgebers for the circadian oscillators of peripheral organs. Signaling through the glucocorticoid receptor and the serum response factor also participate in the phase entrainment of peripheral clocks, and these two pathways are controlled by the SCN independently of feeding–fasting rhythms. Body temperature rhythms, governed by the SCN directly and indirectly through rest–activity cycles, are perhaps the most surprising cues for peripheral oscillators. Although the molecular makeup of circadian oscillators is nearly identical in all cells, these oscillators are used for different purposes in the SCN and in peripheral organs.;NOT;NA;NA;Web of Science;;;; 281;"Spreij, Lauriane A.; Visser-Meily, Johanna M. A.; van Heugten, Caroline M.; Nijboer, Tanja C. W.";Novel insights into the rehabilatation of memory post acquired brain injury: a systematic review;10.3389/fnhum.2014.00993;2014;Objective: Acquired Brain Injury (ABI) frequently results in memory impairment causing significant disabilities in daily life and is therefore a critical target for cognitive rehabilitation. Current understanding of brain plasticity has led to novel insights in remediation-oriented approaches for the rehabilitation of memory deficits. We will describe 3 of these approaches that have emerged in the last decade: Virtual Reality (VR) training, Computer-Based Cognitive Retraining (CBCR) and Non-Invasive Brain Stimulation (NBS) and evaluate its effectiveness.Methods: A systematic literature search was completed in regard to studies evaluating interventions aiming to improve the memory function after ABI. Information concerning study content and reported effectiveness were extracted. Quality of the studies and methods were evaluated.Results: A total of 786 studies were identified, 15 studies met the inclusion criteria. Three of those studies represent the VR technique, 7 studies represent CBCR and 5 studies NBS. All 3 studies found a significant improvement of the memory function after VR-based training, however these studies are considered preliminary. All 7 studies have shown that CBCR can be effective in improving memory function in patients suffering from ABI. Four studies of the 5 did not find significant improvement of the memory function after the use of NBS in ABI patients.Conclusion: On the basis of this review, CBCR is considered the most promising novel approach of the last decade because of the positive results in improving memory function post ABI. The number of studies representing VR were limited and the methodological quality low, therefore the results should be considered preliminary. The studies representing NBS did not detect evidence for the use of NBS in improving memory function.;VR;FALSE;NA;Web of Science;;;; 282;"Turner, Wesley A.; Casey, Leanne M.";Outcomes associated with virtual reality in psychological interventions: where are we now?;10.1016/j.cpr.2014.10.003;2014;"The impending commercial release of affordable VR systems is likely to accelerate both the opportunity and demand for VR applications that specifically target psychological conditions. The aim of this study was to conduct a meta-analysis of outcomes associated with VR psychological interventions and to examine the methodological rigour used in these interventions. Literature search was conducted via Ovid, ProQuest Psychology journals and ScienceDirect (Psychology) databases. Interventions were required to: be published between 1980 to 2014; use a randomised controlled trial design; be published in a scholarly journal; focused primarily on psychological/behavioural intervention; include validated measures; include reported means and standard deviations of outcome measures; and include one group with clinical/subclinical disorders, syndromes or distressing behaviours. Thirty eligible studies were identified. Random effects meta-analysis found an overall moderate effect size for VR interventions. Individual meta-analyses found an overall large effect size against non-intervention wait-lists and an overall moderate effect size against active interventions. No correlation was found between treatment outcomes and methodological rigour. Limitations may include limited study numbers, the use of a single coder, a need for more in-depth analyses of variation in form VR intervention, and omission of presence as a moderating factor. The current review supports VR interventions as efficacious, promising forms of psychological treatment. Use of reporting guidelines such as the CONSORT and CONSORT-EHEALTH statements should promote greater emphasis on methodological rigour, providing a firm foundation for the further development of clinical VR applications. (C) 2014 Elsevier Ltd. All rights reserved.";VR;FALSE;NA;Web of Science;;;; 283;"Pompeu, Jos√© Eduardo; Alonso, Thais Helena; Masson, Igor Bordello; Pompeu, Sandra Maria Alvarenga Anti; Torriani-Pasin, Camila";Os efeitos da realidade virtual na reabilita√ß√£o do acidente vascular encef√°lico: Uma revis√£o sistem√°tica;10.6063/motricidade.10(4).3341;2014;This study aimed to perform a systematic review to verify the effects of virtual reality (VR) on the rehabilitation of stroke patients. The search was conducted in the electronic databases Medline, Lilacs, Scielo and PubMed, from 2004 to 2012. The keywords selected for the search were: virtual reality, video game, stroke, physiotherapy, rehabilitation. It was found 893 articles, and at the end of selection, nine studies were included. The results showed that training with VR may contribute to the rehabilitation of stroke patients. The selected studies involved the use of seven different VR systems for training of functions: gait, balance, upper limb function, cognition and perception. Furthermore, depending on the function trained, the authors selected different assessment methods. However, even in the studies with similar functions assessed it was found different measurement techniques. The conclusion was that VR can promote positive effects on rehabilitation of post stroke patients. Despite promising results, further studies are needed with larger numbers of subjects and better methodological quality.;VR;FALSE;NA;Web of Science;;;; 284;"Molina, Karina Iglesia; Ricci, Natalia Aquaroni; de Moraes, Suzana Albuquerque; Perracini, Monica Rodrigues";Virtual reality using games for improving physical functioning in older adults: a systematic review;10.1186/1743-0003-11-156;2014;The use of virtual reality through exergames or active video game, i.e. a new form of interactive gaming, as a complementary tool in rehabilitation has been a frequent focus in research and clinical practice in the last few years. However, evidence of their effectiveness is scarce in the older population. This review aim to provide a summary of the effects of exergames in improving physical functioning in older adults. A search for randomized controlled trials was performed in the databases EMBASE, MEDLINE, PsyInfo, Cochrane data base, PEDro and ISI Web of Knowledge. Results from the included studies were analyzed through a critical review and methodological quality by the PEDro scale. Thirteen studies were included in the review. The most common apparatus for exergames intervention was the Nintendo Wii gaming console (8 studies), followed by computers games, Dance video game with pad (two studies each) and only one study with the Balance Rehabilitation Unit. The Timed Up and Go was the most frequently used instrument to assess physical functioning (7 studies). According to the PEDro scale, most of the studies presented methodological problems, with a high proportion of scores below 5 points (8 studies). The exergames protocols and their duration varied widely, and the benefits for physical function in older people remain inconclusive. However, a consensus between studies is the positive motivational aspect that the use of exergames provides. Further studies are needed in order to achieve better methodological quality, external validity and provide stronger scientific evidence.;VR;FALSE;NA;Web of Science;;;; 285;"Cimadevilla, Jose M.; Roldan, Lola; Paris, Maria; Arnedo, Marisa; Roldan, Susana";Spatial learning in a virtual reality-based task is altered in very preterm children;10.1080/13803395.2014.963520;2014;Very preterm births prevent a complete development of the nervous system. The hippocampus is especially vulnerable in this population since the perinatal period is critical for its growth and development. Learning and memory abilities, like spatial memory, depend on the hippocampal integrity. In this study we applied virtual-reality-based tasks to assess spatial memory in a sample of 20 very preterm children of 7 and 8 years of age. Two different conditions of difficulty were used. Very preterm children performed poorly in the task in comparison with the control group. They committed more errors than controls searching for the rewarded positions. However, no significant differences were observed in the mean speed, an index of the motor abilities and joystick handling. These results suggest that the hippocampal function is affected in this sample. Nevertheless, other variables to consider are discussed.;VR;FALSE;NA;Web of Science;;;; 286;"Abboudi, Hamid; Khan, Mohammed Shamim; Guru, Khurshid A.; Froghi, Saied; de Wins, Gunter; Van Poppel, Hendrik; Dasgupta, Prokar; Ahmed, Kamran";Learning curves for urological procedures: a systematic review;10.1111/bju.12315;2014;ObjectiveTo determine the number of cases a urological surgeon must complete to achieve proficiency for various urological procedures.Patient and MethodsThe MEDLINE, EMBASE and PsycINFO databases were systematically searched for studies published up to December 2011.Studies pertaining to learning curves of urological procedures were included.Two reviewers independently identified potentially relevant articles.Procedure name, statistical analysis, procedure setting, number of participants, outcomes and learning curves were analysed.ResultsForty-four studies described the learning curve for different urological procedures.The learning curve for open radical prostatectomy ranged from 250 to 1000 cases and for laparoscopic radical prostatectomy from 200 to 750 cases.The learning curve for robot-assisted laparoscopic prostatectomy (RALP) has been reported to be 40 procedures as a minimum number.Robot-assisted radical cystectomy has a documented learning curve of 16-30 cases, depending on which outcome variable is measured.Irrespective of previous laparoscopic experience, there is a significant reduction in operating time (P = 0.008), estimated blood loss (P = 0.008) and complication rates (P = 0.042) after 100 RALPs.ConclusionsThe available literature can act as a guide to the learning curves of trainee urologists. Although the learning curve may vary among individual surgeons, a consensus should exist for the minimum number of cases to achieve proficiency.The complexities associated with defining procedural competence are vast.The majority of learning curve trials have focused on the latest surgical techniques and there is a paucity of data pertaining to basic urological procedures.;NOT;NA;NA;Web of Science;;;; 287;"Pietrzak, Eva; Cotea, Cristina; Pullman, Stephen";Using Commercial Video Games for Falls Prevention in Older Adults: The Way for the Future?;10.1519/JPT.0b013e3182abe76e;2014;"Background and Purpose: Falls in older adults are an increasingly costly public health issue. There are many fall prevention strategies that are effective. However, with an increasing population of older people and ever-decreasing availability of health practitioners and health funding, novel modes of intervention are being developed, including those relying on computer technologies. The aim of this article was to review the literature on the use of exergaming to prevent falls in older adult persons living in the community.Methods: The Cochrane, Medline, and Embase databases were searched using prespecified search terms. To be included, studies had to investigate the effect of using commercially available consoles and video games on outcome measures such as a decrease in falls, improvements in balance control or gait parameters, decreased fear of falling, and attitude to exercise in older adult persons living in the community. All study designs with the exception of single-person case studies were included. Articles had to be published in peer-reviewed journals in the English language.Results: Nineteen studies fulfilled the inclusion criteria. The following outcomes were observed: (1) using computer-based virtual reality gaming for balance training in older adults was feasible; (2) the majority of studies showed a positive effect of exergaming on balance control; (3) some studies showed a positive effect on balance confidence and gait parameters; (4) the effect was seen across the age and sex spectrum of older adults, including those with and without balance impairment.Conclusions: There is as yet no evidence that using virtual reality games will prevent falls, but there is an indication that their use in balance training may improve balance control, which in turn may lead to falls prevention.";VR;FALSE;NA;Web of Science;;;; 288;"Ma, Ziyang; Wu, Enhua";Real-time and robust hand tracking with a single depth camera;10.1007/s00371-013-0894-1;2014;In this paper, we introduce a novel, real-time and robust hand tracking system, capable of tracking the articulated hand motion in full degrees of freedom (DOF) using a single depth camera. Unlike most previous systems, our system is able to initialize and recover from tracking loss automatically. This is achieved through an efficient two-stage k-nearest neighbor database searching method proposed in the paper. It is effective for searching from a pre-rendered database of small hand depth images, designed to provide good initial guesses for model based tracking. We also propose a robust objective function, and improve the Particle Swarm Optimization algorithm with a resampling based strategy in model based tracking. It provides continuous solutions in full DOF hand motion space more efficiently than previous methods. Our system runs at 40 fps on a GeForce GTX 580 GPU and experimental results show that the system outperforms the state-of-the-art model based hand tracking systems in terms of both speed and accuracy. The work result is of significance to various applications in the field of human-computer-interaction and virtual reality.;VR;FALSE;NA;Web of Science;;;; 289;"Viaud-Delmon, Isabelle; Warusfel, Olivier";From ear to body: the auditory-motor loop in spatial cognition;10.3389/fnins.2014.00283;2014;Spatial memory is mainly studied through the visual sensory modality: navigation tasks in humans rarely integrate dynamic and spatial auditory information. In order to study how a spatial scene can be memorized on the basis of auditory and idiothetic cues only, we constructed an auditory equivalent of the Morris water maze, a task widely used to assess spatial learning and memory in rodents. Participants were equipped with wireless headphones, which delivered a soundscape updated in real time according to their movements in 3D space. A wireless tracking system (video infrared with passive markers) was used to send the coordinates of the subject's head to the sound rendering system. The rendering system used advanced HRTF-based synthesis of directional cues and room acoustic simulation for the auralization of a realistic acoustic environment. Participants were guided blindfolded in an experimental room. Their task was to explore a delimitated area in order to find a hidden auditory target, i.e., a sound that was only triggered when walking on a precise location of the area. The position of this target could be coded in relationship to auditory landmarks constantly rendered during the exploration of the area. The task was composed of a practice trial, 6 acquisition trials during which they had to memorize the localization of the target, and 4 test trials in which some aspects of the auditory scene were modified. The task ended with a probe trial in which the auditory target was removed. The configuration of searching paths allowed observing how auditory information was coded to memorize the position of the target. They suggested that space can be efficiently coded without visual information in normal sighted subjects. In conclusion, space representation can be based on sensorimotor and auditory cues only, providing another argument in favor of the hypothesis that the brain has access to a modality-invariant representation of external space.;NOT;NA;NA;Web of Science;;;; 290;"Chen, Yu-Ping; Lee, Shih-Yu; Howard, Ayanna M.";Effect of Virtual Reality on Upper Extremity Function in Children With Cerebral Palsy: A Meta-analysis;10.1097/PEP.0000000000000046;2014;Purpose: To systematically examine the effect of virtual reality (VR) on upper extremity (UE) function in children with cerebral palsy (CP) and assess the association among VR effects and children's characteristics and an intervention protocol. Method: A systematic literature search was conducted in PubMed, CINAHL, Cochrane, and PsycINFO up to June 2013. Research studies involving children with CP that used VR as the intervention method and UE outcome measures were included. Results: The search yielded 14 research articles, including 3 randomized controlled trials and 11 case series. Overall, VR provided a strong effect size (d = 1.00) when comparing pre- and postintervention. In subgroup analyses, younger children receiving home-based or laboratory-based VR and using an engineer-built VR system showed better improvement. Conclusions and Implications: Virtual reality is a viable tool to improve UE function in children with CP. However, a more vigorous research design is needed to make a conclusive recommendation.;VR;FALSE;NA;Web of Science;;;; 291;"Pietrzak, Eva; Pullman, Stephen; McGuire, Annabel";Using Virtual Reality and Videogames for Traumatic Brain Injury Rehabilitation: A Structured Literature Review;10.1089/g4h.2014.0013;2014;"Objective: This article reviews the available literature about the use of novel methods of rehabilitation using virtual reality interventions for people living with posttraumatic brain injuries.Materials and Methods: The MEDLINE, EMBASE, SCOPUS, and Cochrane Library databases were searched using the terms ""virtual reality'' OR ""video games'' AND ""traumatic brain injury.'' Included studies investigated therapeutic use of virtual reality in adults with a brain trauma resulting from acquired closed head injury, reported outcomes that included measures of motor or cognitive functionality, and were published in a peer-reviewed journal written in English.Results: Eighteen articles fulfilled inclusion criteria. Eight were case studies, five studies had a quasi-experimental design with a pre-post comparison, and five were pilot randomized control trials or comparative studies. The virtual reality systems used were commercial or custom designed for the study and ranged from expensive, fully immersive systems to cheap online games or videogames. In before-after comparisons, improvements in balance were seen in four case studies and two small randomized control trials. Between-group comparisons in these randomized control trials showed no difference between virtual reality and traditional therapy. Post-training improvements were also seen for upper extremity functions (five small studies) and for various cognitive function measures (four case studies and one pilot randomized control trial). Attitudes of participants toward virtual reality interventions was more positive than for traditional therapy (three studies).Conclusions: The evidence that the use of virtual reality in rehabilitation of traumatic brain injury improves motor and cognitive functionality is currently very limited. However, this approach has the potential to provide alternative, possibly more affordable and available rehabilitation therapy for traumatic brain injury in settings where access to therapy is limited by geographical or financial constraints.";VR;FALSE;NA;Web of Science;;;; 292;"Bodzin, Alec M.; Fu, Qiong; Kulo, Violet; Peffer, Tamara";Examining the Effect of Enactment of a Geospatial Curriculum on Students' Geospatial Thinking and Reasoning;10.1007/s10956-014-9488-6;2014;A potential method for teaching geospatial thinking and reasoning (GTR) is through geospatially enabled learning technologies. We developed an energy resources geospatial curriculum that included learning activities with geographic information systems and virtual globes. This study investigated how 13 urban middle school teachers implemented and varied the enactment of the curriculum with their students and investigated which teacher- and student-level factors accounted for students' GTR posttest achievement. Data included biweekly implementation surveys from teachers and energy resources content and GTR pre- and posttest achievement measures from 1,049 students. Students significantly increased both their energy resources content knowledge and their GTR skills related to energy resources at the end of the curriculum enactment. Both multiple regression and hierarchical linear modeling found that students' initial GTR abilities and gain in energy content knowledge were significantly explanatory variables for their geospatial achievement at the end of curriculum enactment, p < .001. Teacher enactment factors, including adherence to implementing the critical components of the curriculum or the number of years the teachers had taught the curriculum, did not have significant effects on students' geospatial posttest achievement. The findings from this study provide support that learning with geospatially enabled learning technologies can support GTR with urban middle-level learners.;NOT;NA;NA;Web of Science;;;; 293;"Jangraw, David C.; Wang, Jun; Lance, Brent J.; Chang, Shih-Fu; Sajda, Paul";Neurally and ocularly informed graph-based models for searching 3D environments;10.1088/1741-2560/11/4/046003;2014;Objective. As we move through an environment, we are constantly making assessments, judgments and decisions about the things we encounter. Some are acted upon immediately, but many more become mental notes or fleeting impressions-our implicit 'labeling' of the world. In this paper, we use physiological correlates of this labeling to construct a hybrid brain-computer interface (hBCI) system for efficient navigation of a 3D environment. Approach. First, we record electroencephalographic (EEG), saccadic and pupillary data from subjects as they move through a small part of a 3D virtual city under free-viewing conditions. Using machine learning, we integrate the neural and ocular signals evoked by the objects they encounter to infer which ones are of subjective interest to them. These inferred labels are propagated through a large computer vision graph of objects in the city, using semi-supervised learning to identify other, unseen objects that are visually similar to the labeled ones. Finally, the system plots an efficient route to help the subjects visit the 'similar' objects it identifies. Main results. We show that by exploiting the subjects' implicit labeling to find objects of interest instead of exploring naively, the median search precision is increased from 25% to 97%, and the median subject need only travel 40% of the distance to see 84% of the objects of interest. We also find that the neural and ocular signals contribute in a complementary fashion to the classifiers' inference of subjects' implicit labeling. Significance. In summary, we show that neural and ocular signals reflecting subjective assessment of objects in a 3D environment can be used to inform a graph-based learning model of that environment, resulting in an hBCI system that improves navigation and information delivery specific to the user's interests.;VR;FALSE;NA;Web of Science;;;; 294;"Kirkman, Matthew A.; Ahmed, Maria; Albert, Angelique F.; Wilson, Mark H.; Nandi, Dipankar; Sevdalis, Nick";The use of simulation in neurosurgical education and training A systematic review;10.3171/2014.5.JNS131766;2014;"Object. There is increasing evidence that simulation provides high-quality, time-effective training in an era of resident duty-hour restrictions. Simulation may also permit trainees to acquire key skills in a safe environment, important in a specialty such as neurosurgery, where technical error can result in devastating consequences. The authors systematically reviewed the application of simulation within neurosurgical training and explored the state of the art in simulation within this specialty. To their knowledge this is the first systematic review published on this topic to date.Methods. The authors searched the Ovid MEDLINTE, Embase, and PsycINFO databases and identified 4101 articles; 195 abstracts were screened by 2 authors for inclusion. The authors reviewed data on study population, study design and setting, outcome measures, key findings, and limitations.Results. Twenty-eight articles formed the basis of this systematic review. Several different simulators are at the neurosurgeon's disposal, including those for ventriculostomy, neuroendoscopic procedures, and spinal surgery, with evidence for improved performance in a range of procedures. Feedback from participants has generally been favorable. However, study quality was found to be poor overall, with many studies hampered by nonrandomized design, presenting normal rather than abnormal anatomy, lack of control groups and long-term follow-up, poor study report. ing, lack of evidence of improved simulator performance translating into clinical benefit, and poor reliability and validity evidence. The mean Medical Education Research Study Quality Instrument score of included studies was 9.21 +/- 1.95 (+/- SD) out of a possible score of 18.Conclusions. The authors demonstrate qualitative and quantitative benefits of a range of neurosurgical simulators but find significant shortfalls in methodology and design. Future studies should seek to improve study design and reporting, and provide long-term follow-up data on simulated and ideally patient outcomes.";NOT;NA;NA;Web of Science;;;; 295;"Hildebrandt, Dieter; Timm, Robert";An assisting, constrained 3D navigation technique for multiscale virtual 3D city models;10.1007/s10707-013-0189-8;2014;Virtual 3D city models serve as integration platforms for complex geospatial and georeferenced information and as medium for effective communication of spatial information. In order to explore these information spaces, navigation techniques for controlling the virtual camera are required to facilitate wayfinding and movement. However, navigation is not a trivial task and many available navigation techniques do not support users effectively and efficiently with their respective skills and tasks. In this article, we present an assisting, constrained navigation technique for multiscale virtual 3D city models that is based on three basic principles: users point to navigate, users are lead by suggestions, and the exploitation of semantic, multiscale, hierarchical structurings of city models. The technique particularly supports users with low navigation and virtual camera control skills but is also valuable for experienced users. It supports exploration, search, inspection, and presentation tasks, is easy to learn and use, supports orientation, is efficient, and yields effective view properties. In particular, the technique is suitable for interactive kiosks and mobile devices with a touch display and low computing resources and for use in mobile situations where users only have restricted resources for operating the application. We demonstrate the validity of the proposed navigation technique by presenting an implementation and evaluation results. The implementation is based on service-oriented architectures, standards, and image-based representations and allows exploring massive virtual 3D city models particularly on mobile devices with limited computing resources. Results of a user study comparing the proposed navigation technique with standard techniques suggest that the proposed technique provides the targeted properties, and that it is more advantageous to novice than to expert users.;NOT;NA;NA;Web of Science;;;; 296;"Spranger, Katerina; Ventikos, Yiannis";Which Spring is the Best? Comparison of Methods for Virtual Stenting;10.1109/TBME.2014.2311856;2014;This paper presents a methodology for modeling the deployment of implantable devices used in minimally invasive vascular interventions. Motivated by the clinical need to perform preinterventional rehearsals of a stent deployment, we have developed methods enabling virtual device placement inside arteries, under the constraint of real-time application. This requirement of rapid execution narrowed down the search for a suitable method to the concept of a dynamic mesh. Inspired by the idea of a mesh of springs, we have found a novel way to apply it to stent modeling. The experiments conducted in this paper investigate properties of the stent models based on three different spring types: lineal, semi-torsional, and torsional springs. Furthermore, this paper compares the results of various deployment scenarios for two different classes of devices: a stent graft and a flow diverter. The presented results can be of a high-potential clinical value, enabling the predictive evaluation of the outcome of a stent deployment treatment.;NOT;NA;NA;Web of Science;;;; 297;"Pilet, Julien; Saito, Hideo";Dynamic learning, retrieval, and tracking to augment hundreds of photographs;10.1007/s10055-013-0228-7;2014;Tracking is a major issue of virtual and augmented reality applications. Single object tracking on monocular video streams is fairly well understood. However, when it comes to multiple objects, existing methods lack scalability and can recognize only a limited number of objects. Thanks to recent progress in feature matching, state-of-the-art image retrieval techniques can deal with millions of images. However, these methods do not focus on real-time video processing and cannot track retrieved objects. In this paper, we present a method that combines the speed and accuracy of tracking with the scalability of image retrieval. At the heart of our approach is a bi-layer clustering process that allows our system to index and retrieve objects based on tracks of features, thereby effectively summarizing the information available on multiple video frames. Dynamic learning of new viewpoints as the camera moves naturally yields the kind of robustness and reliability expected from an augmented reality engine. As a result, our system is able to track in real-time multiple objects, recognized with low delay from a database of more than 300 entries. We released the source code of our system in a package called Polyora.;VR;FALSE;NA;Web of Science;;;; 298;"Manning, Jeremy R.; Lew, Timothy F.; Li, Ningcheng; Sekuler, Robert; Kahana, Michael J.";MAGELLAN: A Cognitive Map-Based Model of Human Wayfinding;10.1037/a0035542;2014;In an unfamiliar environment, searching for and navigating to a target requires that spatial information be acquired, stored, processed, and retrieved. In a study encompassing all of these processes, participants acted as taxicab drivers who learned to pick up and deliver passengers in a series of small virtual towns. We used data from these experiments to refine and validate MAGELLAN, a cognitive map-based model of spatial learning and wayfinding. MAGELLAN accounts for the shapes of participants' spatial learning curves, which measure their experience-based improvement in navigational efficiency in unfamiliar environments. The model also predicts the ease (or difficulty) with which different environments are learned and, within a given environment, which landmarks will be easy (or difficult) to localize from memory. Using just 2 free parameters, MAGELLAN provides a useful account of how participants' cognitive maps evolve over time with experience, and how participants use the information stored in their cognitive maps to navigate and explore efficiently.;NOT;NA;NA;Web of Science;;;; 299;"Mitchell, Erica L.; Arora, Sonal; Moneta, Gregory L.; Kret, Marcus R.; Dargon, Phong T.; Landry, Gregory J.; Eidt, John F.; Sevdalis, Nick";A systematic review of assessment of skill acquisition and operative competency in vascular surgical training;10.1016/j.jvs.2014.02.018;2014;"Objective: The aim of this systematic review is to describe the literature and assessment tools evaluating vascular surgical operative performance that could potentially be used for the assessment of educational outcomes applicable to the Milestone Project and the Next Accreditation System.Methods: A systematic review of PubMed/MEDLINE, EMBASE, PsycINFO, and key journals from 1985 to 2013 was performed to identify English-language articles describing assessment of vascular surgical skills and competence. Qualifying studies were abstracted for data concerning study aims, study and assessment setting, skills measured, and metrics used to determine competency. Strengths, weaknesses, and psychometric robustness of the assessment tools were determined.Results: The literature search identified 617 citations. After title and abstract review, 65 articles were retrieved for full-text assessment and 48 articles were included in the final review. Twenty-nine articles assessed open vascular skills; 19, endovascular skills; six, nontechnical skills; and one, teamwork skills. The majority (84%) of studies were performed in a simulated environment, four (8%) were performed in the operating room, and the remaining three were performed in both a simulated environment and an operating room. Strengths and weaknesses of assessment tools were study and assessor dependent, with none applicable to all study scenarios or procedures.Conclusions: The literature describing assessment tools pertinent to vascular surgery is diverse. Existing assessment tools may be relevant to individual technical skill acquisition assessment; however, an operative assessment tool relevant to vascular/endovascular surgery and generalizable to the wide spectrum of technical and nontechnical skills pertinent to vascular surgery needs to be developed, validated, and implemented to allow the practical assessment of resident readiness to operate in an unsupervised setting.";NOT;NA;NA;Web of Science;;;; 300;"Booth, Vicky; Masud, Tahir; Connell, Louise; Bath-Hextall, Fiona";The effectiveness of virtual reality interventions in improving balance in adults with impaired balance compared with standard or no treatment: a systematic review and meta-analysis;10.1177/0269215513509389;2014;Objective:To evaluate whether virtual reality interventions, including interactive gaming systems, are effective at improving balance in adults with impaired balance.Design:Systematic review and meta-analysis of randomized control trials.Methods:Studies were identified from electronic databases (CENTRAL, MEDLINE, EMBASE, AMED, CINAHL, PyschINFO, PyschBITE, OTseeker, Ei Compendex, and Inspec) searched to November 2011, and repeated in November 2012. Two reviewers selected studies meeting inclusion criteria and quality of included studies assessed using a Joanna Briggs Institute appraisal tool. Data was pooled and a meta-analysis completed. The systematic review was reported following guidance of the PRISMA statement.Results:A total of 251 articles were screened. Eight randomized control trials were included. These studies presented the results of 239 participants, with various aetiologies, and used a variety of virtual reality systems. The number of falls was documented in only one included study. Meta-analysis was completed on data from the Berg Balance Scale, walking speed, 30 second sit-to-stand test, and Timed Up and Go Test, and favoured standard therapy when compared with standard plus virtual reality interventions.Conclusions:There was a notable inconsistency in the outcome measures, experimental, and control interventions used within the included studies. The pooled results of the studies showed no significant difference. Therefore this review cannot support nor refute the use of virtual reality interventions, rather than conventional physiotherapy, to improve balance in adults with impaired balance.;VR;FALSE;NA;Web of Science;;;; 301;"Kit, Dmitry; Katz, Leor; Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary";Eye Movements, Visual Search and Scene Memory, in an Immersive Virtual Environment;10.1371/journal.pone.0094362;2014;Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency.;VR;FALSE;NA;Web of Science;;;; 302;"Laha, Bireswar; Bowman, Doug A.; Socha, John J.";Effects of VR System Fidelity on Analyzing Isosurface Visualization of Volume Datasets;10.1109/TVCG.2014.20;2014;Volume visualization is an important technique for analyzing datasets from a variety of different scientific domains. Volume data analysis is inherently difficult because volumes are three-dimensional, dense, and unfamiliar, requiring scientists to precisely control the viewpoint and to make precise spatial judgments. Researchers have proposed that more immersive (higher fidelity) VR systems might improve task performance with volume datasets, and significant results tied to different components of display fidelity have been reported. However, more information is needed to generalize these results to different task types, domains, and rendering styles. We visualized isosurfaces extracted from synchrotron microscopic computed tomography (SR-mu CT) scans of beetles, in a CAVE-like display. We ran a controlled experiment evaluating the effects of three components of system fidelity (field of regard, stereoscopy, and head tracking) on a variety of abstract task categories that are applicable to various scientific domains, and also compared our results with those from our prior experiment using 3D texture-based rendering. We report many significant findings. For example, for search and spatial judgment tasks with isosurface visualization, a stereoscopic display provides better performance, but for tasks with 3D texture-based rendering, displays with higher field of regard were more effective, independent of the levels of the other display components. We also found that systems with high field of regard and head tracking improve performance in spatial judgment tasks. Our results extend existing knowledge and produce new guidelines for designing VR systems to improve the effectiveness of volume data analysis.;VR;FALSE;NA;Web of Science;;;; 303;"Hu, Haiyang; Ren, Yizhi; Xu, Xu; Huang, Liguo; Hu, Hua";Reducing view inconsistency by predicting avatars' motion in multi-server distributed virtual environments;10.1016/j.jnca.2013.08.011;2014;Multi-server distributed virtual environment (DVE) system contains a set of servers to support a huge number of geographically distributed users. It provides a shared virtual scenario where users represented by avatars participate in and interact with each other through networks. However, there are two technical challenges in designing an efficient DVE system with this architecture: view inconsistency caused by network delays and server overloading caused by uneven distribution of users. While the first problem affects users' perception of the VE and causes user disputes, the second problem affects the system response time. We present a new partitioning framework to simultaneously address the two problems, in which the DVE scenario is divided into a set of disjoint grids called virtual cells. The virtual cells are then indexed by a region quadtree and an algorithm is proposed to search the region quadtree so as to equally partition avatars among servers. By using probabilistic models to predict each avatar's future motion and the virtual region its area of interest (AOI) will cover, a density-based method is proposed to help each server construct avatar clusters from its local avatars in parallel. By estimating the possible distances of avatar's future position to the geometry center of each cluster, an algorithm is proposed to repartition non-assigned avatars among servers so as to reduce view inconsistency and preserve workload balancing among the servers. We conducted comprehensive experiments to evaluate our method by comparing it with other approaches. (C) 2013 Elsevier Ltd. All rights reserved.;VR;FALSE;NA;Web of Science;;;; 304;"Lohse, Keith R.; Hilderman, Courtney G. E.; Cheung, Katharine L.; Tatla, Sandy; Van der Loos, H. F. Machiel";Virtual Reality Therapy for Adults Post-Stroke: A Systematic Review and Meta-Analysis Exploring Virtual Environments and Commercial Games in Therapy;10.1371/journal.pone.0093318;2014;Background: The objective of this analysis was to systematically review the evidence for virtual reality (VR) therapy in an adult post-stroke population in both custom built virtual environments (VE) and commercially available gaming systems (CG).Methods: MEDLINE, CINAHL, EMBASE, ERIC, PSYCInfo, DARE, PEDro, Cochrane Central Register of Controlled Trials, and Cochrane Database of Systematic Reviews were systematically searched from the earliest available date until April 4, 2013. Controlled trials that compared VR to conventional therapy were included. Population criteria included adults (>18) post-stroke, excluding children, cerebral palsy, and other neurological disorders. Included studies were reported in English. Quality of studies was assessed with the Physiotherapy Evidence Database Scale (PEDro).Results: Twenty-six studies met the inclusion criteria. For body function outcomes, there was a significant benefit of VR therapy compared to conventional therapy controls, G = 0.48, 95% CI = [ 0.27, 0.70], and no significant difference between VE and CG interventions (P = 0.38). For activity outcomes, there was a significant benefit of VR therapy, G = 0.58, 95% CI = [ 0.32, 0.85], and no significant difference between VE and CG interventions (P = 0.66). For participation outcomes, the overall effect size was G = 0.56, 95% CI = [ 0.02, 1.10]. All participation outcomes came from VE studies.Discussion: VR rehabilitation moderately improves outcomes compared to conventional therapy in adults post-stroke. Current CG interventions have been too few and too small to assess potential benefits of CG. Future research in this area should aim to clearly define conventional therapy, report on participation measures, consider motivational components of therapy, and investigate commercially available systems in larger RCTs.;VR;FALSE;NA;Web of Science;;;; 305;"Pietrzah, Eva; Cotea, Cristina; Pullman, Stephen";Using Commercial Video Games for Upper Limb Stroke Rehabilitation: Is This the Way of the Future?;10.1310/tsr2102-152;2014;Background: The increasing number of people living with poststroke sequelae has stimulated the search for novel ways of providing poststroke rehabilitation without putting additional stress on overburdened health care systems. One of them is the use of commercially available technology and off-the-shelf video games for hemiparetic upper limb rehabilitation. Methods: The MEDLINE, EMBASE, and Cochrane Library databases were searched using key word synonyms for stroke, upper limb, and video games. Included studies investigated upper limb stroke rehabilitation using commercially available consoles and video games, reported outcomes that included measures of upper limb functionality, and were published in a peer-reviewed journal written in English. Results: Thirteen studies were identified 6 published as full articles and 7 as abstracts. Studies were generally small and only 3 were randomized. The gaming systems investigated were the Nintendo Wii (n = 10), EyeToy PlayStation (n = 2), and CyWee Z (n = 1). The Nintendo Wii appears to provide the greatest benefits to patients, with improvements seen in upper extremity function measures such as joint range of motion, hand motor function, grip strength, and dexterity. Three studies indicate that video therapy appears to be safe and that long-term improvements continue at follow-up. Conclusions: At present, the evidence that the use of commercial video games in rehabilitation improves upper limb functionality after stroke is very limited. However, this approach has the potential to provide easily available and affordable stroke rehabilitation therapy in settings where access to therapy is limited by geographical or financial constraints.;NOT;NA;NA;Web of Science;;;; 306;"Miller, Kimberly J.; Adair, Brooke S.; Pearce, Alan J.; Said, Catherine M.; Ozanne, Elizabeth; Morris, Meg M.";Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review;10.1093/ageing/aft194;2014;Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults is receiving attention as a means of enabling physical activity.Objective: to summarise evidence for the effectiveness and feasibility of VR/gaming system utilisation by older adults at home for enabling physical activity to improve impairments, activity limitations or participation.Methods: a systematic review searching 12 electronic databases from 1 January 2000-10 July 2012 using key search terms. Two independent reviewers screened yield articles using pre-determined selection criteria, extracted data using customised forms and applied the Cochrane Collaboration Risk of Bias Tool and the Downs and Black Checklist to rate study quality.Results: fourteen studies investigating the effects of VR/gaming system use by healthy older adults and people with neurological conditions on activity limitations, body functions and physical impairments and cognitive and emotional well-being met the selection criteria. Study quality ratings were low and, therefore, evidence was not strong enough to conclude that interventions were effective. Feasibility was inconsistently reported in studies. Where feasibility was discussed, strong retention (>= 70%) and adherence (>= 64%) was reported. Initial assistance to use the technologies, and the need for monitoring exertion, aggravation of musculoskeletal symptoms and falls risk were reported.Conclusions: existing evidence to support the feasibility and effectiveness VR/gaming systems use by older adults at home to enable physical activity to address impairments, activity limitations and participation is weak with a high risk of bias. The findings of this review may inform future, more rigorous research.;VR;FALSE;NA;Web of Science;;;; 307;"Ather, M Hammad; Ng, Chi-Fai; Pourmand, Gholamraza; Osther, Palle J";Training the resident in percutaneous nephrolithotomy.;10.1016/j.aju.2013.08.006;2014;OBJECTIVE: From the trainers' perspective percutaneous nephrolithotomy (PCNL) is one of the most challenging endourological procedures. In this review we examine the problems arising when training residents in PCNL, and how to facilitate this process.METHODS: The recommendations are derived from discussions and consensus during the First European Urolithiasis Society (EULIS) meeting held in London in September 2011. In addition, we searched Medline for articles identified using the keywords 'training', 'percutaneous surgery', 'renal calculi', 'PCNL', 'virtual reality' and 'simulators'. We also assessed the effect of modern technology, including the availability of virtual reality models vs. operating room training, and how international organisations like EULIS and European Urological Association can help.RESULTS: The difficulty of training residents in PCNL is partly due to the complexity of obtaining a safe access to the kidney for lithotripsy. The most common way of obtaining access is guided by imaging only, and usually only fluoroscopic imaging is available. This has the potential for injuring structures from the skin to the renal capsule. Minor vascular injuries are relatively common, although most are self-limiting. Visceral injuries that are particularly important are pleural and less commonly colonic injuries, but they are more complex and often require additional procedures.CONCLUSIONS: Teaching the skills is more challenging than performing PCNL. In most urological training programmes it is difficult to incorporate teaching and training skills when performing PCNL. To train an academic stone doctor, proficiency in the safe conduct of PCNL is mandatory.;VR;FALSE;NA;Web of Science;;;; 308;"Goble, Daniel J.; Cone, Brian L.; Fling, Brett W.";"Using the Wii Fit as a tool for balance assessment and neurorehabilitation: the first half decade of ""Wii-search""";10.1186/1743-0003-11-12;2014;The Nintendo Wii Fit was released just over five years ago as a means of improving basic fitness and overall well-being. Despite this broad mission, the Wii Fit has generated specific interest in the domain of neurorehabilitation as a biobehavioral measurement and training device for balance ability. Growing interest in Wii Fit technology is likely due to the ubiquitous nature of poor balance and catastrophic falls, which are commonly seen in older adults and various disability conditions. The present review provides the first comprehensive summary of Wii Fit balance research, giving specific insight into the system's use for the assessment and training of balance. Overall, at the time of the fifth anniversary, work in the field showed that custom applications using the Wii Balance Board as a proxy for a force platform have great promise as a low cost and portable way to assess balance. On the other hand, use of Wii Fit software-based balance metrics has been far less effective in determining balance status. As an intervention tool, positive balance outcomes have typically been obtained using Wii Fit balance games, advocating their use for neurorehabilitative training. Despite this, limited sample sizes and few randomized control designs indicate that research regarding use of the Wii Fit system for balance intervention remains subject to improvement. Future work aimed at conducting studies with larger scale randomized control designs and a greater mechanistic focus is recommended to further advance the efficacy of this impactful neurorehabilitation tool.;NOT;NA;NA;Web of Science;;;; 309;"Agudo-Peregrina, Angel F.; Iglesias-Pradas, Santiago; Angel Conde-Gonzalez, Miguel; Hernandez-Garcia, Angel";Can we predict success from log data in VLEs? Classification of interactions for learning analytics and their relation with performance in VLE-supported F2F and online learning;10.1016/j.chb.2013.05.031;2014;Learning analytics is the analysis of electronic learning data which allows teachers, course designers and administrators of virtual learning environments to search for unobserved patterns and underlying information in learning processes. The main aim of learning analytics is to improve learning outcomes and the overall learning process in electronic learning virtual classrooms and computer-supported education. The most basic unit of learning data in virtual learning environments for learning analytics is the interaction, but there is no consensus yet on which interactions are relevant for effective learning. Drawing upon extant literature, this research defines three system-independent classifications of interactions and evaluates the relation of their components with academic performance across two different learning modalities: virtual learning environment (VLE) supported face-to-face (F2F) and online learning. In order to do so, we performed an empirical study with data from six online and two VLE-supported F2F courses. Data extraction and analysis required the development of an ad hoc tool based on the proposed interaction classification. The main finding from this research is that, for each classification, there is a relation between some type of interactions and academic performance in online courses, whereas this relation is non-significant in the case of VLE-supported F2F courses. Implications for theory and practice are discussed next. (C) 2013 Elsevier Ltd. All rights reserved.;NOT;NA;NA;Web of Science;;;; 310;"Dawe, Susan R.; Windsor, John A.; Broeders, Joris A. J. L.; Cregan, Patrick C.; Hewett, Peter J.; Maddern, Guy J.";A Systematic Review of Surgical Skills Transfer After Simulation-Based Training Laparoscopic Cholecystectomy and Endoscopy;10.1097/SLA.0000000000000245;2014;Objective: A systematic review to determine whether skills acquired through simulation-based training transfer to the operating room for the procedures of laparoscopic cholecystectomy and endoscopy.Background: Simulation-based training assumes that skills are directly transferable to the operation room, but only a few studies have investigated the effect of simulation-based training on surgical performance.Methods: A systematic search strategy that was used in 2006 was updated to retrieve relevant studies. Inclusion of articles was determined using a predetermined protocol, independent assessment by 2 reviewers, and a final consensus decision.Results: Seventeen randomized controlled trials and 3 nonrandomized comparative studies were included in this review. In most cases, simulation-based training was in addition to patient-based training programs. Only 2 studies directly compared simulation-based training in isolation with patient-based training. For laparoscopic cholecystectomy (n = 10 studies) and endoscopy (n = 10 studies), participants who reached simulation-based skills proficiency before undergoing patient-based assessment performed with higher global assessment scores and fewer errors in the operating room than their counterparts who did not receive simulation training. Not all parameters measured were improved. Two of the endoscopic studies compared simulation-based training in isolation with patient-based training with different results: for sigmoidoscopy, patient-based training was more effective, whereas for colonoscopy, simulation-based training was equally effective.Conclusions: Skills acquired by simulation-based training seem to be transferable to the operative setting for laparoscopic cholecystectomy and endoscopy. Future research will strengthen these conclusions by evaluating predetermined competency levels on the same simulators and using objective validated global rating scales to measure operative performance.;NOT;NA;NA;Web of Science;;;; 311;"Li, S. G.; Shi, L.";The recommender system for virtual items in MMORPGs based on a novel collaborative filtering approach;10.1080/00207721.2012.762560;2014;The recommendation system for virtual items in massive multiplayer online role-playing games (MMORPGs) has aroused the interest of researchers. Of the many approaches to construct a recommender system, collaborative filtering (CF) has been the most successful one. However, the traditional CFs just lure customers into the purchasing action and overlook customers' satisfaction, moreover, these techniques always suffer from low accuracy under cold-start conditions. Therefore, a novel collaborative filtering (NCF) method is proposed to identify like-minded customers according to the preference similarity coefficient (PSC), which implies correlation between the similarity of customers' characteristics and the similarity of customers' satisfaction level for the product. Furthermore, the analytic hierarchy process (AHP) is used to determine the relative importance of each characteristic of the customer and the improved ant colony optimisation (IACO) is adopted to generate the expression of the PSC. The IACO creates solutions using the Markov random walk model, which can accelerate the convergence of algorithm and prevent prematurity. For a target customer whose neighbours can be found, the NCF can predict his satisfaction level towards the suggested products and recommend the acceptable ones. Under cold-start conditions, the NCF will generate the recommendation list by excluding items that other customers prefer.;NOT;NA;NA;Web of Science;;;; 312;"Tatla, Sandy K.; Sauve, Karen; Jarus, Tal; Virji-Babul, Naznin; Holsti, Liisa";The effects of motivating interventions on rehabilitation outcomes in children and youth with acquired brain injuries: A systematic review;10.3109/02699052.2014.890747;2014;"Primary objective: To systematically review the evidence of the effects of motivating rehabilitation interventions on outcomes in children with acquired brain injury (ABI).Methods: A literature search of six databases was conducted to identify intervention studies published until July 2013. The American Academy for Cerebral Palsy and Developmental Medicine (AACPDM) systematic review methodology was used as a framework. Two reviewers independently extracted data and assessed level of evidence and quality of studies.Results: Of 891 records initially retrieved, 166 were screened by abstract and 31 by full text; 10 studies comprised of five randomized controlled trials, two case series and three single subject research design studies met the inclusion criteria. Studies fell into three intervention categories: (1) token economy based interventions; (2) virtual reality (VR); and (3) memory and attention interventions.Conclusions: A paucity of evidence has examined the effects of rehabilitation interventions with a motivational component. Token economies can significantly enhance memory and response inhibition performance in children with ABI. VR systems are motivating, yet findings are limited by the lack of use and availability of psychometrically evaluated measures of motivation. Findings point to the need for further research to evaluate the effects of motivation-based interventions.";VR;FALSE;NA;Web of Science;;;; 313;"Glegg, Stephanie M N; Tatla, Sandy K; Holsti, Liisa";The GestureTek virtual reality system in rehabilitation: a scoping review.;10.3109/17483107.2013.799236;2014;"PURPOSE: To identify, to map out and to appraise research examining GestureTek virtual reality (VR) use for physical and cognitive rehabilitation and to highlight areas for future research.METHOD: Scoping review methodology was used to systematically and comprehensively search the academic and grey literature for GestureTek-specific research. Consensus was achieved following two reviewers' independent inclusion screening, data extraction and appraisal.RESULTS: Forty-four studies evaluated the utility and efficacy of the IREX, GX, VMall and Meal Maker software for rehabilitation across a range of populations, with few adverse events reported. Stroke and cerebral palsy research dominated, while geriatrics was largely overlooked. Efficacy research provided support for balance, mobility, upper extremity, cognitive, fitness and daily living skills outcomes for specific populations with effect sizes ranging from 0.19 to 3.34. Nevertheless, few strong quality or high-level studies are available, and no clear guidelines on optimal treatment characteristics exist. Outcomes of primary interest were at ICF body function and activity levels; evaluation of transfer of training across ICF levels is needed.CONCLUSIONS: This literature provides preliminary evidence for the technology's efficacy for rehabilitation. Identified research gaps relate to study quality and design, treatment characteristics, populations and outcomes of interest, including transfer across ICF levels.IMPLICATIONS FOR REHABILITATION: There is limited high-level evidence to support the use of the GestureTek virtual reality system for rehabilitation. Moderate to strong quality evidence exists primarily for the stroke and cerebral palsy populations, and primarily for balance, mobility and upper extremity outcomes. A lack of consistent outcome measures in this body of literature has created ""silos"" of research that cannot be quantitatively combined using a meta-analytic strategy.";VR;FALSE;NA;Web of Science;;;; 314;"De Corte, Annelies; Soerensen, Kenneth";HydroGen: an Artificial Water Distribution Network Generator;10.1007/s11269-013-0485-y;2014;Many (metaheuristic) techniques for water distribution network (WDN) design optimisation already have been developed. Despite of the aforementioned scientific attention, only few, high-quality benchmark networks are available for algorithm testing, which, in turn, hinders profound algorithm testing, sensitivity analysis and comparison of the developed techniques. This absence of high-quality benchmark networks motivated us to develop a tool to algorithmically generate close-to-reality virtual WDNs. The tool, called HydroGen, can generate WDNs of arbitrary size and varying characteristics in EPANET or GraphML format. The generated WDNs are compared to (and shown to closely resemble) real WDNs in an analysis based on graph-theoretical indices. HydroGen is used to generate an extensive library of realistic test networks on which (metaheuristic) methods for the optimisation of WDN design can be tested, allowing researchers in this area to run sensitivity analyses and to draw conclusions on the robustness and performance of their methods.;NOT;NA;NA;Web of Science;;;; 315;"van den Brink, Danielle; Janzen, Gabriele";Visual spatial cue use for guiding orientation in two-to-three-year-old children;10.3389/fpsyg.2013.00904;2013;In spatial development representations of the environment and the use of spatial cues change over time. To date, the influence of individual differences in skills relevant for orientation and navigation has not received much attention. The current study investigated orientation abilities on the basis of visual spatial cues in 2-3-year-old children, and assessed factors that possibly influence spatial task performance. Thirty-month and 35-month-olds performed an on-screen Virtual Reality (VR) orientation task searching for an animated target in the presence of visual self-movement cues and landmark information. Results show that, in contrast to 30-month-old children, 35-month-olds were successful in using visual spatial cues for maintaining orientation. Neither age group benefited from landmarks present in the environment, suggesting that successful task performance relied on the use of optic flow cues, rather than object-to-object relations. Analysis of individual differences revealed that 2-year-olds who were relatively more independent in comparison to their peers, as measured by the daily living skills scale of the parental questionnaire Vineland-Screener were most successful at the orientation task. These results support previous findings indicating that the use of various spatial cues gradually improves during early childhood. Our data show that a developmental transition in spatial cue use can be witnessed within a relatively short period of 5 months only. Furthermore, this study indicates that rather than chronological age, individual differences may play a role in successful use of visual cues for spatial updating in an orientation task. Future studies are necessary to assess the exact nature of these individual differences.;VR;FALSE;NA;Web of Science;;;; 316;"von Schwerin, Jennifer; Richards-Rissetto, Heather; Remondino, Fabio; Agugiaro, Giorgio; Girardi, Gabrio";The MayaArch3D project: A D-3 WebGIS for analyzing ancient architecture and landscapes;10.1093/llc/fqt059;2013;There is a need in the humanities for a 3D WebGIS with analytical tools that allow researchers to analyze 3D models linked to spatially referenced data. Geographic Information Systems (GIS) allow for complex spatial analysis of 2.5D data. For example, they offer bird's eye views of landscapes with extruded building footprints, but one cannot ` get on the ground' and interact with true 3D models from a pedestrian perspective. Meanwhile, 3D models and virtual environments visualize data in 3D space, but analytical tools are simple rotation or lighting effects. The MayaArch3D Project is developing a 3D WebGIS-called QueryArch3D-to allow these two distinct approaches to ` talk to each other' for studies of architecture and landscapes-in this case, the eighth-century Maya kingdom of Copan, Honduras. With this tool, researchers can search and query, in real time via a virtual reality (VR) environment, segmented 3D models of multiple resolutions (as well as computer-assisted design and realitybased) that are linked to attribute data stored in a spatial database. Beta tests indicate that this tool can assist researchers in expanding questions and developing new analytical methods in humanities research. This article summarizes the results of a pilot project that started in 2009, with an art historian and an archaeologist's collaborative research on the ancient Maya kingdom and UNESCO World Heritage site of Copan in Honduras-called MayaArch3D. The project researches innovative approaches to integrate GIS, 3D digital models, and VR environments online for teaching and research on ancient architecture and landscapes. It has grown into an international, interdisciplinary project that brings together art historians, archaeologists, and cultural resource managers with experts in remote sensing, photogrammetry, 3D modeling, and VR. The Start Up Phase was funded by two National Endowment for the Humanities, Digital Humanities Start-Up grants to the University of New Mexico (PI: Jennifer von Schwerin) and developed and beta tested a pipeline and prototype 3D WebGIScalled QueryArch3D. The prototype version is available at http://mayaarch3d.org/project-history/). Project results indicate that it is possible to bridge the gap between 3D and GIS to create a resource for researchers of Maya architecture to compare and analyze 3D models and archaeological data in the context of a geographically referenced, VR landscape.;VR;TRUE;VR is not current Generation;Web of Science;TRUE;;TRUE;GIS system in VR with search queries 317;"Martinez-Grana, A. M.; Goy, J. L.; Cimarra, C. A.";A virtual tour of geological heritage: Valourising geodiversity using Google Earth and QR code;10.1016/j.cageo.2013.07.020;2013;"When making land-use plans, it is necessary to inventory and catalogue the geological heritage and geodiversity of a site to establish an apolitical conservation protection plan to meet the educational and social needs of society. New technologies make it possible to create virtual databases using virtual globes - e.g., Google Earth - and other personal-use geomatics applications (smartphones, tablets, PDAs) for accessing geological heritage information in ""real time"" for scientific, educational, and cultural purposes via a virtual geological itinerary. Seventeen mapped and georeferenced geosites have been created in Keyhole Markup Language for use in map layers used in geological itinerary stops for different applications.A virtual tour has been developed for Las Quilamas Natural Park, which is located in the Spanish Central System, using geological layers and topographic and digital terrain models that can be overlaid in a 3D model. The Google Earth application was used to import the geosite placemarks. For each geosite, a tab has been developed that shows a description of the geology with photographs and diagrams and that evaluates the scientific, educational, and tourism quality.Augmented reality allows the user to access these georeferenced thematic layers and overlay data, images, and graphics in real time on their mobile devices. These virtual tours can be incorporated into subject guides designed by public. Seven educational and interpretive panels describing some of the geosites were designed and tagged with a QR code that could be printed at each stop or in the printed itinerary. These QR codes can be scanned with the camera found on most mobile devices, and video virtual tours can be viewed on these devices. The virtual tour of the geological heritage can be used to show tourists the geological history of the Las Quilamas Natural Park using new geomatics technologies (virtual globes, augmented reality, and QR codes). (C) 2013 Elsevier Ltd. All rights reserved.";NOT;NA;NA;Web of Science;;;; 318;"Zmuda, Michael A.; Wonser, Joshua L.; Bachmann, Eric R.; Hodgson, Eric";Optimizing Constrained-Environment Redirected Walking Instructions Using Search Techniques;10.1109/TVCG.2013.88;2013;"A goal of redirected walking (RDW) is to allow large virtual worlds to be explored within small tracking areas. Generalized steering algorithms, such as steer-to-center, simply move the user toward locations that are considered to be collision free in most cases. The algorithm developed here, FORCE, identifies collision-free paths by using a map of the tracking area's shape and obstacles, in addition to a multistep, probabilistic prediction of the user's virtual path through a known virtual environment. In the present implementation, the path predictions describe a user's possible movements through a virtual store with aisles. Based on both the user's physical and virtual location / orientation, a search-based optimization technique identifies the optimal steering instruction given the possible user paths. Path prediction uses the map of the virtual world; consequently, the search may propose steering instructions that put the user close to walls if the user's future actions eventually lead away from the wall. Results from both simulated and real users are presented. FORCE identifies collision-free paths in 55.0 percent of the starting conditions compared to 46.1 percent for generalized methods. When considering only the conditions that result in different outcomes, redirection based on FORCE produces collision-free path 94.5 percent of the time.";VR;FALSE;NA;Web of Science;;;; 319;"Lam, Chee Kiang; Sundaraj, Kenneth; Sulaiman, M. Nazri";A Review of Computer-Generated Simulation in the Pedagogy of Cataract Surgery Training and Assessment;10.1080/10447318.2012.758530;2013;Virtual reality simulation is no longer an unusual term due to its application in aviation, industry, medicine, and military. The limitation of animal model in wet-lab training has necessitated the discovery of new training tools. Criteria-based surgical training can be simulated in a protected environment virtually by using computer for medical assessment and evaluation. This article reviews the pedagogical value of various virtual reality cataract surgery simulators developed, in surgical skill education and evaluation. Literature searches were conducted in ACM, IEEE Xplore, PubMed, Taylor & Francis, SciVerse, and Springer Link, covering the period from 1990 to the present. The published literature that presents methodological approach in the creation of simulation and feasibility study on performance evaluation system were examined. Evidence from the study proves that high-fidelity simulation is capable of providing objective surgical training and distinguishing the level of competency between students, residents, and surgeons in cataract surgery. Standardization and classification of training module according to the proficiency of surgical skills are considered necessary in improving validity of simulators as part of curriculum in medical education.;VR;FALSE;NA;Web of Science;;;; 320;"Schirmer, Clemens M.; Mocco, J.; Elder, J. Bradley";Evolving Virtual Reality Simulation in Neurosurgery;10.1227/NEU.0000000000000060;2013;"BACKGROUND: Virtual reality (VR) applications promise the safe, efficacious, and valid replication of scenarios encountered in modern neurosurgery, and a number of navigation- or dissection-related and endovascular simulators have been successfully deployed in the last 2 decades. Concurrently, neurosurgical training is changing, and VR simulations are expected to play a part in future training.OBJECTIVE: To give an overview of currently available neurosurgical VR applications in the spectrum of desired applications and the outlook of the requirements to be met by future applications.METHODS: The available literature was analyzed using structured Medline and PubMed searches. Relevant articles were retrieved and reviewed. When quantitative results were available, effect sizes were collated or estimated to check for publication bias.RESULTS: There has been a significant increase in publications concerning the use of VR in neurosurgery in the last 22 years (P < .001). Thirty-eight of 117 publications (32%) identified reported data regarding the use of a simulator by practitioners; 35 of these were reported as positive trials (92%). Twenty-two of 38 studies (58%) reported quantitative data with mostly small positive effect sizes (median, 1.41; interquartile range, 1.08-2). The use of VR simulators in endovascular surgery has the most robust basis, with 65% of studies reporting quantitative outcomes.CONCLUSION: Current neurosurgical VR applications focus on basic procedural skill acquisition and are valid and efficacious adjuncts to neurosurgical training. In the future, the development of complex procedural simulators, teamwork, and focus on validated measures will lead to robust framework of the use of VR over the entire career of a neurosurgeon.";VR;FALSE;NA;Web of Science;;;; 321;"Novak, Iona; Mcintyre, Sarah; Morgan, Catherine; Campbell, Lanie; Dark, Leigha; Morton, Natalie; Stumbles, Elise; Wilson, Salli-Ann; Goldsmith, Shona";A systematic review of interventions for children with cerebral palsy: state of the evidence;10.1111/dmcn.12246;2013;"AIM The aim of this study was to describe systematically the best available intervention evidence for children with cerebral palsy (CP).METHOD This study was a systematic review of systematic reviews. The following databases were searched: CINAHL, Cochrane Library, DARE, EMBASE, Google Scholar MEDLINE, OTSeeker, PEDro, PsycBITE, PsycINFO, and speechBITE. Two independent reviewers determined whether studies met the inclusion criteria. These were that (1) the study was a systematic review or the next best available; (2) it was a medical/allied health intervention; and (3) that more than 25% of participants were children with CP. Interventions were coded using the Oxford Levels of Evidence; GRADE; Evidence Alert Traffic Light; and the International Classification of Function, Disability and Health.RESULTS Overall, 166 articles met the inclusion criteria (74% systematic reviews) across 64 discrete interventions seeking 131 outcomes. Of the outcomes assessed, 16% (21 out of 131) were graded 'do it' (green go); 58% (76 out of 131) 'probably do it' (yellow measure); 20% (26 out of 131) 'probably do not do it' (yellow measure); and 6% (8 out of 131) 'do not do it' (red stop). Green interventions included anticonvulsants, bimanual training, botulinum toxin, bisphosphonates, casting, constraint-induced movement therapy, context-focused therapy, diazepam, fitness training, goal-directed training, hip surveillance, home programmes, occupational therapy after botulinum toxin, pressure care, and selective dorsal rhizotomy. Most (70%) evidence for intervention was lower level (yellow) while 6% was ineffective (red).INTERPRETATION Evidence supports 15 green light interventions. All yellow light interventions should be accompanied by a sensitive outcome measure to monitor progress and red light interventions should be discontinued since alternatives exist.";NOT;NA;NA;Web of Science;;;; 322;"Qu, Chao; Brinkman, Willem-Paul; Wiggers, Pascal; Heynderickx, Ingrid";The Effect of Priming Pictures and Videos on a Question-Answer Dialog Scenario in a Virtual Environment;10.1162/PRES_a_00143;2013;Having a free-speech conversation with avatars in a virtual environment can be desirable in virtual reality applications, such as virtual therapy and serious games. However, recognizing and processing free speech seems too ambitious to realize with the current technology. As an alternative, pre-scripted conversations with keyword detection can handle a number of goal-oriented situations, as well as some scenarios in which the conversation content is of secondary importance. This is, for example, the case in virtual exposure therapy for the treatment of people with social phobia, where conversation is for exposure and anxiety arousal only. A drawback of pre-scripted dialog is the limited scope of the user's answers. The system cannot handle a user's response that does not match the pre-defined content, other than by providing a default reply. A new method, which uses priming material to restrict the possibility of the user's response, is proposed in this paper to solve this problem. Two studies were conducted to investigate whether people can be guided to mention specific keywords with video and/or picture primings. Study 1 was a two-by-two experiment in which participants (n = 20) were asked to answer a number of open questions. Prior to the session, participants watched priming videos or unrelated videos. During the session, they could see priming pictures or unrelated pictures on a whiteboard behind the person who asked the questions. The results showed that participants tended to mention more keywords both with priming videos and pictures. Study 2 shared the same experimental setting but was carried out in virtual reality instead of in the real world. Participants (n = 20) were asked to answer questions of an avatar when they were exposed to priming material, before and/or during the conversation session. The same results were found: the surrounding media content had a guidance effect. Furthermore, when priming pictures appeared in the environment, people sometimes forgot to mention the content they typically would mention.;VR;FALSE;NA;Web of Science;;;; 323;"Salomon, R.; Lim, M.; Kannape, O.; Llobera, J.; Blanke, O.";"""Self pop-out"": agency enhances self-recognition in visual search";10.1007/s00221-013-3549-6;2013;In real-life situations, we are often required to recognize our own movements among movements originating from other people. In social situations, these movements are often correlated (for example, when dancing or walking with others) adding considerable difficulty to self-recognition. Studies from visual search have shown that visual attention can selectively highlight specific features to make them more salient. Here, we used a novel visual search task employing virtual reality and motion tracking to test whether visual attention can use efferent information to enhance self-recognition of one's movements among four or six moving avatars. Active movements compared to passive movements allowed faster recognition of the avatar moving like the subject. Critically, search slopes were flat for the active condition but increased for passive movements, suggesting efficient search for active movements. In a second experiment, we tested the effects of using the participants' own movements temporally delayed as distractors in a self-recognition discrimination task. We replicated the results of the first experiment with more rapid self-recognition during active trials. Importantly, temporally delayed distractors increased reaction times despite being more perceptually different than the spatial distractors. The findings demonstrate the importance of agency in self-recognition and self-other discrimination from movement in social settings.;VR;FALSE;NA;Web of Science;;;; 324;"Kennedy, Cassie C.; Maldonado, Fabien; Cook, David A.";Simulation-Based Bronchoscopy Training Systematic Review and Meta-analysis;10.1378/chest.12-1786;2013;"Background: Simulation-based bronchoscopy training is increasingly used, but effectiveness remains uncertain. We sought to perform a comprehensive synthesis of published work on simulation-based bronchoscopy training.Methods: We searched MEDLINE, EMBASE, CINAHL, PsycINFO, ERIC, Web of Science, and Scopus for eligible articles through May 11, 2011. We included all original studies involving health professionals that evaluated, in comparison with no intervention or an alternative instructional approach, simulation-based training for flexible or rigid bronchoscopy. Study selection and data abstraction were performed independently and in duplicate. We pooled results using random effects meta-analysis.Results: From an initial pool of 10,903 articles, we identified 17 studies evaluating simulation-based bronchoscopy training. In comparison with no intervention, simulation training was associated with large benefits on skills and behaviors (pooled effect size, 1.21 [95% CI, 0.82-1.60]; n = 8 studies) and moderate benefits on time (0.62 [95% CI, 0.12-1.13]; n = 7). In comparison with clinical instruction, behaviors with real patients showed nonsignificant effects favoring simulation for time (0.61 [95% CI, -1.47 to 2.69]) and process (0.33 [95% CI, -1.46 to 2.11]) outcomes (n = 2 studies each), although variation in training time might account for these differences. Four studies compared alternate simulation-based training approaches. Inductive analysis to inform instructional design suggested that longer or more structured training is more effective, authentic clinical context adds value, and animal models and plastic part-task models may be superior to more costly virtual-reality simulators.Conclusions: Simulation-based bronchoscopy training is effective in comparison with no intervention. Comparative effectiveness studies are few.";VR;FALSE;NA;Web of Science;;;; 325;"Tatla, Sandy K.; Sauve, Karen; Virji-Babul, Naznin; Holsti, Liisa; Butler, Charlene; Van der Loos, Hendrik F. Machiel";Evidence for outcomes of motivational rehabilitation interventions for children and adolescents with cerebral palsy: an American Academy for Cerebral Palsy and Developmental Medicine systematic review;10.1111/dmcn.12147;2013;This study reviewed evidence regarding the effect of motivational rehabilitation interventions on outcomes in children with cerebral palsy. Six databases were searched for literature published up to May 2012. Included studies measured the purported motivating effects of motor-based rehabilitation interventions and the measured impact on outcomes. The American Academy for Cerebral Palsy and Developmental Medicine (AACPDM) systematic review methodology was used as a framework. Eight studies evaluated outcomes of studies using virtual reality interventions and one in a functional therapy context. Conflicting evidence from three (level II and level III) studies exists about the impact of these motivating interventions on motor outcomes measured in body functions. No statistical evidence regarding activity and participation outcomes exists. A single level II study found no significant difference in participants' motivation between motivational and conventional interventions. This review revealed a paucity of research on the effects of motivational interventions. Weaknesses include a lack of consistency in the examination of motivational interventions, limited use of definitions or theories to ground the concept of motivation, and reliance on non-validated methodological tools. This body of evidence would be strengthened by the use and development of robust outcome measures of motivation.;VR;FALSE;NA;Web of Science;;;; 326;"Hodgins, Justin L.; Veillette, Christian";Arthroscopic proficiency: methods in evaluating competency;10.1186/1472-6920-13-61;2013;Background: The current paradigm of arthroscopic training lacks objective evaluation of technical ability and its adequacy is concerning given the accelerating complexity of the field. To combat insufficiencies, emphasis is shifting towards skill acquisition outside the operating room and sophisticated assessment tools. We reviewed (1) the validity of cadaver and surgical simulation in arthroscopic training, (2) the role of psychomotor analysis and arthroscopic technical ability, (3) what validated assessment tools are available to evaluate technical competency, and (4) the quantification of arthroscopic proficiency.Methods: The Medline and Embase databases were searched for published articles in the English literature pertaining to arthroscopic competence, arthroscopic assessment and evaluation and objective measures of arthroscopic technical skill. Abstracts were independently evaluated and exclusion criteria included articles outside the scope of knee and shoulder arthroscopy as well as original articles about specific therapies, outcomes and diagnoses leaving 52 articles citied in this review.Results: Simulated arthroscopic environments exhibit high levels of internal validity and consistency for simple arthroscopic tasks, however the ability to transfer complex skills to the operating room has not yet been established. Instrument and force trajectory data can discriminate between technical ability for basic arthroscopic parameters and may serve as useful adjuncts to more comprehensive techniques. There is a need for arthroscopic assessment tools for standardized evaluation and objective feedback of technical skills, yet few comprehensive instruments exist, especially for the shoulder. Opinion on the required arthroscopic experience to obtain proficiency remains guarded and few governing bodies specify absolute quantities.Conclusions: Further validation is required to demonstrate the transfer of complex arthroscopic skills from simulated environments to the operating room and provide objective parameters to base evaluation. There is a deficiency of validated assessment tools for technical competencies and little consensus of what constitutes a sufficient case volume within the arthroscopy community.;NOT;NA;NA;Web of Science;;;; 327;"MacIntyre, Blair; Rouzati, Hafez; Lechner, Martin";Walled Gardens Apps and Data as Barriers to Augmenting Reality;10.1109/MCG.2013.51;2013;For augmented reality (AR) to reach its potential, AR content from multiple distinct sources must be simultaneously displayed in a more unified manner than is possible given today's application-centric environments. AR browsers and AR-enabled Web browsers point toward the functionalities that OSs must incorporate to fully support AR content. Also, application developers need richer forms of content describing the physical world and the objects in it. Standards such as ARML (Augmented Reality Markup Language) 2.0 have begun providing the glue needed to bind AR content to the physical world.;AR;NA;NA;Web of Science;;;; 328;"Seo, Dong Woo; Lee, Jae Yeol";Physical query interface for tangible augmented tagging and interaction;10.1016/j.eswa.2012.10.020;2013;A new physical query interface is proposed for tangible augmented tagging and interaction using two types of context-aware AR interfaces, visual and invisible interfaces. In visual interfaces, augmented reality markers are utilized for supporting intuitive interactions and manipulations with digital contents. RFID is used as an invisible interface for supporting line-of-sight, direct and query interactions. By combining the advantages of visual and invisible interfaces, more natural interaction with digital contents can be provided, which can remove the difficulty of using typical AR paddles, cubes and gadgets that are widely used in AR interactions. Semantic ontology is adopted in order to effectively support physical querying, filtering and grouping through the combination of multiple RFID tags. The proposed approach has been applied to a variety of multi-media interactions, such as digital product review and digital catalog or book interaction. We show the effectiveness and the advantages of the proposed approach by demonstrating several implementation results and by a usability study. (C) 2012 Elsevier Ltd. All rights reserved.;AR;NA;NA;Web of Science;;;; 329;"Lee, Cha; Rincon, Gustavo A.; Meyer, Greg; Hoellerer, Tobias; Bowman, Doug A.";The Effects of Visual Realism on Search Tasks in Mixed Reality Simulation;10.1109/TVCG.2013.41;2013;In this paper, we investigate the validity of Mixed Reality (MR) Simulation by conducting an experiment studying the effects of the visual realism of the simulated environment on various search tasks in Augmented Reality (AR). MR Simulation is a practical approach to conducting controlled and repeatable user experiments in MR, including AR. This approach uses a high-fidelity Virtual Reality (VR) display system to simulate a wide range of equal or lower fidelity displays from the MR continuum, for the express purpose of conducting user experiments. For the experiment, we created three virtual models of a real-world location, each with a different perceived level of visual realism. We designed and executed an AR experiment using the real-world location and repeated the experiment within VR using the three virtual models we created. The experiment looked into how fast users could search for both physical and virtual information that was present in the scene. Our experiment demonstrates the usefulness of MR Simulation and provides early evidence for the validity of MR Simulation with respect to AR search tasks performed in immersive VR.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;Visual search not IR 330;"Castilla, Diana; Garcia-Palacios, Azucena; Breton-Lopez, Juana; Miralles, Ignacio; Maria Banos, Rosa; Etchemendy, Ernestina; Farfallini, Luis; Botella, Cristina";Process of design and usability evaluation of a telepsychology web and virtual reality system for the elderly: Butler;10.1016/j.ijhcs.2012.10.017;2013;Butler is a multi-application system based on Internet technology and virtual reality, designed to meet the needs of elderly users. Its objectives are to assist elderly populations in accessing technology and new forms of communication, replicating, as far as possible the way of lineal interaction that this population group had traditionally to interact with information in order to facilitate the first contacts with technology. Butler is equipped with e-mail, videoconferencing, blogging, access to the Internet through a well-known web search engine, image and sound gallery, new contacts searcher, and two virtual reality environments. In this paper we describe Butler's most relevant features taking into account the usability design process and the usability evaluation of the system, which, after pilot testing, have proven to be highly acceptable and satisfactory to users. We also present the results of evaluations pertaining to the iconography used in the program, the navigation and users' help design process, and the first functional prototype, all of which were designed and redesigned with the aid of web heuristics and guidelines for the web design for elderly users. Results suggest important features to be taken into account when designing and developing this sort of application for the elderly. (C) 2012 Elsevier Ltd. All rights reserved.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;Not about a search engine in VR 331;"Rau, Jiann-Yeou; Cheng, Chen-Kuang";A cost-effective strategy for multi-scale photo-realistic building modeling and web-based 3-D GIS applications in real estate;10.1016/j.compenvurbsys.2012.10.006;2013;Web-based 3-D GIS may be the most appropriate tool for decision makers in land management and development. It provides not only the basic GIS functions, but also visually realistic landscape and architectural detail. It also gives the user an immersive 3-D virtual reality environment through the Internet that is rather different from that obtained merely through text, pictures, or videos. However, in terms of high accuracy and level-of-detail (LOD), the generation of a fully photo-realistic city model is labor intensive and time consuming. At the same time, from the aspect of computer graphics, the result is simply a geometric model without thematic information. Thus, the objective of this study is to propose a cost-effective multi-scale building modeling strategy based on the 2-D GIS building footprint that has rich attributes and to realize its application in the real estate market through a web-based 3-D GIS platform. Generally, the data volume needed for a photo-realistic city model is huge, thus for the purpose of increasing Internet data streaming efficiency and reducing the building modeling cost, a multiple-scale building modeling strategy, including block modeling, generic texture modeling, photo-realistic economic modeling, and photo-realistic detailed modeling is proposed. Since 2-D building boundary polygons are popularly used and well attributed, e.g., as to number of stories, address, type, material, etc., we are able to construct the photo-realistic city model based on this. Meanwhile, the conventional 2-D spatial analysis can be maintained and extended to 3-D GIS in the proposed scheme. For real estate applications, a location query system for selecting the optimum living environment is established. Some geospatial query and analysis functionalities are realized, such as address and road-junction positioning and terrain profile analysis. An experimental study area of 11 km(2) in size is used to demonstrate that the proposed multi-scale building modeling strategy and its integration into a web-based 3-D GIS platform is both efficient and cost-effective. (C )2012 Elsevier Ltd. All rights reserved.;VR;FALSE;NA;Web of Science;;;; 332;"Abboudi, Hamid; Khan, Mohammed S.; Aboumarzouk, Omar; Guru, Khurshid A.; Challacombe, Ben; Dasgupta, Prokar; Ahmed, Kamran";Current status of validation for robotic surgery simulators a systematic review;10.1111/j.1464-410X.2012.11270.x;2013;"What's known on the subject? and What does the study add? Little is known on how best to train the future generation of robotic surgeons. It has been postulated that virtual reality (VR) simulators may aid the progression along the learning curve for this rapidly developing surgical technique within a safe training environment. There are several simulators available on the market, the best known is that developed by Intuitive Surgical Inc. The present study provides the first systematic review of all the trails of the various VR robotic platforms. It explores the evidence supporting the effectiveness of the various platforms for feasibility, reliability, validity, acceptability, educational impact and cost-effectiveness. This article also highlights the deficiencies and future work required to advance robotic surgical training. To analyse studies validating the effectiveness of robotic surgery simulators. The MEDLINE (R), EMBASE (R) and PsycINFO (R) databases were systematically searched until September 2011. References from retrieved articles were reviewed to broaden the search. The simulator name, training tasks, participant level, training duration and evaluation scoring were extracted from each study. We also extracted data on feasibility, validity, cost-effectiveness, reliability and educational impact. We identified 19 studies investigating simulation options in robotic surgery. There are five different robotic surgery simulation platforms available on the market. In all, 11 studies sought opinion and compared performance between two different groups; expert' and novice'. Experts ranged in experience from 212200 robotic cases. The novice groups consisted of participants with no prior experience on a robotic platform and were often medical students or junior doctors. The Mimic dV-Trainer (R), ProMIS (R), SimSurgery Educational Platform (R) (SEP) and Intuitive systems have shown face, content and construct validity. The Robotic Surgical SimulatorTM system has only been face and content validated. All of the simulators except SEP have shown educational impact. Feasibility and cost-effectiveness of simulation systems was not evaluated in any trial. Virtual reality simulators were shown to be effective training tools for junior trainees. Simulation training holds the greatest potential to be used as an adjunct to traditional training methods to equip the next generation of robotic surgeons with the skills required to operate safely. However, current simulation models have only been validated in small studies. There is no evidence to suggest one type of simulator provides more effective training than any other. More research is needed to validate simulated environments further and investigate the effectiveness of animal and cadaveric training in robotic surgery.";VR;FALSE;NA;Web of Science;;;; 333;"Vapenstad, Cecilie; Buzink, Sonja N.";Procedural virtual reality simulation in minimally invasive surgery;10.1007/s00464-012-2503-1;2013;Simulation of procedural tasks has the potential to bridge the gap between basic skills training outside the operating room (OR) and performance of complex surgical tasks in the OR. This paper provides an overview of procedural virtual reality (VR) simulation currently available on the market and presented in scientific literature for laparoscopy (LS), flexible gastrointestinal endoscopy (FGE), and endovascular surgery (EVS).An online survey was sent to companies and research groups selling or developing procedural VR simulators, and a systematic search was done for scientific publications presenting or applying VR simulators to train or assess procedural skills in the PUBMED and SCOPUS databases.The results of five simulator companies were included in the survey. In the literature review, 116 articles were analyzed (45 on LS, 43 on FGE, 28 on EVS), presenting a total of 23 simulator systems. The companies stated to altogether offer 78 procedural tasks (33 for LS, 12 for FGE, 33 for EVS), of which 17 also were found in the literature review. Although study type and used outcomes vary between the three different fields, approximately 90 % of the studies presented in the retrieved publications for LS found convincing evidence to confirm the validity or added value of procedural VR simulation. This was the case in approximately 75 % for FGE and EVS.Procedural training using VR simulators has been found to improve clinical performance. There is nevertheless a large amount of simulated procedural tasks that have not been validated. Future research should focus on the optimal use of procedural simulators in the most effective training setups and further investigate the benefits of procedural VR simulation to improve clinical outcome.;VR;FALSE;NA;Web of Science;;;; 334;"Hassani, Kaveh; Nahvi, Ali; Ahmadi, Ali";Architectural design and implementation of intelligent embodied conversational agents using fuzzy knowledge base;10.3233/IFS-120687;2013;In this paper, a general architecture is proposed for developing embodied conversational agents with fuzzy ontology knowledge base. The proposed architecture enables agents to interact with the user via multimodal channels in a virtual reality environment for the purpose of language learning. The agents play the role of emotional, rational, and friendly partners who provide a specific domain of knowledge based on user's queries in natural language. These queries are performed by an optimized fuzzy search engine. Two scenarios including two virtual airports and a virtual electronic gadget shop are implemented in this architecture to improve users' oral skills. The results show the users' average oral skills improved 11%. Moreover, 80% of the users ranked agents' logical sequence of actions and the total speed of responses as very good, and 90% of them evaluated agents' appropriateness of responses as very good based on Likert scale.;VR;TRUE;Not current gen VR system;Web of Science;;;;User can interact with a Embodied agent for fuzzy search in VR 335;"Moreira, Marcela Cavalcanti; de Amorim Lima, Anne Michelle; Ferraz, Karla Monica; Benedetti Rodrigues, Marco Aurelio";Use of virtual reality in gait recovery among post stroke patients--a systematic literature review.;10.3109/17483107.2012.749428;2013;"PURPOSE: To conduct a systematic literature review focusing on the use of virtual reality (VR) for the improvement of gait in post-stroke patients.METHODS: We performed a search of Randomized-controlled trials published from 1966 to 2011 in the databases: Medline, Lilacs, CINAHL, Cochrane and SciELO. Keywords used in the selection were: Virtual reality in combination with (AND) ""Nervous System Diseases"", (OR) ""Motor Skill Disorders"" (OR) ""neurologic impairments"" (OR) ""motor function"" (OR) function* (OR) locomotion (OR) ambulation (OR) gait (OR) ""motor activity"" (OR) Stroke. Selected articles were evaluated using the individual's components of methodological quality assessment and analysis of outcomes of each study was based on the domains of the International Classification of Functioning, Disability and Health (ICF).RESULTS: A total of 6520 references were found, however, based on the inclusion and exclusion criteria only four studies were considered and analyzed. These articles demonstrated that the use of VR promotes changes in gait parameters, despite the diversity of protocols, participants' characteristics, as well as the number of participants included in each study.CONCLUSIONS: The research studies analyses suggest that VR is a promising method to improve the gait of patients with stroke. Nevertheless, some questions still need to be answered. Some aspects should be investigated to confirm the true benefits and application of VR in this population.IMPLICATIONS FOR REHABILITATION: Stroke is the second cause of death and the leading cause of disability worldwide. The loss or impairment of ambulation is one of the most devasting sequelae of stroke. Restoration of gait can be considered the main goal of rehabilitation after stroke. Conventional interventions tend to be tedious, providing few opportunities to increase the difficulty level of the proposed tasks and do not encourage adaptive postural reactions. There is evidence to support the use of virtual reality for the promotion of walking in people with sequelae of stroke. Virtual reality is a feature that has been used in clinical practice, however, the details on how to use this instrument must be set according to the therapeutic goals.";VR;FALSE;NA;Web of Science;;;; 336;"Inguaggiato, E.; Sgandurra, G.; Perazza, S.; Guzzetta, A.; Cioni, G.";Brain Reorganization following Intervention in Children with Congenital Hemiplegia: A Systematic Review;10.1155/2013/356275;2013;"Noninvasive rehabilitation strategies for children with unilateral cerebral palsy are routinely used to improve hand motor function, activity, and participation. Nevertheless, the studies exploring their effects on brain structure and function are very scarce. Recently, structural neuroplasticity was demonstrated in adult poststroke patients, in response to neurorehabilitation. Our purpose is to review current evidence on the effects of noninvasive intervention strategies on brain structure or function, in children with unilateral cerebral palsy. The main literature databases were searched up to October 2013. We included studies where the effects of upper limb training were evaluated at neurofunctional and/or neurostructural levels. Only seven studies met our selection criteria; selected studies were case series, six using the intervention of the constraint-induced movement therapy (CIMT) and one used virtual reality therapy (VR). CIMT and VR seem to produce measurable neuroplastic changes in sensorimotor cortex associated with enhancement of motor skills in the affected limb. However, the level of evidence is limited, due to methodological weaknesses and small sample sizes of available studies. Well-designed and larger experimental studies, in particular RCTs, are needed to strengthen the generalizability of the findings and to better understand the mechanism of intervention-related brain plasticity in children with brain injury.";VR;FALSE;NA;Web of Science;;;; 337;"Bogdanov, Dmitry; Haro, Martin; Fuhrmann, Ferdinand; Xambo, Anna; Gomez, Emilia; Herrera, Perfecto";Semantic audio content-based music recommendation and visualization based on user preference examples;10.1016/j.ipm.2012.06.004;2013;Preference elicitation is a challenging fundamental problem when designing recommender systems. In the present work we propose a content-based technique to automatically generate a semantic representation of the user's musical preferences directly from audio. Starting from an explicit set of music tracks provided by the user as evidence of his/her preferences, we infer high-level semantic descriptors for each track obtaining a user model. To prove the benefits of our proposal, we present two applications of our technique. In the first one, we consider three approaches to music recommendation, two of them based on a semantic music similarity measure, and one based on a semantic probabilistic model. In the second application, we address the visualization of the user's musical preferences by creating a humanoid cartoon-like character - the Musical Avatar - automatically inferred from the semantic representation. We conducted a preliminary evaluation of the proposed technique in the context of these applications with 12 subjects. The results are promising: the recommendations were positively evaluated and close to those coming from state-of-the-art metadata-based systems, and the subjects judged the generated visualizations to capture their core preferences. Finally, we highlight the advantages of the proposed semantic user model for enhancing the user interfaces of information filtering systems. (C) 2012 Elsevier Ltd. All rights reserved.;NOT;NA;NA;Web of Science;;;; 338;J Braman, C Dierbach - … Conference on Social Computing and Social …, 2015 - Springer;Utilizing Virtual Worlds for Personalized Search: Developing the PAsSIVE Framework;NA;2015;NA;NOT;NA;NA;Google Scholar;;;; 339;AJ Zhou, GH Yang - … Research & Development in Information Retrieval, 2018 - dl.acm.org;Minority Report by Lemur: Supporting Search Engine with Virtual Reality;NA;2018;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;Search in VR 340;CA Julien, C Guastavino… - Proceedings of the …, 2013 - journals.library.ualberta.ca;Subject Explorer 3D: a virtual reality collection browsing and searching tool;NA;2013;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;VR is not current generation 341;J Hu, B Zhang, D Wang - IOP Conference Series: Materials …, 2019 - iopscience.iop.org;Application of Virtual Reality Technology in Library Visual Information Retrieval;NA;2019;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;Proposed system would feature IR in VR 342;A McNamara, K Boyd, D Oh, R Sharpe… - … Symposium on Mixed …, 2018 - ieeexplore.ieee.org;Using Eye Tracking to Improve Information Retrieval in Virtual Reality;NA;2018;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Only spacial search with additional information 343;X Li - IOP Conference Series: Materials Science and …, 2018 - iopscience.iop.org;Research on Application of Virtual Reality Technology in Information Retrieval;NA;2018;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;VR in Libraries for IR 344;W Luo - … Conference on Economics, Management, Law and …, 2017 - atlantis-press.com;The Application of Virtual Reality Technology in Library Information Retrieval;NA;2017;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;System doesn’t focus on search 345;E Wolf, S Klüber, C Zimmerer, JL Lugrin… - 2019 International …, 2019 - dl.acm.org;” Paint that object yellow”: Multimodal Interaction to Enhance Creativity During Design Tasks in VR;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 346;MC Johnson-Glenberg - Learning in a Digital World, 2019 - Springer;The Necessary Nine: Design Principles for Embodied VR and Active Stem Education;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 347;KMR Ouwehand - 2019 - dspace.library.uu.nl;Geospatial Access To Lifelogging Images in VR;NA;2019;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;User only browses images on a map 348;Y Zhang - 2019 - era.library.ualberta.ca;User-Centric VR-Based Single-Family House Interior Design System;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 349;S Toyama, M Al Sada, T Nakajima - International Conference on Virtual …, 2018 - Springer;VRowser: A Virtual Reality Parallel Web Browser;NA;2018;NA;VR;FALSE;TRUE;Google Scholar;;;; 350;H Desurvire, M Kreminski - International Conference of Design, User …, 2018 - Springer;Are Game Design and User Research Guidelines Specific to Virtual Reality Effective in Creating a More Optimal Player Experience? Yes, VR PLAY;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 351;J Lee, J Kim, J Ahn, W Woo - … Conference on Virtual Systems & …, 2018 - ieeexplore.ieee.org;Mobile Risk Management for Wooden Architectural Heritage in Korea using HBIM and VR;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 352;M Schleußinger, M Henkel - 2018 - osf.io;Evaluating a Visual Search Interface;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 353;S Kim - Journal of Digital Convergence, 2018 - koreascience.or.kr;An Exploratory Study of VR Technology using Patents and News Articles;NA;2018;NA;NULL;NA;non-english;Google Scholar;;;; 354;K Christaki - 2018 - aaltodoc.aalto.fi;Abstract Data Visualisation in Mobile VR Platforms;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 355;Y Zhao - Wireless Personal Communications, 2018 - Springer;The Application of Bayesian Learning in the Search Engine;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 356;J Reinhardt, IK Wolf - EVA BERLIN 2018, 2018 - academia.edu;Opportunities of Social VR in Digital Museum Twins;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 357;CO Fearghail, C Ozcinar, S Knorr… - … Conference on 3D …, 2018 - ieeexplore.ieee.org;Director's Cut-Analysis of VR Film Cuts for Interactive Storytelling;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 358;R Linares, J Herrera, L Alfaro - 2016 IEEE Ecuador Technical …, 2016 - ieeexplore.ieee.org;AliciaVR: Exploration of scientific articles in an immersive virtual environment with natural user interfaces;NA;2016;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;Same research as #650 359;S Yousefi, M Kidane, Y Delgado… - 2016 23rd …, 2016 - ieeexplore.ieee.org;3D gesture-based interaction for immersive experience in mobile VR;NA;2016;NA;VR;FALSE;NA;Google Scholar;;;; 360;H Olmedo, D Escudero, V Cardeñoso - … on Multimodal User Interfaces, 2015 - Springer;Multimodal interaction with virtual worlds XMMVR: eXtensible language for MultiModal interaction with virtual reality worlds;NA;2015;NA;VR;FALSE;NA;Google Scholar;;;; 361;S Thompson - 2015 - dspace.aus.edu;VR Panoramic Photography and Hypermedia: Drawing from the Panorama's Past;NA;2015;NA;VR;FALSE;NA;Google Scholar;;;; 362;Z Li - 2015 - pastel.archives-ouvertes.fr;Conceptual design of shapes by reusing existing heterogeneous shape data through a multi-layered shape description model and for VR applications;NA;2015;NA;VR;FALSE;NA;Google Scholar;;;; 363;DR Sutton - 2015 - search.proquest.com;A Phenomenological Study: Understanding the Experiences of Students with Emotional and Behavioral Disorder (EBD) in the Use of Virtual Reality (VR) …;NA;2015;NA;VR;FALSE;NA;Google Scholar;;;; 364;J Du, Q Wang, Y Lin, C Ahn - … on System …, 2019 - scholarspace.manoa.hawaii.edu;Personalize Wayfinding Information for Fire Responders based on Virtual Reality Training Data;NA;2019;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Only visual search in VR no IR system 365;T ZHANG - 2019 - waseda.repo.nii.ac.jp;Connect the Dots+: Study of the Application of Virtual Reality Knowledge Graph in Education;NA;2019;NA;VR;TRUE;NA;Google Scholar;FALSE;;TRUE;System doesn’t have VR interaction 366;J van Abeelen - 2019 - dspace.library.uu.nl;Visualising Lifelogging Data in Spatio-Temporal Virtual Reality Environments;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 367;SMC Loureiro, J Guerreiro, S Eloy, D Langaro… - Journal of Business …, 2019 - Elsevier;Understanding the use of Virtual Reality in Marketing: A text mining-based review;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 368;VF Cardoso, A Pomer-Escher, BB Longo… - XXVI Brazilian Congress …, 2019 - Springer;Neurorehabilitation Platform Based on EEG, sEMG and Virtual Reality Using Robotic Monocycle;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 369;EA Keshner, PT Weiss… - Journal of …, 2019 - jneuroengrehab.biomedcentral.com;Tracking the evolution of virtual reality applications to rehabilitation as a field of study;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 370;RE Cisneros, K Wood, S Whatley, M Buccoli… - Body, Space & …, 2019 - bstjournal.com;Virtual Reality and Choreographic Practice: The Potential for New Creative Methods;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 371;A Ruonala - 2019 - aaltodoc.aalto.fi;Transferring meditative tasks to virtual reality through bioadaptation;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 372;I Graessler, P Taplick - Proceedings of the Design Society …, 2019 - cambridge.org;Supporting Creativity with Virtual Reality Technology;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 373;W Zhang - Argos, 2019 - argosjournal.com;Virtual Reality Technology and Its Application in Environmental Design;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 374;G Sun, Y Liu, M Yang, A Wang, S Liang, Y Zhang - Computer Networks, 2017 - Elsevier;Coverage optimization of VLC in smart homes based on improved cuckoo search algorithm;NA;2017;NA;NOT;NA;NA;Google Scholar;;;; 375;J Geng, CS Chai, MSY Jong… - Interactive Learning …, 2019 - Taylor & Francis;Understanding the pedagogical potential of Interactive Spherical Video-based Virtual Reality from the teachers' perspective through the ACE framework;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 376;V Bogicevic, S Seo, JA Kandampully, SQ Liu… - Tourism …, 2019 - Elsevier;Virtual reality presence as a preamble of tourism experience: The role of mental imagery;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 377;MF Farah, ZB Ramadan, DH Harb - Journal of Retailing and Consumer …, 2019 - Elsevier;The examination of virtual reality at the intersection of consumer experience, shopping journey and physical retailing;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 378;J Du, Z Zou, Y Shi, D Zhao - Automation in Construction, 2018 - Elsevier;Zero latency: Real-time synchronization of BIM data in virtual reality for collaborative decision-making;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 379;P Carreira, T Castelo, CC Gomes… - Engineering …, 2018 - emeraldinsight.com;Virtual reality as integration environments for facilities management: application and users perception;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 380;WHS dos Santos, RMG e Silva… - … and Virtual Reality  …, 2018 - ieeexplore.ieee.org;A Knowledge Oriented Virtual Reality Tool for Exploring Seismic Data;NA;2018;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Same research as #567 381;AA Kerure, J Freeman - Audio Engineering Society Convention 144, 2018 - aes.org;Audio Source Localization as an Input to Virtual Reality Environments;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 382;WHS dos Santos, RMDG e Silva… - … and Virtual Reality  …, 2018 - ieeexplore.ieee.org;Exploring Seismic Data through Virtual Reality and Hybrid Knowledge Base;NA;2018;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Duplicate of #567 383;C Zhang - … Conference on Mechanical, Electronic, Control and …, 2018 - atlantis-press.com;Research on Digital Library Based on Virtual Reality Technology;NA;2018;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;No system or concept 384;Y Litvinova, SV Rehm, LC Goel… - ISPIM Innovation …, 2018 - search.proquest.com;Collaborating in Virtual Reality by using Digital Twins;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 385;AT Ruonala, AT Ruonala - Networks, 2018 - furtherform.com;of thesis Transferring meditative tasks to virtual reality through bioadaptation.;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 386;S Ahmed - … , technology & management in construction: an …, 2018 - hrcak.srce.hr;A review on using opportunities of augmented reality and virtual reality in construction project management;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 387;SK Chang - 2018 - search.proquest.com;Using Tangible Interaction and Virtual Reality to Support Spatial Perspective Taking Ability;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 388;KE Muessig, KA Knudtson, K Soni… - Digital culture & …, 2018 - ncbi.nlm.nih.gov;“I DIDN'T TELL YOU SOONER BECAUSE I DIDN'T KNOW HOW TO HANDLE IT MYSELF.” DEVELOPING A VIRTUAL REALITY PROGRAM TO SUPPORT …;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 389;YAJ Praet - 2018 - essay.utwente.nl;The use of Virtual Reality in patient education: the case of chronic kidney patients;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 390;R Henry - 2015 - research.wsulibs.wsu.edu;Moving from theory to practice: Incorporating feminist approaches into search and discovery tool development;NA;2015;NA;NOT;NA;NA;Google Scholar;;;; 391;M Rossoni, L Bergonzi, G Colombo - COMPUTER-AIDED DESIGN …, 2018 - re.public.polimi.it;Integration of Virtual Reality in a Knowledge-based Engineering System for Preliminary Configuration and Quotation of Assembly Lines;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 392;P Eghbali - 2018 - trepo.tuni.fi;Social acceptability of Virtual Reality Interaction: Experiential factors and design implications;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 393;IC Landa-Avila, ML Cruz - International Conference of Design, User …, 2017 - Springer;Engagement in a virtual reality game with gesture hand interface. An empirical evaluation of User Engagement Scale (UES);NA;2017;NA;VR;FALSE;NA;Google Scholar;;;; 394;DP Saha, RB Knapp, TL Martin - … of the 2017 ACM International Joint …, 2017 - dl.acm.org;Affective feedback in a virtual reality based intelligent supermarket;NA;2017;NA;VR;FALSE;NA;Google Scholar;;;; 395;PRKS Bhama, V Hariharasubramanian, OP Mythili… - Virtual Reality, 2017 - Springer;Users' domain knowledge prediction in e-learning with speech-interfaced augmented and virtual reality contents;NA;2017;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Speech recognition only for commands not search 396;A Duane, C Gurrin - 2017 - researchgate.net;Investigating Virtual Reality as a Tool for Visual Lifelog Exploration;NA;2017;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;Same research as #576 397;H Trandem - 2017 - ntnuopen.ntnu.no;Room-Scale Virtual Reality for Interprofessional Collaborative Healthcare Training-Developing a Multi-Interface Application for a Smart Virtual University Hospital;NA;2017;NA;VR;FALSE;NA;Google Scholar;;;; 398;JBW Bolwerk - 2017 - dspace.library.uu.nl;controlled Navigation in Virtual Reality for Exploratory Image Browsing;NA;2017;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Users browse large result sets without any search functionality though 399;E Kirubakaran - 2017 - ir.inflibnet.ac.in;Virtual Reality Application For E Learning And E Training;NA;2017;NA;VR;TRUE;unav.;Google Scholar;;;; 400;C Plaza de Miguel - 2014 - pdfs.semanticscholar.org;ARLodge: context-aware recommender system based on augmented reality to assist on the accommodation search process;NA;2014;NA;AR;NA;NA;Google Scholar;;;; 401;M Sra, P Vijayaraghavan, P Maes… - Proceedings of the …, 2017 - openaccess.thecvf.com;DeepSpace: Mood-Based Image Texture Generation for Virtual Reality From Music;NA;2017;NA;VR;FALSE;NA;Google Scholar;;;; 402;M Sra, P Vijayaraghavan, O Rudovic… - … IEEE Conference on …, 2017 - ieeexplore.ieee.org;DeepSpace: Mood-Based Image Texture Generation for Virtual Reality from Music;NA;2017;NA;VR;FALSE;NA;Google Scholar;;;; 403;A Traumann - pdfs.semanticscholar.org;Semi-Automatic Method for Creating Virtual Reality Environments;NA;2017;NA;VR;FALSE;NA;Google Scholar;;;; 404;PRK Babu, P Oza, U Lahiri - IEEE Transactions on Affective …, 2017 - ieeexplore.ieee.org;Gaze-sensitive virtual reality based social communication platform for individuals with autism;NA;2017;NA;VR;FALSE;NA;Google Scholar;;;; 405;I Kosunen, M Salminen, S Järvelä, A Ruonala… - … User Interfaces, 2016 - dl.acm.org;RelaWorld: neuroadaptive and immersive virtual reality meditation system;NA;2016;NA;VR;FALSE;NA;Google Scholar;;;; 406;S Wang, V Charissis, J Campbell… - … Materials for Science …, 2016 - ieeexplore.ieee.org;An investigation into the use of virtual reality technology for passenger infotainment in a vehicular environment;NA;2016;NA;VR;FALSE;NA;Google Scholar;;;; 407;DYM Lin, YF Hsu - Journal of Psychology, 2016 - jpbsnet.com;The Use of Virtual Reality as Interactive Media to Support Web-based Navigation Performance for the Older Adult;NA;2016;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;System doesn’t feature search 408;KS Lin, MC Ke - … Trends in Intelligent Information and Database Systems, 2015 - Springer;A virtual reality based recommender system for interior design prototype drawing retrieval;NA;2015;NA;VR;TRUE;NA;Google Scholar;FALSE;;TRUE;The query part of the system is not in VR 409;SM Huang, CY Fang, X Mei - 2015 23rd International …, 2015 - ieeexplore.ieee.org;Exploring the application of virtual reality technology in surveying and mapping archives;NA;2015;NA;VR;TRUE;NA;Google Scholar;FALSE;;;Not in VR 410;ΜΝ Δενδρινός, MN Dendrinos - 2015 - hypatia.teiath.gr;From the physical reality to the virtual reality in the library environment;NA;2015;NA;VR;TRUE;NA;Google Scholar;FALSE;;;Not in VR 411;M Kyan, G Sun, H Li, L Zhong… - … on Intelligent Systems …, 2015 - dl.acm.org;An approach to ballet dance training through ms kinect and visualization in a cave virtual reality environment;NA;2015;NA;VR;FALSE;NA;Google Scholar;;;; 412;K KONSTANTINOS - 2015 - nefeli.lib.teicrete.gr;SEMANTIC DESCRIPTION OF SCENES IN VIRTUAL REALITY ENVIRONMENTS;NA;2015;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;About representation of semantic trees in VR not about Search 413;M Zampoglou, AG Malamos, K Kapetanakis… - Big Data and Internet of …, 2014 - Springer;IPromotion: A cloud-based platform for virtual reality internet advertising;NA;2014;NA;VR;FALSE;NA;Google Scholar;;;; 414;R Mitra, S Saydam - Journal of the Southern African Institute of Mining …, 2014 - scielo.org.za;Can artificial intelligence and fuzzy logic be integrated into virtual reality applications in mining?;NA;2014;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;System doesn’t feature search 415;P Muneesawang, N Zhang, L Guan - Multimedia Database Retrieval, 2014 - Springer;Motion Database Retrieval with Application to Gesture Recognition in a Virtual Reality Dance Training System;NA;2014;NA;VR;FALSE;NA;Google Scholar;;;; 416;J Beheshti, A Large, I Clement - Proceedings of the …, 2013 - journals.library.ualberta.ca;Exploring methodologies for designing a virtual reality library for children;NA;2013;NA;VR;TRUE;NA;Google Scholar;FALSE;;TRUE;VR hardware is not current generation 417;SFM Alfalah, DK Harrison, V Charissis - International Conference on …, 2013 - Springer;Gait analysis management and diagnosis in a prototype virtual reality environment;NA;2013;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Search is not in VR and VR might not be current gen 418;S Chang, A Gupta - Proceedings of the 11th Asia Pacific Conference on …, 2013 - dl.acm.org;I-sphere: a virtual reality based 3D interactive web navigation interface;NA;2013;NA;VR;TRUE;NA;Google Scholar;FALSE;;;Not in VR 419;Z Li - 2019 - cs.anu.edu.au;An Augmented Reality Software Architecture for Information Retrieval;NA;2019;NA;AR;NA;NA;Google Scholar;;;; 420;M Gattullo, A Evangelista, AE Uva, M Fiorentino… - … on Virtual Reality and …, 2019 - Springer;Exploiting Augmented Reality to Enhance Piping and Instrumentation Diagrams for Information Retrieval Tasks in Industry 4.0 Maintenance;NA;2019;NA;AR;NA;NA;Google Scholar;;;; 421;AE Uva, M Fiorentino, A Boccaccio… - Virtual Reality and …, 2019 - books.google.com;Exploiting Augmented Reality to Enhance Piping and Instrumentation Diagrams for Information Retrieval Tasks in Industry 4.0 Maintenance;NA;2019;NA;AR;NA;NA;Google Scholar;;;; 422;AC Bukhari, YG Kim - Applied intelligence, 2013 - Springer;A research on an intelligent multipurpose fuzzy semantic enhanced 3D virtual reality simulator for complex maritime missions;NA;2013;NA;VR;TRUE;NA;Google Scholar;FALSE;;TRUE;System generates VR environments based on natural language queries given outside of VR 423;SC Chien, YW Chun, ML Lin - … in Information Sciences …, 2013 - pdfs.semanticscholar.org;Development of a Web-Based 3D Virtual Reality Navigation System;NA;2013;NA;VR;FALSE;NA;Google Scholar;;;; 424;WA Powell, B Stevens - 2013 International Conference on …, 2013 - ieeexplore.ieee.org;The influence of virtual reality systems on walking behaviour: A toolset to support application design;NA;2013;NA;VR;FALSE;NA;Google Scholar;;;; 425;M Bait, A Banzi, R Folgieri, S Minetti - EVA 2013 Florence, 2013 - fupress.com;Introducing a Virtual Reality EEG-BCI and priming-based tool to make art interactive: a technological and linguistic challenge;NA;2013;NA;VR;FALSE;NA;Google Scholar;;;; 426;K Kuncham - 2013 - oaktrust.library.tamu.edu;Timelining The Construction in Immersive Virtual Reality System Using BIM Application;NA;2013;NA;VR;FALSE;NA;Google Scholar;;;; 427;TK Le, VT Ninh, DT Dang-Nguyen, MT Tran… - … on Lifelog Search …, 2019 - dl.acm.org;LifeSeeker: Interactive Lifelog Search Engine at LSC 2019;NA;2019;NA;VR;TRUE;NA;Google Scholar;FALSE;;TRUE;Not a VR system 428;OS Khan, BÞ Jónsson, J Zahálka, S Rudinac… - … on Lifelog Search …, 2019 - dl.acm.org;Exquisitor at the Lifelog Search Challenge 2019;NA;2019;NA;NOT;NA;NA;Google Scholar;;;; 429;F Habler, M Peisker, N Henze - … of the 18th International Conference on …, 2019 - nhenze.net;Differences Between Smart Speakers and Graphical User Interfaces for Music Search Considering Gender Effects;NA;2019;NA;NOT;NA;NA;Google Scholar;;;; 430;I Nguyen Van Khan, P Shrestha, M Zhang… - … on Lifelog Search …, 2019 - dl.acm.org;A Two-Level Lifelog Search Engine at the LSC 2019;NA;2019;NA;VR;TRUE;NA;Google Scholar;FALSE;;TRUE;Not in VR 431;A Iskandar, MDT Sogen, J Chin, E Satria, R Dijaya - ijstr.org;Mobile Based Android Application Pharmaceutical Dictionary with Direct Search as Searching Process;NA;2019;NA;NOT;NA;NA;Google Scholar;;;; 432;C Gurrin, K Schoeffmann, H Joho… - ITE Transactions on …, 2019 - jstage.jst.go.jp;Comparing Approaches to Interactive Lifelog Search at the Lifelog Search Challenge (LSC2018);NA;2019;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;Tag and temporal search features in VR 433;S Gupta - 2019 - aaltodoc.aalto.fi;Enhancing Search User Interface of an Assets Management Solution;NA;2019;NA;NOT;NA;NA;Google Scholar;;;; 434;J Gwizdka, Y Zhang, A Dillon - Aslib Journal of Information …, 2019 - emerald.com;Using the eye-tracking method to study consumer online health information search behaviour;NA;2019;NA;NOT;NA;NA;Google Scholar;;;; 435;Z Fu, Y Liu, X Sun, Y Liu, Z Tian - Mobile Networks and Applications, 2019 - Springer;Confusing-Keyword Based Secure Search over Encrypted Cloud Data;NA;2019;NA;NOT;NA;NA;Google Scholar;;;; 436;S Cao, L Nie, D Zhan, W Wang, N Xu, R Das… - … and Systems (TRETS), 2019 - dl.acm.org;FlexSaaS: A Reconfigurable Accelerator for Web Search Selection;NA;2019;NA;NOT;NA;NA;Google Scholar;;;; 437;N Zhou, J Du, X Yao, W Cui, Z Xue, M Liang - World Wide Web, 2019 - Springer;A content search method for security topics in microblog based on deep reinforcement learning;NA;2019;NA;NOT;NA;NA;Google Scholar;;;; 438;Y Li, M Wang, R Zhu, A Anjum, X Du, Y Feng… - … Computer Systems, 2019 - Elsevier;Intelligent augmented keyword search on spatial entities in real-life internet of vehicles;NA;2019;NA;NOT;NA;NA;Google Scholar;;;; 439;DT Dang-Nguyen, K Schoeffmann… - … on The Lifelog Search …, 2018 - dl.acm.org;LSE2018 Panel-Challenges of Lifelog Search and Access;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 440;PC CHENG, K KOBAYASHI, T HASHIMOTO, K SAITO… - 知能と情報, 2018 - jstage.jst.go.jp;Development of Property Search System for Renovation;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 441;K Schoeffmann, W Bailer, C Gurrin, G Awad… - Proceedings of the 26th …, 2018 - dl.acm.org;Interactive Video Search: Where is the User in the Age of Deep Learning?;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 442;B Münzer, A Leibetseder, S Kletz, MJ Primus… - … on The Lifelog Search …, 2018 - dl.acm.org;lifeXplore at the lifelog search challenge 2018;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 443;GH Yang - 2018 - apps.dtic.mil;Dynamic Information Retrieval Modeling for Domain-Specific Search;NA;2018;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;Part of the report is research on IR and search in VR 444;M Cavazza - Brain sciences, 2018 - mdpi.com;A motivational model of BCI-controlled heuristic search;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 445;M Cavazza - europepmc.org;A Motivational Model of BCI-Controlled Heuristic Search;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 446;S Kahl, D Richter, C Roschke, M Heinzig, D Kowerko… - www-nlpir.nist.gov;Technische Universitat Chemnitz and Hochschule Mittweida at TRECVID Instance Search 2017;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 447;F Meulman, IMMJ Reymen… - California …, 2018 - journals.sagepub.com;Searching for partners in open innovation settings: how to overcome the constraints of local search;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 448;R Gibson - Wearable Technologies: Concepts, Methodologies …, 2018 - igi-global.com;Wearable Technologies in Academic Information Search;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 449;JD Anderson - 2018 - rave.ohiolink.edu;Interactive Visualization of Search Results of Large Document Sets;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 450;H Li, HA Patil, N Evans, K Evanini… - 2018 - isca-speech.org;Nav view search;NA;2018;NA;NULL;NA;Offline;Google Scholar;;;; 451;J Wang - 2018 - search.proquest.com;Understanding Searchers' Language Selection: Code-switching in Online Searching;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 452;J Knaus, M Palzenberger - 2018 - pure.mpg.de;PARMA. A full text search based method for matching non-patent literature citations with scientific reference databases. A pilot study.;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 453;S Vakulenko, I Markov, M de Rijke - arXiv preprint arXiv:1709.05298, 2017 - arxiv.org;Conversational exploratory search via interactive storytelling;NA;2017;NA;NOT;NA;NA;Google Scholar;;;; 454;L POWELL - tabilab.cmpe.boun.edu.tr;A FRAMEWORK FOR UNDERSTANDING AND DETECTING HARASSMENT IN SOCIALVR;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 455;E Park, J Kim, H Lim - Journal of Multimedia Information System, 2017 - jmis.org;Design and Implementation of Room Finding Application using VR;NA;2017;NA;NOT;NA;NA;Google Scholar;;;; 456;V Milesen, DM Smed, RB Lind - 2017 - projekter.aau.dk;Quality Assessment of VR Film;NA;2017;NA;NOT;NA;NA;Google Scholar;;;; 457;A Sivanathan, JM Ritchie, T Lim - Journal of Engineering Design, 2017 - Taylor & Francis;A novel design engineering review system with searchable content: knowledge engineering via real-time multimodal recording;NA;2017;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Are queried executed in VR? VR aspect seems to be limited to CAD display, However doesn’t use current gen VR at all 458;B Diallo, M Lupu - Current Challenges in Patent Information Retrieval, 2017 - Springer;Future patent search;NA;2017;NA;NOT;NA;NA;Google Scholar;;;; 459;CW Belter - Scientometrics, 2017 - Springer;A relevance ranking method for citation-based search results;NA;2017;NA;NOT;NA;NA;Google Scholar;;;; 460;JN Levy - 2017 - digitalcommons.odu.edu;Eye Tracking as a Control Interface for Tele-Operation During a Visual Search Task;NA;2017;NA;NOT;NA;NA;Google Scholar;;;; 461;P ELIÁŠ - 2017 - is.muni.cz;Similarity-Based Searching anf Filtering in Motion Data;NA;2017;NA;NULL;NA;Offline;Google Scholar;;;; 462;H Jeǵou - Frontiers of Multimedia Research, 2017 - dl.acm.org;Efficient similarity search;NA;2017;NA;NOT;NA;NA;Google Scholar;;;; 463;AA Thabit, HT Ziboon - researchgate.net;Search by publication title or keyword Sorted by: Newest;NA;2017;NA;NULL;NA;Retrieval-Error;Google Scholar;;;; 464;M Harracá, B Coriat - academia.edu;Business models and organizational forms: searching the edge of innovation in Google and Amazon;NA;2017;NA;NOT;NA;NA;Google Scholar;;;; 465;HC Huurdeman, ML Wilson, J Kamps - Proceedings of the 2016 ACM on …, 2016 - dl.acm.org;Active and passive utility of search interface features in different information seeking task stages;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 466;G Xu, X Li, H Zhou, J Lei… - International Journal of …, 2016 - article.nadiapub.com;gait analysis management and diagnosis in a prototype virtual reality environment;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 467;R González-Ibáñez, JL Varela-Otárola… - Proceedings of the …, 2016 - dl.acm.org;Evaluating Body-Centered Interactions in an Image Search Task;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 468;A Gupta, A Dixit, AK Sharma - International Conference on Recent Trends on … - jncet.org;Recent Trends in Effective Design of Search Engines;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 469;R González-Ibáñez, M Escobar-Macaya… - Proceedings of the 79th …, 2016 - dl.acm.org;Using low-cost electroencephalography (EEG) sensor to identify perceived relevance on web search;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 470;R González-Ibáñez, C Barrera-Pulgar… - Proceedings of the …, 2016 - dl.acm.org;Evaluating Touch-Based Interactions in an Image Search Task;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 471;N Ashrafi-Amiri, J Al-Sader - Thesis, 2016 - gupea.ub.gu.se;Effects of Confirmation Bias on Web Search Engine Results and a Differentiation Between Non-assumptive Versus Assumptive Search Queries;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 472;Y Tzitzikas, N Bailly, P Papadakos… - International …, 2016 - pdfs.semanticscholar.org;Using preference-enriched faceted search for species identification;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 473;T Ruotsalo, G Jacucci, P Myllymäki, S Kaski - Commun. ACM, 2015 - m-cacm.acm.org;Interactive intent modeling: information discovery beyond search.;NA;2015;NA;NOT;NA;NA;Google Scholar;;;; 474;JR Trippas, D Spina, M Sanderson… - … Interfaces and Systems, 2015 - dl.acm.org;Results presentation methods for a spoken conversational search system;NA;2015;NA;NOT;NA;NA;Google Scholar;;;; 475;T RUOTSALO, G JACUCCI… - … OF THE ACM, 2015 - assets.ctfassets.net;The system should let users incrementally direct their search toward relevant, though not initially obvious, information.;NA;2015;NA;NOT;NA;NA;Google Scholar;;;; 476;G Dange, R Jamgekar, S Ubale - Citeseer;A Context-Aware Search System for Smart Phones Based on Context-Aware Infrastructure;NA;2015;NA;NOT;NA;NA;Google Scholar;;;; 477;T Gross, AG Taylor, DN Joudrey - Cataloging & classification …, 2015 - Taylor & Francis;Still a lot to lose: the role of controlled vocabulary in keyword searching;NA;2015;NA;NOT;NA;NA;Google Scholar;;;; 478;G FERRARI - 2015 - politesi.polimi.it;A model to deploy enterprise search engines for big data handling in the product development process;NA;2015;NA;NOT;NA;NA;Google Scholar;;;; 479;T Ruotsalo, J Peltonen, MJA Eugster… - … in Computing Systems, 2014 - dl.acm.org;Intentradar: search user interface that anticipates user's search intents;NA;2014;NA;NOT;NA;NA;Google Scholar;;;; 480;TSMT Wook, SS Salim - Universal access in the information society, 2014 - Springer;Visual interface for searching and browsing children's WebOPAC;NA;2014;NA;VR;TRUE;NA;Google Scholar;FALSE;;;Not in VR 481;T Jiang - Library and Information Sciences, 2014 - oapen.org;Exploratory search: a critical analysis of the theoretical foundations, system features, and research trends;NA;2014;NA;NOT;NA;NA;Google Scholar;;;; 482;E Menard, N Khashman - Library Hi Tech, 2014 - emeraldinsight.com;Image retrieval behaviours: users are leading the way to a new bilingual search interface;NA;2014;NA;NOT;NA;NA;Google Scholar;;;; 483;M Funk, R Boldt, M Eisele, T Yalcin, N Henze… - Mensch & …, 2014 - books.google.com;Visualizing Locations for a Search Engine for the Physical World.;NA;2014;NA;NOT;NA;NA;Google Scholar;;;; 484;K Konyushkova, K Athukorala, I Kosunen, A Reijonen… - bayesopt.github.io;Bayesian Optimization in Interactive Scientific Search;NA;2014;NA;NOT;NA;NA;Google Scholar;;;; 485;DGV Henriques - pdfs.semanticscholar.org;LSpeakIt: Immersive interface for 3D object Search;NA;2014;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;User can retrieval 3d objects by inputing an approximation of their shape in VR or using voice recognition 486;R Warren, D Evans - dbdump.org;3D virtual worlds as search, discovery and retrieval engines;NA;2014;NA;VR;TRUE;NA;Google Scholar;FALSE;;TRUE;System not in VR 487;K Schoeffmann, D Ahlström… - IEEE Transactions on …, 2014 - ieeexplore.ieee.org;3-d interfaces to improve the performance of visual known-item search;NA;2014;NA;NOT;NA;NA;Google Scholar;;;; 488;R Michalski - Displays, 2014 - Elsevier;The influence of color grouping on users' visual search behavior and preferences;NA;2014;NA;NOT;NA;NA;Google Scholar;;;; 489;YM Jang, R Mallipeddi, M Lee - User Modeling and User-Adapted …, 2014 - Springer;Identification of human implicit visual search intention based on eye movement and pupillary analysis;NA;2014;NA;NOT;NA;NA;Google Scholar;;;; 490;A Chevalier, AC Maury… - Behaviour & Information …, 2014 - Taylor & Francis;The influence of the search complexity and the familiarity with the website on the subjective appraisal of aesthetics, mental effort and usability;NA;2014;NA;NOT;NA;NA;Google Scholar;;;; 491;PK Sarma - 2014 - search.proquest.com;Statistical models for visual search process;NA;2014;NA;NOT;NA;NA;Google Scholar;;;; 492;A Beltran, C Abargues, C Granell, M Núñez… - Multimedia tools and …, 2013 - Springer;A virtual globe tool for searching and visualizing geo-referenced media resources in social networks;NA;2013;NA;VR;TRUE;NA;Google Scholar;FALSE;;TRUE;Not in VR 493;M Csernoch, G Bujdosó, M Borbély… - 2013 IEEE 4th …, 2013 - ieeexplore.ieee.org;LibSearchNet: Analyses of library log files to identify search flows;NA;2013;NA;NOT;NA;NA;Google Scholar;;;; 494;EA Lmaati, AA Ouahman, MN Kaddioui… - International Journal of …, 2013 - researchgate.net;A Shape Based Method for Searching In 3D Databases;NA;2013;NA;NOT;NA;NA;Google Scholar;;;; 495;J Bernard, N Wilhelm, B Krüger, T May… - IEEE transactions on …, 2013 - ieeexplore.ieee.org;Motionexplorer: Exploratory search in human motion capture data based on hierarchical aggregation;NA;2013;NA;NOT;NA;NA;Google Scholar;;;; 496;E Ménard, N Khashman, J Dorey - … Conference of Design, User …, 2013 - Springer;Two solitudes revisited: a cross-cultural exploration of online image searcher's behaviors;NA;2013;NA;NOT;NA;NA;Google Scholar;;;; 497;C Chen - Mapping Scientific Frontiers, 2013 - Springer;Trajectories of Search;NA;2013;NA;NOT;NA;NA;Google Scholar;;;; 498;K Gkoutzis - 2013 - pearl.plymouth.ac.uk;A Semantic Web based search engine with X3D visualisation of queries and results;NA;2013;NA;NOT;NA;NA;Google Scholar;;;; 499;H Wang - 2013 - ebot.gmu.edu;Distributed catalogue search of earth observation data;NA;2013;NA;NOT;NA;NA;Google Scholar;;;; 500;T Bouchara, C Jacquemin, BFG Katz - ACM Transactions on Applied …, 2013 - dl.acm.org;Cueing multimedia search with audiovisual blur;NA;2013;NA;NOT;NA;NA;Google Scholar;;;; 501;M Ravichandran, N MURUGESAPANDIAN - 2013 - 14.139.186.108;ICT based information search patterns of students and research scholars of engineering colleges in Chennai, Kanchipuram and Thiruvallur districts of Tamilnadu: a …;NA;2013;NA;NOT;NA;NA;Google Scholar;;;; 502;R Wason, V Jain, GS Narula, A Balyan - Iran Journal of Computer Science, 2019 - Springer;Deep understanding of 3-D multimedia information retrieval on social media: implications and challenges;NA;2019;NA;VR;TRUE;NA;Google Scholar;FALSE;;;Neither a system nor about VR 503;W Büschel, A Mitschick, R Dachselt - … of the 2018 Conference on Human …, 2018 - dl.acm.org;Here and now: reality-based information retrieval: perspective paper;NA;2018;NA;AR;NA;NA;Google Scholar;;;; 504;JS Culpepper, F Diaz, MD Smucker - ACM SIGIR Forum, 2018 - dl.acm.org;Research frontiers in information retrieval: Report from the third strategic workshop on information retrieval in lorne (swirl 2018);NA;2018;NA;VR;TRUE;NA;Google Scholar;FALSE;;TRUE;VR only mentioned twice in a summary of a workshop, no Research on IR in VR 505;D Zibion - 2018 - aaltodoc.aalto.fi;Development of a BIM-enabled software tool for facility management using interactive floor plans, graph-based data management and granular information retrieval;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 506;RJC Costa - 2018 - repositorio.ul.pt;Virtual tutor: information retrieval in moodle and parametrization via a backoffice application;NA;2018;NA;NOT;NA;NA;Google Scholar;;;; 507;N Verma - 2017 - repositories.lib.utexas.edu;Conducting eye tracking studies in interactive information retrieval;NA;2017;NA;NOT;NA;NA;Google Scholar;;;; 508;M Mentzelopoulos, J Ferguson… - International …, 2016 - westminsterresearch.westminster.ac …;Perceptual user interface framework for immersive information retrieval environments (An experimental framework for testing and rapid iteration);NA;2016;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Paper features two systems , one is in VR but is not an IR system with search 509;M Mentzelopoulos, J Ferguson… - … Journal of Interactive …, 2016 - pdfs.semanticscholar.org;Perceptual user interface framework for immersive information retrieval environments;NA;2016;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Same research as #508 510;CX Zhai, S Massung - 2016 - books.google.com;Text data management and analysis: a practical introduction to information retrieval and text mining;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 511;SI Bakhshi - Journal of Library and Information Communication …, 2016 - indianjournals.com;Multimedia information retrieval and metadata standards;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 512;V Santos, L Amaral, HMR Gonçalves - 2016 - researchgate.net;Handbook of research on innovations in information retrieval, analysis, and management;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 513;S Penco - EVA 2015 Florence, 2015 - books.google.com;METHODOLOGIES AND TECHNOLOGIES FOR RESTORATION. SMARTICON: INFORMATION RETRIEVAL AND THE REDISCOVERY OF AN IMPORTANT …;NA;2015;NA;NOT;NA;NA;Google Scholar;;;; 514;A Holzinger - Biomedical Informatics, 2014 - Springer;Lecture 4 Biomedical Databases: Acquisition, Storage, Information Retrieval, and Use;NA;2014;NA;NOT;NA;NA;Google Scholar;;;; 515;A Ajanki - 2013 - aaltodoc.aalto.fi;Inference of relevance for proactive information retrieval;NA;2013;NA;NOT;NA;NA;Google Scholar;;;; 516;R Raieli - 2013 - books.google.com;Multimedia Information Retrieval: theory and techniques;NA;2013;NA;NOT;NA;NA;Google Scholar;;;; 517;X Li, W Yi, HL Chi, X Wang, APC Chan - Automation in Construction, 2018 - Elsevier;A critical review of virtual and augmented reality (VR/AR) applications in construction safety;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 518;S Arlati, D Spoladore, D Baldassini, M Sacco… - … Reality, Virtual Reality …, 2018 - Springer;VirtualCruiseTour: an AR/VR application to promote shore excursions on cruise ships;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 519;P Miltenoff - Augmented and Virtual Reality in Libraries, 2018 - books.google.com;VR, AR, and Video 360;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 520;MA Farahani, K Yamamoto - 2016 11th International …, 2016 - ieeexplore.ieee.org;Development of AR/VR navigation system using non-linguistic information;NA;2016;NA;VR;FALSE;NA;Google Scholar;;;; 521;AY Chen, JC Chu - Journal of Computing in Civil Engineering, 2016 - ascelibrary.org;TDVRP and BIM integrated approach for in-building emergency rescue routing;NA;2016;NA;NOT;NA;NA;Google Scholar;;;; 522;MJ Nelson - Proceedings of the Annual Conference of …, 2013 - journals.library.ualberta.ca;3D Visualization of Document Retrieval Spaces Using VRML;NA;2013;NA;VR;TRUE;Too old;Google Scholar;;;; 523;Y Peng, L Chen, Q Li, Z Zhu, J Dong… - … on Virtual-Reality …, 2013 - dl.acm.org;MPVR: A multi-perspective visual retrieval toolkit for multi-dimensional data;NA;2013;NA;VR;TRUE;NA;Google Scholar;FALSE;;TRUE;System is about Visual Retrieval not VR 524;Ariyanto Y., Harijanto B., Setiawan A., Adhisuwignjo S., Rohadi E.;Integration of digital library server with Service Oriented Architecture (SOA) based on cloud computing using proxmox server;10.1088/1742-6596/1402/7/077054;2019;With the advancement of computer virtualization technology, the use of cloud computing technology began to be scrutinized by researchers. With the existence of cloud computing technology can make computer virtualization on a server that is running. This can save the cost of providing information technology and operational infrastructure independently for each service that will be served. With this technology one physical machine is made into a shared resource that can be shared and used by several services at once. In this study made 4 servers using SLIMS7, digital libraries are virtual machines implemented in cloud computing servers with Proxmox servers. Database server digital library integration uses Service Oriented Architecture (SOA), by connecting to 4 virtual machine servers. Integration is carried out on the book data search system by entering keywords as book data searches that exist in each digital library server, with the results of displaying all book data on each digital library server according to the keywords. The conclusions of this study obtained after testing the system include the acquisition of a new model in the use of Service Oriented Architecture (SOA) to integrate the search for data books that exist in 4 digital library servers. © 2019 IOP Publishing Ltd.;NOT;NA;NA;Scopus;;;; 525;Meena Y.K., Cecotti H., Wong-Lin K.F., Prasad G.;Design and evaluation of a time adaptive multimodal virtual keyboard;10.1007/s12193-019-00293-z;2019;"The usability of virtual keyboard based eye-typing systems is currently limited due to the lack of adaptive and user-centered approaches leading to low text entry rate and the need for frequent recalibration. In this work, we propose a set of methods for the dwell time adaptation in asynchronous mode and trial period in synchronous mode for gaze based virtual keyboards. The rules take into account commands that allow corrections in the application, and it has been tested on a newly developed virtual keyboard for a structurally complex language by using a two-stage tree-based character selection arrangement. We propose several dwell-based and dwell-free mechanisms with the multimodal access facility wherein the search of a target item is achieved through gaze detection and the selection can happen via the use of a dwell time, soft-switch, or gesture detection using surface electromyography in asynchronous mode; while in the synchronous mode, both the search and selection may be performed with just the eye-tracker. The system performance is evaluated in terms of text entry rate and information transfer rate with 20 different experimental conditions. The proposed strategy for adapting the parameters over time has shown a significant improvement (more than 40%) over non-adaptive approaches for new users. The multimodal dwell-free mechanism using a combination of eye-tracking and soft-switch provides better performance than adaptive methods with eye-tracking only. The overall system receives an excellent grade on adjective rating scale using the system usability scale and a low weighted rating on the NASA task load index, demonstrating the user-centered focus of the system. © 2019, The Author(s).";NOT;NA;NA;Scopus;;;; 526;Berrezzoug S., Boudjemai A., Bendimerad F.T.;Interactive design and multidisciplinary optimization of geostationary communication satellite;10.1007/s12008-019-00590-7;2019;"Currently, the design of large geostationary communication satellites is becoming more and more complex systems. On the one hand, customers are demanding high performance communications systems and this for 15–20 years orbital lifetimes. And the other hand, given the large volume and mass of communications satellites, an added constraint that resides in the volume under the launcher fairing which is sometimes represents a great handicap for the technological development of large space systems due to the technological limitation of launchers at the time. Increasing the performance and reliability of communication satellites, tools and methods are needed; the multidisciplinary design optimization methods (MDO) can be useful for this type of complex system. In geostationary communication satellite systems design, there are usually more than one design objectives, which a design team should take into account. These objectives involve system performance measures like mass, size, cost, reliability, power efficiency and system robustness. In a good design procedure, the tradeoffs between competing objectives should be incorporated so that the design team can make an informed decision. In this paper the generic geostationary communication satellite MDO problem is formulated to minimize the total mass of the satellite system under a number of practical constraints including launch vibration and acoustic disciplines. In this paper a gravitational search algorithm based on the law of gravity and mass interactions is introduced. In the proposed algorithm, the searcher agents are a collection of masses which interact with each other based on the Newtonian gravity and the laws of motion. From the results obtained in this paper and after optimization, the total mass of the studied GEO communication satellite is decreased by 185.3 kg (i.e., 7.3% of the total mass). In the case of the presence of two disciplines, acoustics and vibration, we notice that the mass becomes 3470 kg, which means the increase of the total mass of the system in about 124.2 kg and this in order to compensate the effects of these two disciplines. © 2019, Springer-Verlag France SAS, part of Springer Nature.";NOT;NA;NA;Scopus;;;; 527;Xi M., Adcock M., McCollouch J.;An end-to-end augmented reality solution to support aquaculture farmers with data collection, storage, and analysis;10.1145/3359997.3365721;2019;"Augmented reality (AR) is being rapidly adopted by industries, such as logistics, manufacturing and military. However, one of the extremely under-explored yet significant areas is the primary production industry, and as a major source of food and nutrition, seafood production has always been a priority for many countries. Aquaculture farming is a highly dynamic, unpredictable and labour-intensive process. In this paper, we discuss the challenges in aquaculture farm operation based on our field studies with leading Australian fisheries. We also propose an ""AR + Cloud"" system design to tackle the delayed in-situ water quality data collection and query, as well as aquaculture pond stress monitoring and analysis. © 2019 Association for Computing Machinery.";AR;NA;NA;Scopus;;;; 528;Akbaş A., Marszałek W., Kamieniarz A., Polechoński J., Słomka K.J., Juras G.;Application of virtual reality in competitive athletes - A review;10.2478/hukin-2019-0023;2019;The purpose of this study was to determine the state of the art in the area of virtual reality in competitive athletes of different levels of expertise in various disciplines and point the areas of its application. Articles published before August 2018 were considered in our review. The PubMed, SCOPUS, SportDiscus and Medline databases were searched. A combination of the following search terms was used: virtual reality, virtual environment, virtual system, athletes, sports, physical training, sport performance, physical exercises. Studies involved healthy competitive athletes. A total of 18 articles met the inclusion criteria. There were three areas of application of virtual reality to sport: performance analysis, simulation improvement and virtual training. Competitive athletes were mostly examined in a semi‐immersive setting. In conclusion, virtual reality seems to play a marginal role in competitive athletes' training. Due to the fact that virtual reality interventions bring significant improvements in clinical research, well‐designed randomized control trials with detailed virtual training programmes are required in the future. Practically, virtual reality is effectively and commonly used to analyse performance in competitive athletes. There is still a need of creating fully interactive VR, where athletes will be able to cooperate with a virtual partner and influence the environment. © Editorial Committee of Journal of Human Kinetics;VR;FALSE;NA;Scopus;;;; 529;Narasimha S., Dixon E., Bertrand J.W., Chalil Madathil K.;An empirical study to investigate the efficacy of collaborative immersive virtual reality systems for designing information architecture of software systems;10.1016/j.apergo.2019.05.009;2019;The ability of Immersive Virtual Reality (IVR) systems to mimic the real world has made it possible to use this technology to create environments for remote collaborative work. This study aimed to understand the feasibility of immersive virtual reality when conducting a collaborative Information Architecture (IA) design task-card sorting, with geographically dispersed participants. Using a between-subjects experimental design, thirty groups of two individuals each completed a card sorting activity using conventional in-person, video screen-sharing method or immersive virtual reality methods. The dependent measures included total time, percentage match with master card set, usability, presence and perceived workload. Overall usability was found to be significantly higher for the immersive virtual reality condition when compared to conventional in-person card sorting. In addition, the new immersive virtual reality technology performed as well as the other two conditions for other dependent variables. Qualitative data from the participants also indicated a positive reaction to the use of immersive virtual reality for this task. Overall, the participants felt they were productive and enjoyed the IVR condition, indicating the potential of IVR-based approaches as an alternative to conventional approaches for IA design. © 2019 Elsevier Ltd;VR;FALSE;NA;Scopus;;;; 530;Demir A., Eldeeb S., Akcakaya M., Erdogmus D.;Dynamic System Identification for Guidance of Stimulation Parameters in Haptic Simulation Environments;10.1109/MLSP.2019.8918815;2019;We develop a dynamic system identification model to identify relationships among simultaneously recorded electroencephalography (EEG), electromyography (EMG) and force signals measured from 12 participants performing haptic interactions with 3D printed surfaces having different textures. In the first stage, we solve for the maximum likelihood (ML) parameter vector of a parsimonious integrated vector autoregression model (VAR) to estimate the latency between endogenous time variables, utilizing a grid search over the log likelihood scores. In the second stage, we explore the modality dependencies between synchronized EEG, EMG and haptic interactions by training parsimonious VAR models of the same structure. We use our knowledge of signal latency, lag orders and modality dependencies to predict EEG and haptic forces from any provided different combination of EEG, EMG and force measurements. In our future work, this model will guide external stimulation parameters for haptic interaction simulation in scenarios, including teleoperations and virtual environments. © 2019 IEEE.;VR;FALSE;NA;Scopus;;;; 531;Sakamoto T., Yasuda H., Tsujimoto A., Iwamoto M., Hayakawa Y., Usami T., Tsubouchi K., Shimosaka M.;Demo: Cityatmosphere: VR image to glimpse wishes in the air;10.1145/3341162.3343774;2019;This paper presents a novel virtual reality demonstration program that provides people immersive urban experience, i.e. helps people understand characteristics of the city atmosphere from big data analysis on GPS location logs and search query logs. In contrast to the other demonstration systems that show the characteristics of areas of interests by using tag cloud, or VR systems using 3D computer graphics, our system synthesizes both the functionalities by showing 3D point clouds, where each particle shows search queries made by people staying at the area of interests. This synthesis invokes people feel the atmosphere of the city while traditional VR systems could not offer it. To make demonstration system effective, a new feature extraction process on search query logs is proposed by focusing on the users who visit the area of interests. In the demonstration at the conference, visitors could enjoy immersive urban experience with VR headset. Furthermore, the paper also shows the empirical evaluation on our new feature representation from search query logs. © 2019 Copyright held by the owner/author(s).;VR;TRUE;NA;Scopus;TRUE;;FALSE;Data art in VR based on search query data but no user search at all 532;Xue Y., Wang X., Wu Z., Wang X., Zhou M.;Application of myo gesture recognition method in ancient building roaming system [Myo手势识别方法在古建筑漫游系统中的应用];10.16182/j.issn1004731x.joss.18-0847;2019;Museum display many exhibits, but its display way is single. The ancient buildings are displayed by texts and pictures, so it cannot bring a realistic experience to the visitors. Therefore, the ancient architectural scene roaming based on Myo combined with virtual reality is proposed. Kaifeng Tower Park is used as an example to achieve the system. In the design, system gets visitors’ acceleration and gyroscope values of forward, turn, squat and stop by wearing Myo. SVM-based gesture recognition algorithm is designed to complete the classification of feature values. Contrast experiment is designed to verify accuracy and efficiency of algorithm. Database is established to draw a line graph of its change in a fixed time. T-distribution method is used to obtain the confidence interval. Grid search and K-fold verification method are used to test the gesture recognition. 95% accuracy can be achieved in a dynamic environment. The system realizes the recognition of user gestures and improves users’ interaction with the scene. It can be widely applied to similar systems. © 2019, The Editorial Board of Journal of System Simulation. All right reserved.;NULL;NA;non-English;Scopus;;;; 533;Zhang K.;Research on the optimizing method of question answering system in natural language processing;10.1109/ICVRIS.2019.00069;2019;Natural language processing technology can not only enrich the functions of computers, but also fundamentally promote the development of artificial intelligence technology. Based on natural language processing technology, many useful systems for people's survival and life have been produced, such as the question-and-answer system described in this thesis. This system mainly uses natural language processing technology and information retrieval technology. Although it is based on text retrieval, it is quite different from traditional search engine. Traditional search engines point out that users need to input a series of keyword combinations, and users can only get a variety of related websites, but also rely on their own discrimination ability to select useful information. However, the question answering system can allow users to input a question in the form of natural language. Finally, according to the search and judgment, the system can get a short and accurate answer to the user, which greatly improves the convenience of people's production and life. This thesis mainly elaborates the content of question answering system of natural language processing and analyses how to optimize it. © 2019 IEEE.;NOT;NA;NA;Scopus;;;; 534;Ding X.;Design of practical information multidimensional integration system for higher vocational ideological and political courses facing big data;10.1109/ICVRIS.2019.00100;2019;In view of the fact that the current information integration system can not quickly integrate a large number of chaotic practical information, this paper designs a multi-dimensional integration system of practical information for ideological and political courses in higher vocational colleges. The main control chip, TMS320C6748, is used to control the whole operation of the system. The physical server stores the information data and communicates with the serial port to transfer the data. Through the method of FPGA, the cluttered practical information data is filtered. According to the principle of Bayesian algorithm, the filtered information data is classified and the information data is preprocessed. In the SQL database, XML technology is used to parse and transform the pre-processed information and data. The data transformed into XML format is unified. According to the set multi-dimensional integration rules, data streams are split in the middle layer of the database and then merged is omorphically and heterogeneously. The data is loaded and stored in the integrated database, and finally the integration of information and data is completed. The design of multi-dimensional integration system is completed through hardware and software design. Comparing with the current information integration system, the experiment verifies the speed of information integration time of the designed multi-dimensional integration system. When integrating different amounts of practical information, the integration time of the designed multi-dimensional integration system is about one third of that of the current information integration system. © 2019 IEEE.;NOT;NA;NA;Scopus;;;; 535;Hein P., Bernhagen M., Bullinger A.C.;Improving visual attention guiding by differentiation between fine and coarse navigation;10.1109/VS-Games.2019.8864539;2019;Attention guiding improves human performance in search tasks in various applications. With the current generation of Head-Mounted-Displays, new designs for addressing new requirements like stereoscopic cues or a restricted field of view are needed. Besides the design of the navigation system itself, research for two-dimensional interfaces shows that a differentiation into coarse and fine navigation could improve performance. Scenarios with information in a 360° area around the user may especially profit from attention guiding techniques adapting to different navigation modes. To analyse potential performance improvements, two common guiding techniques for fine navigation were combined with an arrow for coarse navigation. Within a laboratory study, the effects of the combination of an arrow with the attention funnel and SWAVE techniques on search time and rotation overhead, as well as subjective preference, have been examined. Results show that the combination partially improves the performance of attention guiding techniques when considering objective and subjective parameters. As the findings are not generally applicable, more in-depth research on the combination of different designs for coarse navigation, as well as other factors of interest, like distraction caused by the attention guiding techniques, should be carried out. © 2019 IEEE.;AR;FALSE;NA;Scopus;;;; 536;Brungart D., Kruger S., Kwiatkowski T., Heil T., Highland K.B., Cohen J., Kokx-Ryan M., Schurman J., Zaleski-King A., Zion D.;The effects of blast-related neurotrauma on aurally aided visual search while standing and walking;10.1089/neu.2018.5630;2019;"Service members (SMs) who have suffered mild traumatic brain injury due to blast exposure (b/TBI) often report post-concussive symptoms consistent with auditory, visual, or vestibular impairments even when they score within the normal range on traditional clinical tests of sensory function. One possible explanation for this discrepancy is that patients who score in the low normal range in more than one sensory modality may be severely impaired in tasks that require multisensory integration. This study evaluated unimodal and multimodal sensory performance in SMs with b/TBI and healthy controls by having them conduct four tasks while walking or standing in an immersive virtual environment: an Auditory Localization task (AL) where they moved a cursor to the perceived location of a sound; a Visual Discrimination task (VD) where they distinguished between two visual targets; an Aurally-Aided Visual Search Task (AAVS) where they used an auditory cue to locate and identify a visual target hidden in a field of visual distractors; and a Visual-Only Visual Search task (VOVS) where they located and identified a visual target in a field of distractors with no auditory cue. The results show the b/TBI and healthy control groups performed equivalently in the AL and VD tasks, but that the b/TBI group responded roughly 15% slower in the AAVS task and 50% slower in the VOVS task. Walking had no effect on performance in the visual-only tasks, but both groups responded faster while walking in the AL and AAVS tasks without any reduction in accuracy. © Copyright 2019, Mary Ann Liebert, Inc., publishers 2019.";NOT;NA;NA;Scopus;;;; 537;Hu J., Zhang B., Wang D.;Application of Virtual Reality Technology in Library Visual Information Retrieval;10.1088/1757-899X/569/3/032062;2019;Information retrieval is one of the important service contents of libraries. However, Traditional information retrieval methods cannot guarantee the efficient use of book resources and good reader experience. Therefore, this paper mainly discusses how to introduce virtual reality technology into the construction of digital libraries and provide a new service mode for library visual information retrieval. In order to break the traditional way of building information platform in libraries, we propose to construct a library VR information retrieval system, and introduce the architecture, construction process and scene modelling of the system. This system can improve readers' information retrieval experience from the perception and interaction level, and greatly promote the integration and effective utilization of library information resources. © Published under licence by IOP Publishing Ltd.;VR;TRUE;NA;Scopus;TRUE;;TRUE;Same research as #341 538;Alekseev V., Lakomov D., Shishkin A., Al Maamari G., Nasraoui M.;Simulation images of external objects in a virtual simulator for training human-machine systems operators;10.1088/1742-6596/1278/1/012032;2019;The article presents the results of a study of the contour analysis algorithm developed by the authors for automatic recognition of objects in an image with their subsequent modeling in virtual simulators for training human-computer systems operators. The main distinctive feature of the developed contour analysis algorithm is the use of image convolution in four directions and the tracing procedure, which makes it possible to more accurately search for the contour of objects compared to other algorithms of this type. The results of the study of the algorithm are given. Based on this study, recommendations on the choice of the parameters of the algorithm are given. As a result of the analysis of three-dimensional modeling methods, it was concluded that for the effective implementation of three-dimensional graphics in virtual simulators for training human-machine system operators, it is advisable to use an algorithm for contour image analysis of external objects. © 2019 IOP Publishing Ltd. All rights reserved.;NOT;NA;NA;Scopus;;;; 539;Mikhail M., Mithani K., Ibrahim G.M.;Presurgical and Intraoperative Augmented Reality in Neuro-Oncologic Surgery: Clinical Experiences and Limitations;10.1016/j.wneu.2019.04.256;2019;"Virtual reality (VR) and augmented reality (AR) represent novel adjuncts for neurosurgical planning in neuro-oncology. In addition to established use in surgical and medical training, VR/AR are gaining traction for clinical use preoperatively and intraoperatively. To understand the utility of VR/AR in the clinical setting, we conducted a literature search in Ovid MEDLINE and EMBASE with various search terms designed to capture the use of VR/AR in neurosurgical procedures for resection of cranial tumors. The search retrieved 302 articles, of which 35 were subjected to full-text review; 19 full-text articles were included in the review. Key findings highlighted by the individual authors were extracted and summarized into themes to present the value of VR/AR in the clinical setting. These studies included various VR/AR systems applied to surgeries involving heterogeneous pathologies and outcome measures. Overall, VR/AR were found to be qualitatively advantageous due to enhanced visualization of complex anatomy and improved intraoperative lesion localization. When these technologies were compared with existing neuronavigation systems, quantitative clinical benefits were also reported. The capacity to visualize three-dimensional images superimposed on patient anatomy is a potentially valuable tool in complex neurosurgical environments. Surgical limitations may be addressed through future advances in image registration and tracking as well as intraoperatively acquired imaging with the ability to yield real-time virtual models. © 2019 Elsevier Inc.";VR;FALSE;NA;Scopus;;;; 540;Jeong J.-S., Song M.-H., Lee S.-H., Kim M., Baek N., Yoo K.-H.;A web-based 3D ontology navigation system for spinal disease diagnosis;10.1007/s11227-017-1975-0;2019;This paper presents a web-based three-dimensional (3D) navigation system for a spinal disease ontology using a 3D virtual human spine. The 3D navigation system consists of three main modules: a query module for finding spinal diseases and their causes and treatments from the spinal disease ontology via a web page, a 3D rendering module for rendering the virtual human spine on a web browser, and a visualization module to view the retrieved ontology information by connecting it with the virtual human spine. It was implemented using Virtuosos SPARQL, Java, JavaScript, Jena API, JDBC, AJAX, HTML5, WebGL, and SVG using a Virtuoso server on the Web via JSP web pages. Spine specialists can navigate and simulate spinal diseases using the 3D navigation system via virtual experiments based on the ontological interrelations, allowing them to make more accurate diagnoses of spinal diseases. © 2017, Springer Science+Business Media New York.;NOT;NA;NA;Scopus;;;; 541;Ji X., Li Y., Liu H., Tian Y., Wang Z., Huo M.;Agent-based MR simulation as a tool for combat search and rescue command and control;10.1145/3348488.3348489;2019;Combat search and rescue(CSAR) is a significant part of joint combat operation. The isolated personnel in hostile territory is of great value to both sides. For the sake of extremely high cost and massive consumption of time in military exercises, virtual reality is a preferred way to conduct the experiment. Mixed reality, known as MR, allows users to interact with the virtual objects, as well as the real objects. With MR devices, commanders get a better awareness of both virtual combat and real environment. Agent-based modelling is a relatively new approach to modelling systems composed of interacting objects. By analyzing the decision-making process of agents, codes are written to drive the simulation. Finally, the whole system is applied to HoloLens to provide a holographic demonstration. © 2019 Copyright is held by the owner/author(s). Publication rights licensed to ACM.;VR;FALSE;NA;Scopus;;;; 542;Zhan J., Dong X., Hong F., Guan X., Wang Z.;Real-time Functional Model and Verification of Intelligent Vehicle Sensors [智能汽车传感器实时功能模型及验证];10.19562/j.chinasae.qcgc.2019.07.001;2019;The sensor model is an important part of intelligent vehicle virtual verification. In this paper, the real-time functional models of millimeter wave radar, lidar and camera are established for the requirements of intelligent vehicle verification in large-scale virtual simulation environment. Firstly, the model develops an effective management and fast search engine for simulation data based on the gridding method, and studies a fast object extraction method to meet multi-vehicle sensor requirements in large-scale simulation environment. Secondly, a fast algorithm for judging the occlusion relationship between objects in a two-dimensional plane is studied based on the shadow volume algorithm, and the occlusion effect between objects is simulated. Thirdly, according to the outputs of the sensors, the object coordinates in the inertial coordinate system are converted to the sensor coordinates to form a standard output. Finally, a noise simulation model is established according to the noise characteristics of sensors. The models of Delphi ESR millimeter wave radar, Ibeo four-line lidar and Delphi IFV300 monocular camera are established in the virtual test platform. The function and performance of the models are simulated and verified. The results show that the sensor functional models established in this paper can accurately simulate the detection of obstacles, and the detection accuracy meets the requirements. The simulation time achieves sub-millisecond on normal computers and the simulation meets real-time requirements. © 2019, Society of Automotive Engineers of China. All right reserved.;NULL;NA;non-English;Scopus;;;; 543;Fatema T., Khan A.E., Shams M., Hossain M.G.S., Momen S.;Bazaar Mind: A Virtual Shopping Assistant;10.1109/ICCSRE.2019.8807446;2019;Bangladesh is one of the most densely populated countries in the world. With vast amount of people joining the workforce and huge traffic jam in the capital, it becomes very difficult for city dwellers to manage family life. In this paper, we present a simple shopping assistant that keeps track of the items needs to be purchased by the user. It also searches in the background for the desired items and reports to the user on close by shops where the items would be available. The general acceptance of this app is found to be quite high. The novelty of this paper is twofold: (1) designing a shopping assistant, and (2) analysing the user acceptability. In future, we plan to incorporate a recommendation system. © 2019 IEEE.;NOT;NA;NA;Scopus;;;; 544;Yuan Y., Wang Y., Wang R., Huang J.;HALO: Accelerating flow classification for scalable packet processing in NFV;10.1145/3307650.3322272;2019;Network Function Virtualization (NFV) has become the new standard in the cloud platform, as it provides the flexibility and agility for deploying various network services on general-purpose servers. However, it still suffers from sub-optimal performance in software packet processing. Our characterization study of virtual switches shows that the flow classification is the major bottleneck that limits the throughput of the packet processing in NFV, even though a large portion of the classification rules can be cached in the last level cache (LLC) in modern servers. To overcome this bottleneck, we propose Halo, an effective near-cache computing solution for accelerating the flow classification. Halo exploits the hardware parallelism of the cache architecture consists of Non-Uniform Cache Access (NUCA) and Caching and Home Agent (CHA) available in almost all Intel multi-core CPUs. It associates the accelerator with each CHA component to speed up and scale the flow classification within LLC. To make Halo more generic, we extend the x86 - 64 instruction set with three simple data lookup instructions for utilizing the proposed near-cache accelerators. We develop Halo with the full-system simulator gem5. The experiments with a variety of real-world workloads of network services demonstrate that Halo improves the throughput of basic flow-rule lookup operations by 3.3×, and scales the representative flow classification algorithm - tuple space search by up to 23.4× with negligible negative impact on the performance of collocated network services, compared with state-of-the-art software-based solutions. Halo also performs up to 48.2× more energy-efficient than the fastest but expensive ternary content-addressable memory (TCAM), with trivial power and area overhead. © 2019 ACM.;NOT;NA;NA;Scopus;;;; 545;Vogt S., Skjæret-Maroni N., Neuhaus D., Baumeister J.;Virtual reality interventions for balance prevention and rehabilitation after musculoskeletal lower limb impairments in young up to middle-aged adults: A comprehensive review on used technology, balance outcome measures and observed effects;10.1016/j.ijmedinf.2019.03.009;2019;Background: Balance training is an important aspect in prevention and rehabilitation of musculoskeletal lower limb injuries. Virtual reality (VR) is a promising addition or alternative to traditional training. This review aims to provide a comprehensive overview of VR technology and games employed for balance prevention and rehabilitation, balance outcome measures, and effects for both balance prevention and balance rehabilitation following musculoskeletal lower limb impairments. Methods: A systematic literature search was conducted in electronic databases to identify all related articles with a longitudinal study design on VR, balance, and prevention or musculoskeletal rehabilitation of the lower limbs in adult subjects between 19 and 65 years. Results: Eleven articles concerning balance prevention and five articles regarding balance rehabilitation were included. All studies used screen-based VR and off-the-shelf gaming consoles with accompanying games. The Star Excursion Balance Test (SEBT) was the most frequently used outcome measure. Two studies found positive effects of VR balance training in healthy adults, while none reported negative effects. None of the included studies showed a significant difference in balance performance after a VR balance rehabilitation intervention compared to traditional balance training. Conclusion: Few studies have been published concerning musculoskeletal balance rehabilitation and balance prevention in healthy adult subjects. However, the studies published have shown that VR exercises are equally effective compared to traditional balance training for both domains of application. As there is large variability between studies, recommendations for future research are given to prospectively investigate the use of VR technology for balance training. © 2019 Elsevier B.V.;VR;FALSE;NA;Scopus;;;; 546;Gutierrez A.C., Gutierrez M.C., Rhyner A.M., Ruiz O.E., Eisenhoffer G.T., Wythe J.D.;FishNET: An automated relational database for zebrafish colony management;10.1371/journal.pbio.3000343;2019;The zebrafish Danio rerio is a powerful model system to study the genetics of development and disease. However, maintenance of zebrafish husbandry records is both time intensive and laborious, and a standardized way to manage and track the large amount of unique lines in a given laboratory or centralized facility has not been embraced by the field. Here, we present FishNET, an intuitive, open-source, relational database for managing data and information related to zebrafish husbandry and maintenance. By creating a “virtual facility,” FishNET enables users to remotely inspect the rooms, racks, tanks, and lines within a given facility. Importantly, FishNET scales from one laboratory to an entire facility with several laboratories to multiple facilities, generating a cohesive laboratory and community-based platform. Automated data entry eliminates confusion regarding line nomenclature and streamlines maintenance of individual lines, while flexible query forms allow researchers to retrieve database records based on user-defined criteria. FishNET also links associated embryonic and adult biological samples with data, such as genotyping results or confocal images, to enable robust and efficient colony management and storage of laboratory information. A shared calendar function with email notifications and automated reminders for line turnover, automated tank counts, and census reports promote communication with both end users and administrators. The expected benefits of FishNET are improved vivaria efficiency, increased quality control for experimental numbers, and flexible data reporting and retrieval. FishNET’s easy, intuitive record management and open-source, end-user–modifiable architecture provides an efficient solution to real-time zebrafish colony management for users throughout a facility and institution and, in some cases, across entire research hubs. © 2019 Cantu Gutierrez et al.;NOT;NA;NA;Scopus;;;; 547;Yan Z., Li J., Wu Y., Yang Z.;Motion parameter prediction for underwater moving obstacle based on forward looking sonar [基于前视声呐的水下移动障碍物运动参数预测];10.13245/j.hust.190520;2019;An algorithm was proposed for motion parameter prediction of underwater moving obstacle in unknown oceanic environment based on multi-beams forward looking sonar.First, the three dimensional point cloud data collected by forward looking sonar were filtered, and were divided into segments by a parallel random search tree method to obtain independent obstacles.Then, the obstacles'virtual centroids were calculated at every sample period of sonar, whose position errors derived from the motion of autonomous underwater vehicle (AUV) were corrected.An adaptive network-based fuzzy inference system (ANFIS) was built to predict the motion parameter of moving object including velocity, heading angle and dive angle.Finally, the simulation experiment was executed in Matlab soft environment, and experimental results show that the obstacles'virtual centroids obtained from sonar data can accurately reflect obstacles'motion trend, which could be adopted for ANFIS to accurately predict the motion parameters of moving obstacle. © 2019, Editorial Board of Journal of Huazhong University of Science and Technology. All right reserved.;NULL;NA;non-English;Scopus;;;; 548;Casazza M., Bouet M., Secci S.;Availability-driven NFV orchestration;10.1016/j.comnet.2019.02.017;2019;Virtual Network Functions as a Service (VNFaaS) is a promising business whose technical directions consist of providing network functions as a Service instead of delivering standalone network appliances, leveraging a virtualized environment named NFV Infrastructure (NFVI) to provide higher scalability and reduce maintenance costs. Operating the NFVI under stringent availability guarantees is fundamental to ensure the proper functioning of the VNFaaS against software attacks and failures, as well as common physical device failures. Indeed the availability of a VNFaaS relies on the failure rate of its single components, namely the physical servers, the hypervisor, the VNF software, and the communication network. In this paper, we propose a versatile orchestration model able to integrate an elastic VNF protection strategy with the goal to maximize the availability of an NFVI system serving multiple VNF demands. The elasticity derives from (i) the ability to use VNF protection only if needed, or (ii) to pass from dedicated protection scheme to shared VNF protection scheme when needed for a subset of the VNFs, (iii) to integrate traffic split and load-balancing as well as mastership role election in the orchestration decision, (iv) to adjust the placement of VNF masters and slaves based on the availability of the different system and network components involved. We propose a VNF orchestration algorithm based on Variable Neighboring Search, able to integrate both protection schemes in a scalable way and capable to scale, while outperforming standard online policies. © 2019;NOT;NA;NA;Scopus;;;; 549;Teo T., Lawrence L., Lee G.A., Billinghurst M., Adcock M.;Mixed reality remote collaboration combining 360 video and 3D reconstruction;10.1145/3290605.3300431;2019;Remote Collaboration using Virtual Reality (VR) and Augmented Reality (AR) has recently become a popular way for people from different places to work together. Local workers can collaborate with remote helpers by sharing 360-degree live video or 3D virtual reconstruction of their surroundings. However, each of these techniques has benefits and drawbacks. In this paper we explore mixing 360 video and 3D reconstruction together for remote collaboration, by preserving benefits of both systems while reducing drawbacks of each. We developed a hybrid prototype and conducted user study to compare benefits and problems of using 360 or 3D alone to clarify the needs for mixing the two, and also to evaluate the prototype system. We found participants performed significantly better on collaborative search tasks in 360 and felt higher social presence, yet 3D also showed potential to complement. Participant feedback collected after trying our hybrid system provided directions for improvement. © 2019 Association for Computing Machinery.;VR;FALSE;NA;Scopus;;;; 550;Lu D., Huang D., Rai A.;FMHash: Deep Hashing of In-Air-Handwriting for User Identification;10.1109/ICC.2019.8761508;2019;Many mobile systems and wearable devices, such as Virtual Reality (VR) or Augmented Reality (AR) headsets, lack a keyboard or touchscreen to type an ID and password for signing into a virtual website. However, they are usually equipped with gesture capture interfaces to allow the user to interact with the system directly with hand gestures. Although gesture-based authentication has been well-studied, less attention is paid to the gesture-based user identification problem, which is essentially an input method of account ID and an efficient searching and indexing method of a database of gesture signals. In this paper, we propose FMHash (i.e., Finger Motion Hash), a user identification framework that can generate a compact binary hash code from a piece of in-air-handwriting of an ID string. This hash code enables indexing and fast search of a large account database using the in-air-handwriting by a hash table. To demonstrate the effectiveness of the framework, we implemented a prototype and achieved 99.5% precision and 92.6% recall with exact hash code match on a dataset of 200 accounts collected by us. The ability of hashing in-air-handwriting pattern to binary code can be used to achieve convenient sign-in and sign-up with in-air-handwriting gesture ID on future mobile and wearable systems connected to the Internet. © 2019 IEEE.;VR;TRUE;NA;Scopus;TRUE;;FALSE;doesn’t feature user search at all 551;Selak Š., Bacaicoa O., Gabrovec B.;Can we manage frailty at individual level by the use of information and communication technologies: A narrative literature review [Ali lahko s pomočjo informacijsko-komunikacijskih tehnologij obvladujemo krhkost na ravni posameznika: Narativni pregled literature];10.6016/ZdravVestn.2865;2019;An increase in age-related disability and dependence is an almost inevitable consequence of population ageing, whereas frailty seems to be highly prevalent among older adults with prevalence ranging from 5% to more than 45%. Among the potential ways to face the challenges of ageing society are healthcare services supported by the use of information and communication technologies. The aim of this research was to define the information and communication technologies used to support the management of frailty, its effects and related challenges within joint action Advantage. A narrative literature review of peer-reviewed literature, using PubMed, Cochrane, Embase, Cinahl and UpToDate databases was carried out. The search resulted in a total of 124634 articles. After excluding duplicates and taking into account inclusion and exclusion criteria, 33 sources remained for analysis. The results indicate multidimensional usage of information and communication technologies and show that a wide range of potentially beneficial information and communication technology solutions have been developed, covering prevention, screening, diagnosis, treatment and monitoring to enable older adults to remain independent at home, support caregivers, facilitate remote monitoring and self-management, provide decision support, improve information sharing and coordination of services, support daily activities etc. Many information and communication technologies have a potential to prevent and manage frailty, especially in the domain of physical activity and exercise, social resources and psychological state, falls prevention, support to daily activities and overall well-being. However, there is a lack of evidence on the outcomes of information and communication technologies’ use related to older adults, and their adoption and implementation seem to remain problematic as well. Therefore, strategic approach should be used to support further research as well as to address and foster implementation and (wider) adoption of health-related information and communication technologies. © 2019, Slovene Medical Society. All rights reserved.;NOT;NA;NA;Scopus;;;; 552;Tobita H.;Double-Volante: Double Cursor Interactions to Move Obstacles for Browsing and Navigation;10.1109/SII.2019.8700461;2019;Based on recently developed 3D computer graphics technology (e.g., hardware and software), there are many Virtual Reality systems and video games with realistic 3D CG. However, navigation methods for browsing 3D scenes have not advanced. Conventional techniques focus on smoothly moving a user's viewpoint around a pre-defined 3D object in a 3D scene. In contrast, our method allows users to move or translate pre-defined objects interactively to clear their fields of vision. In the real world, it is impossible to move big or heavy objects easily, so we think that moving or translating objects is one of the significant advantages of a virtual 3D world. Moreover, by moving pre-defined objects, a user can see objects behind them. By doing this, the user can decide whether to move or not. These simple manipulations are useful not only with 3D navigation but also with information retrieval and web browsing. In this paper, we describe our Double-Volante interaction and its applications. © 2019 IEEE.;VR;TRUE;NA;Scopus;FALSE;;;Not in VR 553;Papanikolaou I.G., Haidopoulos D., Paschopoulos M., Chatzipapas I., Loutradis D., Vlahos N.F.;Changing the way we train surgeons in the 21th century: A narrative comparative review focused on box trainers and virtual reality simulators;10.1016/j.ejogrb.2019.01.016;2019;The traditional method of acquiring surgical skills by observing and assisting in surgical procedures involving human beings has been challenged during the past several years. Lessons obtained from aviation suggested that the use of simulators is related to reduced costs, increased efficiency in performing certain tasks and above all safety. A shift in paradigm is also required in modern surgical training. The development of endoscopic surgery allowed for the incorporation of medical simulators into training programmes. A review of the literature was conducted using specific inclusion and exclusion criteria, for articles published up to July 31th, 2018. Relevant studies were identified using computerized bibliographic searches of MEDLINE database. The keywords that were used in various combinations were: “Medical Simulators”, “Surgical Training”, “Laparoscopy”, “Surgical Skills”, “Box trainers”, “Virtual reality simulators”, “Surgical Education”. Surgical training with box trainers and/or virtual reality simulators confers a significant benefit in terms of surgical skills development, increases patient safety and reduces costs. Nevertheless, the use of virtual reality simulators was significantly more expensive. Simulation training allows trainees to learn from their mistakes, to repeat surgical tasks multiple times so as to establish muscle memory, and enhance skill competency with the aid of informative feedback. Simulators are necessary for the development of the skills required to meet the specific needs of endoscopic surgery in the 21st century. Teaching hospitals should introduce simulation training programmes in order to increase efficiency, reduce costs and improve patient safety. As medical advancements continue to transform the way we perform surgery day by day, simulation training will play a pivotal role in every surgical specialty. © 2019;VR;FALSE;NA;Scopus;;;; 554;Zou S., Lin J., Wang H., Lv H., Feng G.;An effective method for service components selection based on micro-canonical annealing considering dependability assurance;10.1007/s11704-017-6317-0;2019;Distributed virtualization changes the pattern of building software systems. However, it brings some problems on dependability assurance owing to the complex social relationships and interactions between service components. The best way to solve the problems in a distributed virtualized environment is dependable service components selection. Dependable service components selection can be modeled as finding a dependable service path, which is a multiconstrained optimal path problem. In this paper, a service components selection method that searches for the dependable service path in a distributed virtualized environment is proposed from the perspective of dependability assurance. The concept of Quality of Dependability is introduced to describe and constrain software system dependability during dynamic composition. Then, we model the dependable service components selection as a multiconstrained optimal path problem, and apply the Adaptive Bonus-Penalty Microcanonical Annealing algorithm to find the optimal dependable service path. The experimental results show that the proposed algorithm has high search success rate and quick converges. © 2018, Higher Education Press and Springer-Verlag GmbH Germany, part of Springer Nature.;NOT;NA;NA;Scopus;;;; 555;Sharma T., Siddiqi M.I.;In silico identification and design of potent peptide inhibitors against PDZ-3 domain of Postsynaptic Density Protein (PSD-95);10.1080/07391102.2018.1454851;2019;Unique intrinsic properties of peptides like low toxicity, high biological activity, and specificity make them attractive therapeutic agents. PDZ-binding peptide inhibitors have been demonstrated for curing of Alzheimer, Parkinson, Dementia, and other central nervous system ailments. In this article, we report the successful use of an integrated computational protocol to analyze the structural basis of how peptides bind to the shallow groove of the third PDZ domain (PDZ-3) from the postsynaptic density (PSD-95) protein. This protocol employs careful and precise computational techniques for design of new strategy for predicting novel and potent peptides against PDZ protein. We attempted to generate a pharmacophore model using crystal structure of peptide inhibitor bound to the PDZ-3. A highly specific and sensitive generated pharmacophore model was used for screening virtual database generated using different combination of amino acid substitutions as well as decoy peptide database for its sensitivity and specificity. Identified hit peptides were further analyzed by docking studies, and their stability analyzed using solvated molecular dynamics. Quantum Mechanics/Molecular Mechanics (QM/MM) interaction energy and GMX-PBSA scoring schemes were used for ranking of stable peptides. Computational approach applied here generated encouraging results for identifying peptides against PDZ interaction model. The workflow can be further exercised as a virtual screening technique for reducing the search space for candidate target peptides against PDZ domains. © 2018, © 2018 Informa UK Limited, trading as Taylor & Francis Group.;NOT;NA;NA;Scopus;;;; 556;Al-Shahrestani F., Sørensen M.S., Andersen S.A.W.;Performance metrics in mastoidectomy training: a systematic review;10.1007/s00405-018-05265-9;2019;Objective: To investigate validity evidence, and strengths and limitations of performance metrics in mastoidectomy training. Methods: A systematic review following the PRISMA guidelines. Studies reporting performance metrics in mastoidectomy/temporal bone surgery were included. Data on design, outcomes, and results were extracted by two reviewers. Validity evidence according to Messick’s framework and level of evidence were assessed. Results: The search yielded a total of 1085 studies from the years 1947–2018 and 35 studies were included for full data extraction after abstract and full-text screening. 33 different metrics on mastoidectomy performance were identified and ranked according to the number of reports. Most of the 33 metrics identified had some amount of validity evidence. The metrics with most validity evidence were related to drilling time, volume drilled per time, force applied near vital structures, and volume removed. Conclusions: This review provides an overview of current metrics of mastoidectomy performance, their validity, strengths and limitations, and identifies the gap in validity evidence of some metrics. Evidence-based metrics can be used for performance assessment in temporal bone surgery and for providing integrated and automated feedback in virtual reality simulation training. The use of such metrics in simulation-based mastoidectomy training can potentially address some of the limitations in current temporal bone skill assessment and ease assessment in repeated practice. However, at present, an automated feedback based on metrics in VR simulation does not have sufficient empirical basis and has not been generally accepted for use in training and certification. Level of evidence: 2a. © 2019, Springer-Verlag GmbH Germany, part of Springer Nature.;VR;FALSE;NA;Scopus;;;; 557;Rodríguez F.L., Dias U.S., Campelo D.R., Albuquerque R.O., Lim S.-J., Villalba L.J.G.;QoS management and flexible traffic detection architecture for 5G mobile networks;10.3390/s19061335;2019;The next generation of 5G networks is being developed to provide services with the highest Quality of Service (QoS) attributes, such as ultra-low latency, ultra-reliable communication, high data rates, and high user mobility experience. To this end, several new settings must be implemented in the mobile network architecture such as the incorporation of Network Function Virtualization (NFV) and Software-Defined Networking (SDN), along with the shift of processes to the edge of the network. This work proposes an architecture combining the NFV and SDN concepts to provide the logic for Quality of Service (QoS) traffic detection and the logic for QoS management in next-generation mobile networks. It can be applied to the mobile backhaul and the mobile core network to work with both 5G mobile access networks or current 4G access networks, keeping backward compatibility with current mobile devices. In order to manage traffic without QoS and with QoS requirements, this work incorporates Multiprotocol Label Switching (MPLS) in the mobile data plane. A new flexible and programmable method to detect traffic with QoS requirements is also proposed, along with an Evolved Packet System (EPS)-bearer/QoS-flow creation with QoS considering all elements in the path. These goals are achieved by using proactive and reactive path setup methods to route the traffic immediately and simultaneously process it in the search for QoS requirements. Finally, a prototype is presented to prove the benefits and the viability of the proposed concepts. © 2019 by the authors. Licensee MDPI, Basel, Switzerland.;NOT;NA;NA;Scopus;;;; 558;Bian Y., Zhou C., Chen Y., Zhao Y., Liu J., Yang C., Meng X.;Explore the weak association between flow and performance based on a visual search task paradigm in virtual reality;10.1109/VR.2019.8798237;2019;Weak association model indicates that distraction caused by the disjunction between the primary task and interactive artifacts may be a key factor directly leading to weak association between flow and task performance in virtual reality (VR) activities. To test the idea, this paper proposed a VR visual search paradigm based on which we constructed a VR oceanic treasure hunting system. Experiment 1 proved that distraction caused by the incongruence was indeed a direct antecedent of weak association. Next, we slightly adjusted the system by providing visual cues to achieve task-oriented selective attention. Experiment 2 found this helped enhance the task performance without damaging flow experience. © 2019 IEEE.;VR;FALSE;NA;Scopus;;;; 559;McNamara A., Boyd K., George J., Suther A., Jones W., Oh S.;Information placements in virtual reality;10.1109/VR.2019.8797910;2019;In this poster, we develop a technique for placing informational labels in complex Virtual Environments (VEs). The ability to effectively and efficiently present labels in VEs is valuable in Virtual Reality (VR) for many reasons, but the motivation is to bring us closer to a system that delivers information in VR in an optimal way without causing information overload. The novelty of this technique lies in the use of eye tracking as an accurate indicator of attention to identifying objects of interest. Labels associated with such objects of interest are revealed when the user attends to them. We conduct a series of experiments to evaluate label placement based on user attention. This attention is measured using eye tracking. Results show that one method in particular results in 100% accuracy in some scenarios in a search task with little difference in time taken to complete the task. © 2019 IEEE.;VR;FALSE;NA;Scopus;;;; 560;Bréchet L., Mange R., Herbelin B., Theillaud Q., Gauthier B., Serino A., Blanke O.;First-person view of one’s body in immersive virtual reality: Influence on episodic memory;10.1371/journal.pone.0197763;2019;Episodic memories (EMs) are recollections of contextually rich and personally relevant past events. EM has been linked to the sense of self, allowing one to mentally travel back in subjective time and re-experience past events. However, the sense of self has recently been linked to online multisensory processing and bodily self-consciousness (BSC). It is currently unknown whether EM depends on BSC mechanisms. Here, we used a new immersive virtual reality (VR) system that maintained the perceptual richness of life episodes and fully controlled the experimental stimuli during encoding and retrieval, including the participant’s body. Our data reveal a classical EM finding, which shows that memory for complex real-life like scenes decays over time. However, here we also report a novel finding that delayed retrieval performance can be enhanced when participants view their body as part of the virtual scene during encoding. This body effect was not observed when no virtual body or a moving control object was shown, thereby linking the sense of self, and BSC in particular, to EMs. The present VR methodology and the present behavioral findings will enable to study key aspects of EM in healthy participants and may be especially beneficial for the restoration of self-relevant memories in future experiments. © 2019 Bréchet et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.;VR;FALSE;NA;Scopus;;;; 561;Techasarntikul N., Mashita T., Ratsamee P., Uranishi Y., Takemura H., Orlosky J., Kiyokawa K.;Evaluation of pointing interfaces with an AR agent for multi-section information guidance;10.1109/VR.2019.8798061;2019;In educational settings such as art galleries or museums, Augmented Reality (AR) has the potential to provide detailed information about exhibits. However, dealing with items that contain information in multiple sections or areas is still a significant challenge. For example, a large painting may contain many minute details, which requires a system that can explain its broader features rather than just a generic description. To address this challenge, we introduce an AR guidance system that uses an embodied agent to point out items and explain each piece and part of exhibit items in detail. We also designed and tested 3 different pointing interfaces for the embodied agent: Gesture only, gesture with a dot laser, and gesture with line laser. To evaluate this interface, we conducted a user experiment simulating painting guidance to test interest and exhibit memory. During the experiment, the agent pointed to various areas of interest in the painting and provided a detailed description to participants. The result shows that the search times for target positions were the fastest with the line laser. However, no particular interface outperformed others in memory recall of exhibit content. © 2019 IEEE.;AR;NA;NA;Scopus;;;; 562;Mirhosseini S., Ghahremani P., Ojar S., Marino J., Kaufrnan A.;Exploration of large omnidirectional images in immersive environments;10.1109/VR.2019.8797777;2019;Navigation is a major challenge in exploring data within immersive environments, especially of large omnidirectional spherical images. We propose a method of auto-scaling to allow users to navigate using teleportation within the safe boundary of their physical environment with different levels of focus. Our method combines physical navigation with virtual teleportation. We also propose a 'peek then warp' behavior when using a zoom lens and evaluate our system in conjunction with different teleportation transitions, including a proposed transition for exploration of omnidirectional and 360-degree panoramic imagery, termed Envelop, wherein the destination view expands out from the zoom lens to completely envelop the user. In this work, we focus on visualizing and navigating large omnidirectional or panoramic images with application to GIS visualization as an inside-out omnidirectional image of the earth. We conducted two user studies to evaluate our techniques over a search and comparison task. Our results illustrate the advantages of our techniques for navigation and exploration of omnidirectional images in an immersive environment. © 2019 IEEE.;VR;FALSE;NA;Scopus;;;; 563;Bester P.A., De Vries A., Riekert S., Steegen K., van Zyl G., Goedhals D.;PhyLoPI: An affordable, purpose built phylogenetic pipeline for the HIV drug resistance testing facility;10.1371/journal.pone.0213241;2019;Introduction Phylogenetic analysis plays a crucial role in quality control in the HIV drug resistance testing laboratory. If previous patient sequence data is available sample swaps can be detected and investigated. As Antiretroviral treatment coverage is increasing in many developing countries, so is the need for HIV drug resistance testing. In countries with multiple languages, transcription errors are easily made with patient identifiers. Here a self-contained blastn integrated phylogenetic pipeline can be especially useful. Even though our pipeline can run on any unix based system, a Raspberry Pi 3 is used here as a very affordable and integrated solution. Performance benchmarks The computational capability of this single board computer is demonstrated as well as the utility thereof in the HIV drug resistance laboratory. Benchmarking analysis against a large public database shows excellent time performance with minimal user intervention. This pipeline also contains utilities to find previous sequences as well as phylogenetic analysis and a graphical sequence mapping utility against the pol area of the HIV HXB2 reference genome. Sequence data from the Los Alamos HIV database was analyzed for inter- and intra-patient diversity and logistic regression was conducted on the calculated genetic distances. These findings show that allowable clustering and genetic distance between viral sequences from different patients is very dependent on subtype as well as the area of the viral genome being analyzed. Availability The Raspberry Pi image for PhyloPi, source code of the pipeline, sequence data, bash-, python- and R-scripts for the logistic regression, benchmarking as well as helper scripts are available at http://scholar.ufs.ac.za:8080/xmlui/handle/11660/7638 and https://github.com/ ArmandBester/phylopi. The PhyloPi image and the source code are published under the GPLv3 license. A demo version of the PhyloPi pipeline is available at http://phylopi.hpc.ufs. ac.za/. © 2019 Bester et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.;NOT;NA;NA;Scopus;;;; 564;Jones M., Hippolite N., Patel R., Peters S., Singh P., Chen C.-Y., Wünsche B.C.;Towards a Graph-Based Approach for Mesh Healing for Blocky Objects with Self-Similarities;10.1109/IVCNZ.2018.8634737;2019;3D digital models are used in a wide range of applications such as computer games, virtual reality, engineering and urban design. A common method to create 3D models is to create a point cloud using laser scanners, structured lighting sensors, or image-based modelling techniques, and from that construct a 3D mesh. The resulting meshes often exhibit unsatisfactory and erroneous mesh regions, e.g. due to inaccessible parts, reflective surfaces, and occlusion. In this paper we present a new approach for correcting erroneous mesh regions in blocky objects, such as buildings, using self-similarities. Our system uses a novel graph-based search technique where each node is a plane fitted to the model using RANSAC and edges are made between adjacent planes. This graph is used to find defects in a mesh by analysing the planes and neighbourhoods of all nodes in the point cloud. The system recognizes a hole in the mesh and fills it by copying matching patches from the same mesh. Regions of the mesh that must be replaced are found by a voting system where dissimilar nodes with a similar neighbourhood vote against each other. Our solution produces visually accurate models of blocky objects with holes and/or missing corners and edges. The approach currently only works for simple models and can only 'heal' individual or connected faces, rather than complex holes. However, in contrast to existing solutions it works with noisy point clouds and does not require the construction of a polygonal modal. © 2018 IEEE.;VR;FALSE;NA;Scopus;;;; 565;Wang K., Zhang Q., Liu C., Du Y., Chen N., Gao Y.;Software-defined railway wireless communication network [面向软件定义的铁路无线通信网络];10.16511/j.cnki.qhdxxb.2018.22.059;2019;Railway wireless data communications have problems with insufficient bandwidth and poor reliability. This paper describes a railway software-defined wireless communication network (RailSDN) which separates the control plane from the data plane, enables heterogeneous network interoperability among operators, provides user logical isolation using virtualization, and provides transparent data transmission for users. A network resource scheduling model is developed based on a Markov decision process which takes into account various factors such as the infrastructure network status and the user requirements. The system searches for the optimal link allocation with the optimization goal being to satisfy user demand and dynamically adapts to the user requirements for the network resources. Tests show that this railway wireless communication network is scalable, enables flexible customization of user demand, and improves the network resources utilization efficiency. © 2019, Tsinghua University Press. All right reserved.;NULL;NA;non-English;Scopus;;;; 566;Dos Santos W.H.S., Silva R.M.G., Santos R.C.M., Moreno M.F.;A knowledge oriented virtual reality tool for exploring seismic data;10.1109/AIVR.2018.00045;2019;In this demo, we present a Virtual Reality (VR) Prototype that assists geoscientist in the task of seismic interpretation. The system renders a 3D seismic volume in a virtual reality environment where users may see semantic information and add annotations. The data integration is provided by a hybrid knowledge base that handles multimodal data like 3D models and multimedia content. The knowledge base can support other systems as well, which permits reasoning over the data. Therefore, our proposed system is intended to assist users in seismic interpretation by combining visual inspection with immersion, semantic information retrieval, and structured storage. © 2018 IEEE.;VR;TRUE;NA;Scopus;TRUE;;FALSE;Same research as #567 567;Dos Santos W.H.S., Da Gama E Silva R.M., Santos R.C.M., Moreno M.F.;Exploring seismic data through virtual reality and hybrid knowledge base;10.1109/AIVR.2018.00038;2019;This paper discusses a VR-based system that aims to support professionals of the Oil & Gas Industry in interpreting seismic data. Seismic interpretation plays an important role in decision making prior to oil exploration. Part of the seismic interpretation process consists in visualizing slices from a volume generated by a seismograph and looking for specific patterns and features. In this work, we take this volume and render it in a VR environment. Our system integrates with a knowledge base to better support the decision-making process. With such an integration, experts can explore the 3D volume of a given seismic cube and spatially visualize semantic information of that area that is stored in the knowledge base. Therefore, our proposed system is intended to assist users in the whole process by combining visual inspection with immersion, semantic information retrieval, and structured storage. © 2018 IEEE.;VR;TRUE;NA;Scopus;TRUE;;FALSE;User queries are executed prior to VR interaction 568;Lin P.-C., Mettrick D., Hung P.C.K., Iqbal F.;Towards a music visualization on robot (MVR) prototype;10.1109/AIVR.2018.00060;2019;This paper presents a Music Visualization on Robot (MVR) prototype system which automatically links the flashlight, color and emotion of a robot through music. The MVR system is divided into three portions. Firstly, the system calculates the waiting time for a flashlight by beat tracking. Secondly, the system calculates the emotion correlated with music mood. Thirdly, the system links the color with emotion. To illustrate the prototype on a robot, the prototype implementation is based on a programmable robot called Zenbo because Zenbo has 8 LED light colors on 2 wheels and 24 face emotions to support various compositions. © 2018 IEEE.;NOT;NA;NA;Scopus;;;; 569;Soon S., Lugmayr A., Woods A., Tan T.;Understanding head-mounted display FOV in maritime search and rescue object detection;10.1109/AIVR.2018.00023;2019;Object detection when viewing Head Mounted Display (HMD) imagery for maritime Search and Rescue (SAR) detection tasks poses many challenges, for example, objects are difficult to distinguish due to low contrast or low observability. We survey existing Artificial Intelligence (AI) image processing algorithms that improve object detection performance. We also examine central and peripheral vision (HVS) and their relation to Field of View (FOV) within the Human Visual System when viewing such images using HMDs. We present results from our user-study which simulates different maritime scenes used in object detection tasks. Users are tested viewing sample images with different visual features over different FOVs, to inform the development of an AI algorithm for object detection. © 2018 IEEE.;VR;FALSE;NA;Scopus;;;; 570;Soon S., Lugmayr A., Woods A., Tan T.;Head-mounted FOV simulator for user testing of maritime object detection tasks;10.1109/AIVR.2018.00039;2019;Search and Rescue (SAR) activities involve missions to rescue people that are lost or in danger, in environments including sea, land, mountainous terrain or deserts. Today, still-and video-camera technologies e.g. mounted on drones, are increasingly being used to capture views that may not easily be accessible. To conduct user tests of different image presentations, we implement a head-mounted 360° FOV simulator to gain new insights into how to improve object detection by operators. We describe the implemented simulator and give a brief overview of the demonstrator to be presented at the conference. © 2018 IEEE.;VR;FALSE;NA;Scopus;;;; 571;Sauter L., Rossetto L., Schuldt H.;Exploring cultural heritage in augmented reality with gofind!;10.1109/AIVR.2018.00041;2019;Historic photo collections are important instruments to document the development of cityscapes in the course of time. However, in most cases, such historic photos are buried in archives that are not easily accessible. But even when cultural heritage archives are opened and exposed to the public, for instance by specialized digital libraries, the value of the individual images is limited as they can only be used in the context of the digital library's retrieval engine and independent of the actual location that is being displayed. With GoFind!, we bring the retrieval engine of historic multimedia collections to mobile devices. The system provides location-based querying in historic multimedia collections and adds an augmented reality-based user interface that enables the overlay of historic images and the current view. GoFind! can be used by historians and tourists and provides a virtual view into the past of a city. © 2018 IEEE.;AR;NA;NA;Scopus;;;; 572;Sato S., Harada T., Itagaki S., Suehiro A., Takamura T., Yamashita K., Ichikawa R., Sukoboshi K.;Library shelf signs affect users' search time length: Evidence from an experiment using a VR library system;10.1002/pra2.161;2019;This study explores the effect of library shelf sign designs on users' search time length using a virtual reality (VR) library system that was developed by the authors to test library designs. An experiment was performed with 20 participants in 2018. The results showed that sign designs affected users' search time length. Signs featuring library classification reduced users' search time length by 80 seconds on average in comparison with signs featuring sequential shelf numbers that were not related to subjects. It was also revealed that the system is effective for testing library sign designs. Author(s) retain copyright, but ASIS&T receives an exclusive publication license;VR;FALSE;NA;Scopus;;;; 573;Katragadda S., Mondal B.A., Deane A.;Stereoscopic mixed reality in unmanned aerial vehicle search and rescue;10.2514/6.2019-0154;2019;We describe a head-tracking based mixed reality interface for unmanned aerial vehicles. The system transmits stereoscopic video wirelessly to an Oculus Rift head mounted virtual reality display base station and includes a custom designed stereoscopic camera gimbal mounted on the UAV. We also describe the development of a gaming environment system for testing the effectiveness of the head mounted system and for user training. The system should find use in search and rescue operations when ground access is limited or hazardous. © 2019, American Institute of Aeronautics and Astronautics Inc, AIAA. All rights reserved.;VR;FALSE;NA;Scopus;;;; 574;Lupinetti K., Bonino B., Giannini F., Monti M.;Exploring the benefits of the virtual reality technologies for assembly retrieval applications;10.1007/978-3-030-25965-5_5;2019;Virtual reality technologies offer several intuitive and natural interactions that can be used to enhance and increase awareness during the different phases of the product design, such as the virtual prototyping or the project reviews. In this work, we focus on the benefits of virtual reality environments for assembly retrieval applications, which usually are employed to reuse existing CAD models by operating minor modifications. The retrieval system adopted to evaluate the different similarity among CAD assemblies is able to detect three different similarity criteria (i.e. shape, joint and position) at different levels (globally and locally). Considering the complexity of assembly models, conveying these different types of information simultaneously is quite difficult, especially through the traditional desktop systems. Hence, this paper presents a system for the visualization and the inspection of the results returned by a retrieval system with the aim of easing the analysis especially when the retrieved objects to analyze are complex. The proposed tool exploits the 3D space to represent and communicate the different types of similarity and gestures as well as voice commands to interact in the VR environment. Finally, the usability of the system has been tested over a sample of interviewers, who used the system and the different functionalities provided and then expressed their judgment filling out a questionnaire. The results indicate that user are able to interpret the different similarity criteria and that the gestures help acting in a natural manner. © Springer Nature Switzerland AG 2019.;VR;TRUE;NA;Scopus;TRUE;;FALSE;No search only browsing 575;Zaharuddin F.A., Ibrahim N., Rusli M.E., Mohd Mahidin E.M., Yusof A.M.;Factors to consider when designing a virtual environment to treat stress;10.1007/978-3-030-34032-2_4;2019;Virtual reality (VR) based stress therapy system refers to a system that applies virtual reality technology in a stress therapy session aiming to reduce mental stress. Previous studies conducted found that the system is effective in reducing stress. However, most of the studies done only aimed to measure the effectiveness of the system in reducing stress without having a guideline on how to design the virtual environment. Therefore, this paper aim to identify potential factors and its elements that must be considered when designing a virtual environment for a VR- based stress therapy application. Systematic literature review technique was employed as a guideline to search for relevant studies. The search was conducted using pre-defined keywords. Potential studies were filtered three times before it was finalised. After the selection process, the chosen studies were reviewed and important data that answers this study’s two research questions were extracted for analysis purposes. Ten studies were found to fulfil the inclusion criteria and answer all the research questions. From the review conducted, four factors were identified as aspects that should be considered when designing a virtual environment for a VR-based stress therapy application. In addition, each factor consisted of several elements. © Springer Nature Switzerland AG 2019.;VR;FALSE;NA;Scopus;;;; 576;Duane A., Gurrin C.;User Interaction for Visual Lifelog Retrieval in a Virtual Environment;10.1007/978-3-030-05710-7_20;2019;Efficient retrieval of lifelog information is an ongoing area of research due to the multifaceted nature, and ever increasing size of lifelog datasets. Previous studies have examined lifelog exploration on conventional hardware platforms, but in this paper we describe a novel approach to lifelog retrieval using virtual reality. The focus of this research is to identify what aspects of lifelog retrieval can be effectively translated from a conventional to a virtual environment and if it provides any benefit to the user. The most widely available lifelog datasets for research are primarily image-based and focus on continuous capture from a first-person perspective. These large image corpora are often enhanced by image processing techniques and various other metadata. Despite the rapidly maturing nature of virtual reality as a platform, there has been very little investigation into user interaction within the context of lifelogging. The experiment outlined in this work seeks to evaluate four different virtual reality user interaction approaches to lifelog retrieval. The prototype system used in this experiment also competed at the Lifelog Search Challenge at ACM ICMR 2018 where it ranked first place. © 2019, Springer Nature Switzerland AG.;VR;TRUE;NA;Scopus;TRUE;;TRUE;User can filter and search Lifelog data in VR 577;Huang Y.-C., Hu S.-Y., Wang S.-T., Huang S.C.-C.;Exploration of Virtual Reality-Based Online Shopping Platform;10.1007/978-3-030-23525-3_11;2019;The first online shopping transformed traditional shopping experience with the development of computer and network in 1984. In traditional shopping, people are able to physically interact with the products by multitude of senses: Sight, hearing, taste, smell, and touch before making a purchase. In contrast, online shopping is totally different: People are restricted by the size of 2D screen and can only use the “browser to search keywords” or the “classification” to find the products of interest. Both shopping behaviors have their advantages to satisfy human beings. Therefore, the challenge of this research lies in how to create a more natural online shopping platform by incorporating online shopping and physical shopping? This research aims to use Virtual Reality (VR) device as an alternative bridge to break the boundaries between physical and virtual shopping stores. Our long term project is to create a “VR online shopping platform system”. While this research focuses on the preliminary stage to explore the simulation of VR online shopping platform, the future study will implement the system and apply it to Amazon and evaluate the possibility and feasibility. © Springer Nature Switzerland AG 2019.;VR;FALSE;NA;Scopus;;;; 578;Sharma R., Uniyal S., Gera V.;Performing interest mining on tweets of Twitter users for recommending other users with similar interests;10.1007/978-981-13-1708-8_55;2019;With an upsurge in the popularity of microblogging sites, Twitter has emerged as a huge source of assorted information. People often use Twitter to post their ideas and beliefs about the prevailing issues, feedbacks about products they use and opinions on the topics which appeal to them. Therefore, Twitter is considered to be one of the most appropriate virtual environments for information retrieval through data extraction as well as for analysis and drawing out inferences. This paper proposes a system that maintains a database of the Twitter users, fetches their areas of interests and accordingly recommends them the lists of other users with similar interests whom they may like to follow. The prototype of the system is developed in R and has been evaluated on various datasets. The results are promising and portray decent levels of accuracy, i.e., the proposed system is able to discover the correct area of interests of the users and accordingly make appropriate recommendations. © Springer Nature Singapore Pte Ltd. 2019.;NOT;NA;NA;Scopus;;;; 579;Sugimoto S., Miyamori H.;GaZone: VR Image Browsing System Providing Feelings of Happiness;10.1007/978-3-030-34644-7_44;2019;In this paper, we propose GaZone, a system providing happiness through unusual immersive experiences surrounded by their favorite images. GaZone provides a function to search images on the Web and easily collect them in the VR environment realized by the head mounted display. The user immerses in the unusual environment surrounded by many images suited to their preference, resulting in experiencing the happiness that cannot be obtained by the conventional systems. From the user study, it was confirmed that users felt happiness and their hearts were moved by being surrounded by their favorite things. © IFIP International Federation for Information Processing, 2019.;VR;FALSE;NA;Scopus;;;; 580;Połap D., Kęsik K., Woźniak M.;Accident prevention system during immersion in virtual reality;10.1007/978-3-319-98678-4_56;2019;More and more development under the sign of reality modification brought glasses that do not require connection to the phone, and all calculations can be performed on a connected computer. An additional advantage is the increase in the user’s perception through the introduction of motion sensors on the market. However, it is worth noting that immersion into the virtual world requires an initial selection of the area where the user can move. In fact, various obstacles can appear. To remedy this, we suggest to improve the immersion system by using camera sensors and a classifier that can determine if anything has changed in the current area. Our proposal has been described in detail, then created, implemented and tested on several examples. The obtained results were discussed on the wider use in the increasingly frequent use of mixed reality. © Springer Nature Switzerland AG 2019.;VR;FALSE;NA;Scopus;;;; 581;Strintzis M., Mademlis A., Kostopoulos K., Moustakas K., Tzovaras D.;A Novel 2D Urban Map Search Framework Based on Attributed Graph Matching;10.1109/MMUL.2009.59;2019;This paper presents a novel framework for urban map search. The search capabilities of the existing GIS systems are restricted to text-based search, neglecting significant topological and semantic information. We propose a framework that aims to extend the search capabilities by offering sketch-based search. Initially, the urban maps are processed in an offline step in order to extract the topological information in the form of an attributed graph. In the online step, the user queries the system by sketching the desired network structure. The search algorithm is based on attributed graph matching of the query graph and the attributed graphs of the urban maps and allows both partial and global matching of the query. Experimental results illustrate the excellent performance of the system for intuitive search in maps. IEEE;NOT;NA;NA;Scopus;;;; 582;De Araújo A.V.L., Neiva J.F.D.O., Monteiro C.B.D.M., Magalhães F.H.;Efficacy of Virtual Reality Rehabilitation after Spinal Cord Injury: A Systematic Review;10.1155/2019/7106951;2019;Background. Spinal cord injury (SCI) is often associated with long-term impairments related to functional limitations in the sensorimotor system. The use of virtual reality (VR) technology may lead to increased motivation and engagement, besides allowing a wide range of possible tasks/exercises to be implemented in rehabilitation programs. The present review aims to investigate the possible benefits and efficacy of VR-based rehabilitation in individuals with SCI. Methods. An electronically systematic search was performed in multiple databases (PubMed, BVS, Web of Science, Cochrane Central, and Scielo) up to May 2019. MESH terms and keywords were combined in a search strategy. Two reviewers independently selected the studies in accordance with eligibility criteria. The PEDro scale was used to score the methodological quality and risk of bias of the selected studies. Results. Twenty-five studies (including 482 participants, 47.6 ± 9.5 years, 73% male) were selected and discussed. Overall, the studies used VR devices in different rehabilitation protocols to improve motor function, driving skills, balance, aerobic function, and pain level, as well as psychological and motivational aspects. A large amount of heterogeneity was observed as to the study design, VR protocols, and outcome measures used. Only seven studies (28%) had an excellent/good quality of evidence. However, substantial evidence for significant positive effects associated with VR therapy was found in most of the studies (88%), with no adverse events (88%) being reported. Conclusion. Although the current evidence is limited, the findings suggest that VR-based rehabilitation in subjects with SCI may lead to positive effects on aerobic function, balance, pain level, and motor function recovery besides improving psychological/motivational aspects. Further high-quality studies are needed to provide a guideline to clinical practice and to draw robust conclusions about the potential benefits of VR therapy for SCI patients. Protocol details are registered on PROSPERO (registration number: CRD42016052629). © 2019 Amanda Vitória Lacerda de Araújo et al.;VR;FALSE;NA;Scopus;;;; 583;Salmerón Núñez J.M., García Sánchez R., Ordoñez García J.;VR medical treatments. A 15-year statistical overview;10.1007/978-3-030-12346-8_49;2019;Introduction: Virtual reality technology- (VRT) based rehabilitation treatments have been developed for several diseases. A previous step consists of experimental studies with methodological qualities on the efficacy of these treatments. Frequency of trials, supported by a large enough number of patients, is an index that guarantees its reliability, which is proportional to its interest and its practical application possibilities. Methods: A search of articles in the scientific literature according to pathology that present VRT-based trials. To ensure quality parameters, diseases with at least one state of the art or one study including at least 10 analyzed articles between 2002 and 2017 were selected, and the rest were eliminated. Finally, the search for more articles after those collected has been completed to date using the same criteria. Results: six scoping reviews were chosen and corresponded to five diseases: Parkinson’s Disease (PD), Multiple Sclerosis (MS), Schizophrenia (SCH), Cerebrovascular Accident and Stroke (CVAS), and Post-traumatic Stress Disorder (PTSD). Finally, 107 articles, with a population of 3084 patients, were included. Authors’ institutional affiliation and medical experiments were analyzed. In this way, it was possible to identify the countries that investigate VRT the most, by distinguishing all five diseases. Conclusions: VRT-based therapy thus has the potential as a useful tool for these identified diseases, while others await further investigation. Countries with less medical infrastructure can benefit from the independent community outpatient system that it involves. © Springer Nature Switzerland AG 2019.;VR;FALSE;NA;Scopus;;;; 584;Theis S., Schäfer D., Schäfer K., Rasche P., Wille M., Jochems N., Mertens A.;What do you need to know to stay healthy? – Health information needs and seeking behaviour of older adults in Germany;10.1007/978-3-319-96077-7_55;2019;Deep understanding of users’ needs is crucial for developing successful digital health technology. At the beginning of system development, it is thus important to analyze and specify the context of use within the users-centered development process. Knowing what patients need to know about their health and which information sources they apply to find those, bears implications for personal health ICT conveying health information to the elderly patient. Present results from a survey on health information need and seeking behaviour of N = 551 older adults in Germany suggest that older adults are fairly satisfied with the information they get, indicating a low need to acquire health information. Higher health information need corresponds with a larger amount of health apps installed on older adults tablet PC and with the usage of smartwatches and apps in general. Finally, results support the theoretical influence of demographic variables. Here, educational attainment significantly revealed to be a main influence on information need. © Springer Nature Switzerland AG 2019.;NOT;NA;NA;Scopus;;;; 585;Weber A., Nickel P., Hartmann U., Friemert D., Karamanidis K.;Capture of stability and coordination indicators in virtual training scenarios for the prevention of slip, trip, and fall (STF) accidents;10.1007/978-3-030-22216-1_16;2019;The aim of the project is to develop and evaluate a training environment for the prevention of falls with the help of an application in virtual reality (VR). The participants of our study walk on a treadmill with fall protection while immersing into a virtual scenario where they should cross virtual obstacles. Potential parameters reflecting the plasticity of the neuromotor system are investigated in order to search for possible learning effects and their stabilization. In addition, it will be determined how many perturbations (i.e. obstacles) are necessary to establish a learning process. The results will be used to check the experimental setup and to prepare a main study for the development of a training program that helps preventing slip, trip, and fall (STF) accidents using a VR environment. So far two pilot measurements have been completed and parameters that may indicate learning effects were calculated. Initial results do not reveal clear learning effects, however, they inform about relevant adjustments for setting up systematic investigations and provide important details about strategies for data acquisition and analysis. © 2019, Springer Nature Switzerland AG.;VR;FALSE;NA;Scopus;;;; 586;Sanders B., Vincenzi D., Holley S., Shen Y.;Traditional Vs gesture based UAV control;10.1007/978-3-319-94346-6_2;2019;The purpose of this investigation was to assess user preferences for controlling an autonomous system. A comparison using a virtual environment (VE) was made between a joystick based, game controller and a gesture-based system using the leap motion controller. Command functions included basic flight maneuvers and switching between the operator and drone view. Comparisons were made between the control approaches using a representative quadcopter drone. The VE was designed to minimize the cognitive loading and focus on the flight control. It is a physics-based flight simulator built in Unity3D. Participants first spend time familiarizing themselves with the basic controls and vehicle response to command inputs. They then engaged in search missions. Data was gathered on time spent performing tasks, and post test interviews were conducted to uncover user preferences. Results indicate that while the gesture-based system has some benefits the joystick control is still preferred. © Springer International Publishing AG, part of Springer Nature 2019.;NOT;NA;NA;Scopus;;;; 587;Rahim M.H., Javaid N., Rahim S., Naz M., Akbar M., Javed F.;Weighted cuckoo search based load balanced cloud for green smart grids;10.1007/978-3-319-93554-6_23;2019;The concept of cloud computing is becoming popular with each passing day. Clouds provide virtual environment for computation and storage. Number of cloud users is increasing drastically which may cause network congestion problem. To avoid such situation, fog computing is used along with cloud computing. Cloud act as a global system and fog works locally. As the requests from users are increasing so load balancing is also required on fog side. In this paper, a three layered cloud and fog based architecture is proposed. Fog computing acts as a middle layer between users and the cloud. Users’ requests are handled at fog layer and filtered data is forwarded to cloud. A single fog has multiple virtual machines (VMs) that are assigned to the users’ requests. The load balancing problem of these requests is managed by proposed weighted cuckoo search (WCS) algorithm. Simulations are carried out to evaluate the performance of proposed model. Results are presented in the form of bar graphs for comparison and detailed values of each parameter are presented in tables. Results show the effectiveness of proposed technique. © Springer International Publishing AG, part of Springer Nature 2019.;NOT;NA;NA;Scopus;;;; 588;Nguyen T.G., Phan T.V., Nguyen B.T., So-In C., Baig Z.A., Sanguanpong S.;SeArch: A Collaborative and Intelligent NIDS Architecture for SDN-Based Cloud IoT Networks;10.1109/ACCESS.2019.2932438;2019;The explosive rise of intelligent devices with ubiquitous connectivity have dramatically increased Internet of Things (IoT) traffic in the cloud environment and created potential attack surfaces for cyber-attacks. Traditional security approaches are insufficient and inefficient to address security threats in cloud-based IoT networks. In this vein, software defined networking (SDN), network function virtualization (NFV), and machine learning techniques introduce numerous advantages that can effectively resolve cybersecurity matters for cloud-based IoT systems. In this paper, we propose a collaborative and intelligent network-based intrusion detection system (NIDS) architecture, namely SeArch for SDN-based cloud IoT networks. It composes a hierarchical layer of intelligent IDS nodes working in collaboration to detect anomalies and formulate policy into the SDN-based IoT gateway devices to stop malicious traffic as fast as possible. We first describe a new NIDS architecture with a comprehensive analysis in terms of the system resource and path selection optimizations. Next, the system process logic is extensively investigated through main consecutive procedures, including initialization, runtime operation, and database update. Afterward, we conduct a detailed implementation of the proposed solution in an SDN-based environment and perform a variety of experiments. Finally, evaluation results of the $SeArch$ architecture yield outstanding performance in anomaly detection and mitigation as well as bottleneck problem handling in the SDN-based cloud IoT networks in comparison with existing solutions. © 2013 IEEE.;NOT;NA;NA;Scopus;;;; 589;Artem K., Holoshchuk R., Kunanets N., Shestakevysh T., Rzheuskyi A.;Information Support of Scientific Researches of Virtual Communities on the Platform of Cloud Services;10.1007/978-3-030-01069-0_22;2019;"The development of modern information technology generates the need in scientific research on an innovation platform called the e-science. Implementation of projects aimed at informational and technological support for research activities requires effective communication among members of virtual teams and information workers. The authors have developed a project aimed at creating a complex system of informational and technological support for scientific research conducted by virtual research teams on the platform of electronic science using cloud computing technologies. The information system provides the establishment of effective scientific communication when conducting research on the platform of electronic science. This approach increases the effectiveness of communication processes of participants in the virtual scientific team for interdisciplinary research; contributes to solving the informational aspects of scientific communication and the exchange of scientific data, information and knowledge for the convenient interaction of researchers, it also facilitates the effective search, consolidation, preservation and dissemination of research results among the scientific community. © 2019, Springer Nature Switzerland AG.";NOT;NA;NA;Scopus;;;; 590;Jacho-Guanoluisa N., Albiol-Pérez S., Valdivia-Salas S., Jariod-Gaudes R., Collazos C.A., Fardoun H.M.;Effects of extrinsic feedback in virtual rehabilitation for children with cerebral palsy: A comprehensive systematic review;10.1007/978-3-030-16785-1_1;2019;Children with Cerebral Palsy (CP) have motor and cognitive disorders that make it difficult for them to perform activities of daily living (ADL). Virtual Rehabilitation (VR) is a relatively novel research line that tackles motor and cognitive abilities. Sensory feedback together with Virtual Environments (VE) enriches and improves motor control in children with CP. The use of VR together with intrinsic/extrinsic feedback in intervention periods is a complement of training sessions with clear and relevant outcomes. In this paper, we analyze the effects of extrinsic feedback together with virtual systems in children with CP. An exhaustive literature search was carried out in electronic databases, from 2008 to 2018 to identify studies. The American Academy for Cerebral Palsy and Developmental Medicine (AACPDM) systematic review methodology was used as a frame-work. Outcomes reveal improvements in gait, stride length, walking speed, and stride time by using extrinsic feedback. Future research should be focused on the design and validation of the these system with larger groups of children with CP. © 2019, Springer Nature Switzerland AG.;VR;FALSE;NA;Scopus;;;; 591;Zhang F., Wei Q., Xu L.;An fast simulation tool for fluid animation in VR application based on GPUs;10.1007/s11042-019-08002-4;2019;Realistic and real-time simulation of fluid animation is widely used to the application of virtual reality(VR) such as VR game, special effect in film, augmented reality (AR) and so on. However, fast simulation of complex fluid animation problem such as free interaction surface and high impact requires a large number of both physical computations and time steps. It in turn leads to high computational cost. In order to improve the problem, we design a fast tool to accelerate and simulate fluid animation using multi-node graphics processing units clusters. In this paper, we present a fluid animation model tool for VR application based on multi-GPU cluster. The model method of position-based fluid (PBF) is implemented on our tool, and some strategies for GPUs optimizations are applied to parallel system based on the character of hardware. We first present an efficient data structure for speeding up memory access. Then, an optimized parallel framework is designed to get higher performance. We adjust the size of grid sptial index, reducing the access and thread synchronization during the neighborhood search, which greatly improve the efficiency on GPU. The key work of extending the PBF method from single GPU to GPU clusters, a spatial decomposition strategy is presented based on Orthogonal Recursive Bisection(ORB) model. Finally, an effective VR tool for real-time fluid animation modeling on the GPUs cluster is designed which can create various vivid animation. The performance and efficiency of our method are demonstrated using multiple VR scenes. © 2019, Springer Science+Business Media, LLC, part of Springer Nature.;VR;FALSE;NA;Scopus;;;; 592;Donald F.M., Donald C.;Is CCTV surveillance as effective as popular television crime series suggest? Cognitive challenges;10.1007/978-3-319-96077-7_44;2019;The aim of this paper is to review the human and information processing factors that need to be addressed in order to improve closed circuit television (CCTV) surveillance effectiveness and to make recommendations regarding future research. This is done by contrasting the way in which CCTV is portrayed in popular television crime series with the challenges inherent in real world CCTV surveillance systems. Despite considerable amounts of money being spent on the equipment needed for CCTV systems, the work of operators is often poorly valued although the monitoring process is difficult and mentally demanding. There are many factors that affect the effectiveness of CCTV surveillance systems, and this paper focuses on the information processing demands on CCTV surveillance operators. Previous research on the human factors in CCTV were reviewed, and episodes in popular crime series which showed CCTV were observed and analysed. Key aspects that emerged were the cognitive demands made on CCTV surveillance operators by the design of the technical system and their job, the nature of scenes observed and the characteristics of significant events. These placed demands on the interaction of goal-directed and stimulus-driven attention, search strategies employed, distributed situation awareness, visual analysis, processes that impair detection, and the effects of certain job designs on monitoring. Recommendations for future research were made. © Springer Nature Switzerland AG 2019.;NOT;NA;NA;Scopus;;;; 593;He M., Zeng G., Zhang J., Zhang L., Chen Y., Yiu S.M.;A new privacy-preserving searching model on blockchain;10.1007/978-3-030-12146-4_16;2019;It will be convenient for users if there is a market place that sells similar products provided by different suppliers. In physical world, this may not be easy, in particular, if the suppliers are from different regions or countries. On the other hand, this is more feasible in the virtual world. The Global Big Data Exchange in Guiyang, China, which provides a market place for traders to buy and sell data, is a typical example. However, these virtual market places are owned by third parties. The security/privacy is a concern in addition to the expensive service charges. In this work, we propose a new privacy-preserving searching model on blockchain which enables a decentralized and secure virtual search-and-match market place. The core technical contribution is a new searchable encryption scheme for blockchain. We adopt the similarity preserving hash and leverage smart contracts to protect the system from the forgery attack and double-rewarding attack. We formally prove the security and privacy of our protocol, and evaluate our scheme on the private net of Ethereum platform. Our experimental results show that our protocol can work efficiently. © 2019, Springer Nature Switzerland AG.;NOT;NA;NA;Scopus;;;; 594;Barcellos E.E.I., Botura G., Jr., Barcellos E.I., Nakata M.K., Barcellos L.I.;Disruptive games: Power and control or fantasy and entertainment;10.1007/978-3-319-94619-1_35;2019;Video games are a complex form of culture, creative entertainment and representative art, which surpasses, in technology and relevance, other forms of audiovisual expression. Since the conception of the first games, through computer technology and military knowledge, games have become an entertainment, translated and molded as interactive graphic images. The initial aim, which was to create a kind of distraction, outgrew itself and made possible to simulate and provide users with the psychological sense of control and power over fear, decisions and over the imminent danger of new challenges (real or imagined), all at same time. From the pioneer arcade to the modern consoles and multiple platforms seen today, the games evolved to meet users’ expectations in search of simulation, interaction and immersion experiences. In this trajectory, developers, programmers and designers applied all the technological advances possible in attempt to achieve complete man-machine interaction. This article seeks to identify if the games in the current stage, loaded with hyper-realism, in relation with their ‘cartoonized’ counterpart, aimed at a new generation of users eager for disruptive technologies and for interactions that assure the sensation of influence and control over fear. © 2019, Springer International Publishing AG, part of Springer Nature.;NOT;NA;NA;Scopus;;;; 595;Xu J., Xu Y., Guan Y., Zhang W.;Mixed tiling scheme for adaptive VR streaming;10.1007/978-981-13-8138-6_26;2019;VR technology is rapidly progressing in recent years with incremental consumption demand of immersive media. Transmission is one major challenge to be overcome for ultra high resolution 360 VR video streaming, requiring large throughput and strict latency. Conventional monolithic streaming scheme transfers the entire panorama and impose heavy burden to network load. Tiling based video streaming tackles such problem that it discriminates the FOV (field of view) and surrounded field out of sight then tiles are transmitted in appropriate quality according to viewing probability and network condition. Existing tiling method divides video frame into fixed-size uniform rectangles and encoding efficiency is inevitably decremented. The optimal mesh of video frame tiling is content dependent but typically tiling dimension is fixedly configured by service provider, without elasticity and content awareness. Several proposed optimization methods for tile dimension needs to enumerate all possibility and these offline manner requires specific transcoded samples to be prepared beforehand. In this paper, a bandwidth-efficient mixed tiling scheme is proposed to improve the situation where diverse tiles are spliced into integral frame and tile selection is processed within multiple correlative meshes. We apply a graph algorithm to search the optimal case within multiple meshes and the online manner demands neither exhaustive enumeration nor intensive calculation. We develop an adaptive VR video streaming system and mixed tiling scheme reflects advantage in bandwidth consumption and pixel overheads, compared to existing fixed size tiling scheme and traditional monolithic video streaming approach. © Springer Nature Singapore Pte Ltd 2019.;VR;FALSE;NA;Scopus;;;; 596;Gruendner J., Schwachhofer T., Sippl P., Wolf N., Erpenbeck M., Gulden C., Kapsner L.A., Zierk J., Mate S., Stürzl M., Croner R., Prokosch H.-U., Toddenroth D.;Ketos: Clinical decision support and machine learning as a service – A training and deployment platform based on Docker, OMOP-CDM, and FHIR Web Services;10.1371/journal.pone.0223010;2019;Background and objective To take full advantage of decision support, machine learning, and patient-level prediction models, it is important that models are not only created, but also deployed in a clinical setting. The KETOS platform demonstrated in this work implements a tool for researchers allowing them to perform statistical analyses and deploy resulting models in a secure environment. Methods The proposed system uses Docker virtualization to provide researchers with reproducible data analysis and development environments, accessible via Jupyter Notebook, to perform statistical analysis and develop, train and deploy models based on standardized input data. The platform is built in a modular fashion and interfaces with web services using the Health Level 7 (HL7) Fast Healthcare Interoperability Resources (FHIR) standard to access patient data. In our prototypical implementation we use an OMOP common data model (OMOP-CDM) database. The architecture supports the entire research lifecycle from creating a data analysis environment, retrieving data, and training to final deployment in a hospital setting. Results We evaluated the platform by establishing and deploying an analysis and end user application for hemoglobin reference intervals within the University Hospital Erlangen. To demonstrate the potential of the system to deploy arbitrary models, we loaded a colorectal cancer dataset into an OMOP database and built machine learning models to predict patient outcomes and made them available via a web service. We demonstrated both the integration with FHIR as well as an example end user application. Finally, we integrated the platform with the open source DataSHIELD architecture to allow for distributed privacy preserving data analysis and training across networks of hospitals. Conclusion The KETOS platform takes a novel approach to data analysis, training and deploying decision support models in a hospital or healthcare setting. It does so in a secure and privacy-preserving manner, combining the flexibility of Docker virtualization with the advantages of standardized vocabularies, a widely applied database schema (OMOP-CDM), and a standardized way to exchange medical data (FHIR). © 2019 Gruendner et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.;NOT;NA;NA;Scopus;;;; 597;Shahabi C., Banaei-Kashani F., Khoshgozaran A., Nocera L., Xing S.;GeoDec: A Framework to Effectively Visualize and Query Geospatial Data for Decision-Making;10.1109/MMUL.2010.1;2019;In this paper, we discuss GeoDec, our end-to-end system that enables geospatial decision-making by virtualizing the real-world geolocations. With GeoDec, first the geolocation of interest is rapidly and realistically simulated and all relevant geospatial data are accurately fused and embedded in the virtualized model. Subsequently, users can interactively formulate abstract decision-making queries in terms of a wide range of fundamental spatiotemporal queries supported by GeoDec and evaluate the queries in order to verify decisions in the virtual world prior to executing the decisions in real world. GeoDec blends a variety of techniques developed in the fields of databases, artificial intelligence, computer graphics and computer vision into an integrated three-tier architecture. We elaborate on various components of this architecture, which includes an extensive, multimodal and dynamic data tier, an efficient, expressive and extensible query-interface tier and an immersive, flexible and effective presentation tier. IEEE;NOT;NA;NA;Scopus;;;; 598;Subhedar S., Gupta N.K., Jain A.;Identification of Living Human Objects from Collapsed Architecture Debris to Improve the Disaster Rescue Operations Using IoT and Augmented Reality;10.1007/978-3-030-23528-4_71;2019;With the fast urbanization cities are getting dense, demand of finding place to live is increasing tremendously. To fulfill the demand of availing the houses quickly the construction team and builders are putting pressure in construction work. Resulting high probability of errors in construction, which leads to accidents like architecture collapse. Bad construction quality, age of building, overload, fire, lack of maintenance, bad engineering are key man made error reasons for buildings getting collapsed. Apart from them, seismic forces like earthquake also affect the stability of buildings and collapse them if they are not designed for the earthquake magnitude of accelerations occurring. Collapsed building is a critical and complex maze for disaster rescue team, from the debris of building their key responsibility is to save the people. The rescue operation of a collapsed building area can get executed in a day to several days and this increases the chances of trapped people losing their lives. The key problem in performing the rescue starts with search and analysis of field and identification of trapped people location. In this paper we are presenting an innovative and futuristic way to perform the rescue of human survivors using Internet of things, drones and augmented reality. IOT based network like fitness bands will be equipped with disaster mode, drones will be equipped with BLE based transmitter/receiver. With the help of Drones and IOT bands, human tracking system can plot the 3D rendering of collapsed building area virtual map and highlight the trapped human survivors’ location in an Augmented Reality view. This method of rescue will bring the technical advancement and increase efficiency of rescue operations, results in saving human lives. © Springer Nature Switzerland AG 2019.;AR;NA;NA;Scopus;;;; 599;Thapa V., Sunuwar J., Pradhan R.;Finger Spelling Recognition for Nepali Sign Language;10.1007/978-981-13-1280-9_22;2019;The use of Human–Computer Interaction (HCI) has improved day by day. Hand gesture recognition system [1–3] can be used to interface computer with humans using hand gesture. It is applicable in the areas like virtual environment, smart surveillance, sign language translation, medical system, robot control, etc [4, 5]. The paper elaborated the mechanism to identify the Nepali Sign Language with the help of hand gesture using shape information. It uses radial approach for dividing the segmented image and to obtain the sampled points making the process scaling invariant. The feature set is obtained by using the Freeman chain code and Vertex Chain Code (VCC) techniques. Skin color model has been used to identify the hand from simple background. Further processing is done in order to remove the unwanted noise and areas. Blob analysis is then carried out in order to extract the hand gesture from the image considering the largest blob in the image. The centroid of the image is identified, and the image is divided equally by plotting a line at certain angle from the centroid of the image. For sampling of the image, the point of intersection of line and the boundary of image is taken. For the classification purpose, k-NN classification technique is used. Confusion matrix approach is used to authenticate its accuracy. The accuracy using sampling for radial approach and use of Freeman chain code for feature extraction was found to be efficient than sampling using radial approach and use of transcribing vertex chain code technique and sampling using grid and use of Freeman chain code for feature extraction. © 2019, Springer Nature Singapore Pte Ltd.;NOT;NA;NA;Scopus;;;; 600;Iuzzolino M.L., Walker M.E., Szafir D.;Virtual-to-Real-World Transfer Learning for Robots on Wilderness Trails;10.1109/IROS.2018.8593883;2018;Robots hold promise in many scenarios involving outdoor use, such as search-and-rescue, wildlife management, and collecting data to improve environment, climate, and weather forecasting. However, autonomous navigation of outdoor trails remains a challenging problem. Recent work has sought to address this issue using deep learning. Although this approach has achieved state-of-the-art results, the deep learning paradigm may be limited due to a reliance on large amounts of annotated training data. Collecting and curating training datasets may not be feasible or practical in many situations, especially as trail conditions may change due to seasonal weather variations, storms, and natural erosion. In this paper, we explore an approach to address this issue through virtual-to-real-world transfer learning using a variety of deep learning models trained to classify the direction of a trail in an image. Our approach utilizes synthetic data gathered from virtual environments for model training, bypassing the need to collect a large amount of real images of the outdoors. We validate our approach in three main ways. First, we demonstrate that our models achieve classification accuracies upwards of 95% on our synthetic data set. Next, we utilize our classification models in the control system of a simulated robot to demonstrate feasibility. Finally, we evaluate our models on real-world trail data and demonstrate the potential of virtual-to-real-world transfer learning. © 2018 IEEE.;NOT;NA;NA;Scopus;;;; 601;Sunda N., Tobitani K., Takemoto A., Tani I., Tani Y., Fujiwara T., Nagata N., Morita N.;Impression estimation model and pattern search system based on style features and Kansei metric;10.1145/3281505.3281610;2018;In this study, we aimed to construct impression estimation models of clothing patterns based on style features and Kansei metric. We first conducted a subjective evaluation experiment and a factor analysis, and quantified visual impressions of flower patterns. Following that, we used style features using CNN as image features suitable for representing flower patterns. Then, with a Lasso regression, we reduced the dimension based on Kansei metric (impression evaluation) and modeled the relationship between visual impressions and image features. Furthermore, we implemented a pattern search system using the modeled relationship. © 2018 Copyright held by the owner/author(s).;NOT;NA;NA;Scopus;;;; 602;Kuwahara T., Kuroda T., Nakanoya M., Yakuwa Y., Shimonishi H.;Scalable Declarative IT System Update Automation by A∗ Search with Critical-Element Heuristics;10.1109/CloudNet.2018.8549556;2018;"As IT systems, including network systems using technologies of software defined networking (SDN) and network function virtualisation (NFV), become larger and more complicated, the cost of system management will also increase rapidly. Declarative system update with state space search is a promising approach to enable automation of consistent system update tasks; however, current algorithms is not scalable enough for practical systems. We propose a heuristic algorithm to greatly reduce computation time to solve the system update planning problem for practical systems. Our heuristic algorithm takes into account the structural bottleneck of system update and conducts advance search to resolve bottlenecks of current system states. We evaluated the proposed algorithm for two examples of NFV systems. The results show that computation time to solve system update planning problem for a system with 100 virtual machines does not exceed several minutes, whereas the conventional algorithm is only applicable for a very small system. © 2018 IEEE.";NOT;NA;NA;Scopus;;;; 603;Salman M., Husna D., Apriliani S.G., Pinem J.G.;Anomaly based detection analysis for intrusion detection system using big data technique with Learning Vector Quantization (LVQ) and Principal Component Analysis (PCA);10.1145/3293663.3293683;2018;Data security has become a very serious parf of any organizational information system. More and more threats across the Internet has evolved and capable to deceive firewall as well as antivirus software. In addition, the number of attacks become larger and become more dificult to be processed by the firewall or antivirus software. To improve the security of the system is usually done by adding Intrusion Detection System(IDS), which divided into anomaly-based detection and signature-based detection. In this research to process a huge amount of data, Big Data technique is used. Anomaly-based detection is proposed using Learning Vector Quantization Algorithm to detect the attacks. Learning Vector Quantization is a neural network technique that learn the input itself and then give the appropriate output according to the input. Modifications were made to improve test accuracy by varying the test parameters that present in LVQ. Varying the learning rate, epoch and k-fold cross validation resulted in a more efficient output. The output is obtained by calculating the value of information retrieval from the confusion matrix table from each attack classes. Principal Component Analysis technique is used along with Learning Vector Quantization to improve system performance by reducing the data dimensionality. By using 18-Principal Component, dataset successfully reduced by 47.3%, with the best Recognition Rate of 96.52% and time efficiency improvement up to 43.16%. © 2018 Association for Computing Machinery.;NOT;NA;NA;Scopus;;;; 604;Mu Z., Jiang L., Zhu G.;Outpatient medicine query system based on.NET;10.1109/ICVRIS.2018.00081;2018;The outpatient medicine query system makes the manual medicine management change to paperless and information-based, that is to accelerate the operation of the pharmaceutical department and achieve the level of conservation and environmental protection. This system designs a.NET based outpatient medicine query system to realize the paperless management of information management instead of manual management, so as to improve the efficiency and quality of the outpatient medicine query in the process of out-patient medicine inquiry, which makes the outpatient medicine query from two aspects: transparent and easy to operate. © 2018 IEEE.;NOT;NA;NA;Scopus;;;; 605;Qiu J.;Development and implementation of entrepreneurial management system for college students based on B/S structure;10.1109/ICVRIS.2018.00127;2018;Based on analysis of current college students' entrepreneurial item features this paper provides college students with a resource-shared and rapidly autonomous learning platform. The platform can realize rational management and effective reuse in entrepreneurial item resource and provide a window for commercial transformation in excellent entrepreneurial item. This article adopts SSH2 frame-based B/S framework, and discusses a set of reliable, feasible and expansible system design and realization possibility of college students' entrepreneurial resource base. Meanwhile, it analyzes the involved key modules during construction and offers solutions intensively. After testing analysis, the students entrepreneurial management system effectively offers all functions involving request analysis, improves management process in students' entrepreneurial items, effectively improves work efficiency in students' entrepreneurial training project and realizes multidimensional data query in entrepreneurial management. © 2018 IEEE.;NOT;NA;NA;Scopus;;;; 606;Wang W., Li X., Deng Z.;The Development and application of 3-D visual display platform for safety monitoring information of hydropower project;10.1088/1755-1315/189/2/022050;2018;In the long-term project operation and safety management, the safety monitoring is used to monitor the project safety change and to identify and avoid project risk. As the eyes, ears and technical means of administration department, it can ensure the safety and can improve the efficiency of the project. How to display the monitoring information and results intuitively has been a constant pursuit of monitoring technicians. This paper introduces a kind of the monitoring data display platform based on the virtual reality technology and the interactive simulation technology. The platform will have a unified expression of the hydropower project applying the TST-VR virtual reality tools and 3-D modelling technology. It will set up the integrated visible virtual environment and realize the 3-D scene roaming, monitoring information query and other interactive control. The platform integrates the existing data resources of information system and displays all the information in an intuitive way, which is convenient for managers to query and manage, and can also meet the macro-control of superior management departments. © Published under licence by IOP Publishing Ltd.;VR;TRUE;NA;Scopus;TRUE;;FALSE;Proposed system doesn’t feature search functionality 607;Yoon J.W., Hong T.Y., Choi J.W., Park C.Y., Kim K.B., Yu H.C.;Evaluation of P2P and cloud computing as platform for exhaustive key search on block ciphers;10.1007/s12083-018-0641-5;2018;Over the years, parallel computing models have been proposed to solve large-scale application problems. P2P and cloud computing are well-known distributed computing models and have the advantage of running and implementing the parallel computing. Applying the advantages of both models can enhance the benefits of parallel computing. In this paper, we analyze the efficiency of key search algorithm by combining P2P and cloud computing. For our experiment, we apply the key search algorithm in the field of cryptography. The length of the key, which is stable criterion of cryptographic algorithm, is judged according to the amount of exhaustive key search. And the key space required for the whole investigation is easy to divide and is very appropriate for parallel calculation of P2P environment. In addition, cloud computing can provide the fitting environment to meet the various user requirements using virtualization technology. We conduct the following two performance experiments with P2P and cloud computing. First, we propose the method to guarantee the performance in P2P environment based on virtualization. Next, we simulate the performance of the suggested encryption method in the aforementioned system environment. Results reveal effectiveness and validity of the proposed system environment, which can also provide both scalability and flexibility. © 2018, Springer Science+Business Media, LLC, part of Springer Nature.;NOT;NA;NA;Scopus;;;; 608;Bobrova E.V., Frolov A.A., Reshetnikova V.V.;Methods and Approaches to Optimizing Control Using a Brain–Computer Interface System by Healthy Subjects and Patients with Motor Disorders;10.1007/s11055-018-0667-4;2018;"This review addresses the search for means of improving the operation of ‘brain–computer interface’ (BCI) systems, including those used in clinical practice. Training methods, particularly those improving motor imagery, will be discussed. The main themes covered here are: what to imagine and how to imagine it; means of using feedback; types of training promoting improvements in the concentration of attention on the task at hand (training based on observing movements, goal-directed motor therapy in neurorehabilitation, and body-and-mind therapy). In addition, data on the effects of psychological and social factors on the success in controlling BCI are also presented. Visuomotor coordination ability and concentration on the task are important, as are motivational factors, fear of incompetence, and creation of an optimum emotional context during BCI sessions. © 2018, Springer Science+Business Media, LLC, part of Springer Nature.";NOT;NA;NA;Scopus;;;; 609;Zhang Z., Zhong S., Wu Y., Wang J.;Collaborative Reranking: A Novel Approach for Hand Pose Estimation [基于协同重排序的手势识别方法];10.3724/SP.J.1089.2018.16916;2018;The pose estimation of hand is a theoretically interesting and challenging problem in computer vision with many applications such as human-computer interaction, sign language recognition, virtual character control and so on. However, due to the high degree of freedom (DoF) of the hand pose, it is very difficult, if not impossible, to directly estimate the hand pose efficiently. In this paper, we proposed a hand pose estimation method, namely, collaborative reranking. It divides the observation of hand into many partial observations, which is related with a subset of the phalanges joint angles. And it builds a partial observation database for each partial estimator position off-line. At pose estimation stage, it extracts partial observations from the depth image, and estimate the parameters for each partial observation by k nearest neighbors (k-NN) searching. Then it reranks the k-NN of each partial observation according to the k-NN searching result of its neighbor partial estimators. We model this idea into a graph model, and obtain the collaborative reranking algorithm by systematically and rigorously mathematical inference. Although collaborative reranking mainly focuses on hand local pose estimation, we also proposed a method to estimate the hand global motion to make the system usable. Finally, we verify the performance of the proposed method by experimenting on synthetic and realistic depth image. The proposed method can estimate hand pose within 30 ms (17 ms for local pose estimation and 12 ms for global pose estimation) without GPU speedup, and the maximum average estimation error is less than 10°. Extensive experimental results demonstrated the efficiency and effectiveness of the proposed method. © 2018, Beijing China Science Journal Publishing Co. Ltd. All right reserved.;NULL;NA;non-English;Scopus;;;; 610;Lee J., Kim J., Ahn J., Woo W.;Mobile Risk Management for Wooden Architectural Heritage in Korea using HBIM and VR;10.1109/DigitalHeritage.2018.8810133;2018;This study proposed a mobile virtual reality-based application for on-site risk management using Historical Building Information Modeling (HBIM) to alleviate the inefficiency of paper-based risk management of architectural heritage. In this research, we focused on the design of the metadata and the database structure that is based on the point of interest (PoI), anchor, and content metadata for advanced context-Aware information retrieval from HBIM system in the mobile environment. To verify our method, we created a mobile VR-based application of the Gwandeokjeong building in Korea. After, we conducted a comparative experiment on performance time, task load and usability and proved the efficiency of our method for on-site risk management. In conclusion, our metadata and database structure in this study contribute to suggest a method to interoperate between HBIM system and mobile VR system and conduct advanced context-Aware information retrieval. © 2018 IEEE.;VR;FALSE;NA;Scopus;;;; 611;Burloiu G., Mihai V., Damian Ş.;Layered motion and gesture sonification in an interactive installation;10.17743/jaes.2018.0047;2018;SoundThimble is an interactive sound installation based on the relationship between human motion and virtual objects in 3D space. A Vicon infrared motion capture system and custom software are used to track, interpret, and sonify the movement and gestures of a performer relative to a virtual object. We define three possible interaction dynamics, centered around object search, manipulation, and arrangement.We explore the resulting possibilities for layered sonification dynamics and extended perception and expression in internal tests as well as a public demonstration. Experimental evaluation reveals an average object search time of around 60 s, as well as thresholding ranges for effective gesture spotting. The underlying software platform is open source and portable to similar hardware systems, leaving room for extension and variation.;NOT;NA;NA;Scopus;;;; 612;Fathoni K., Zikky M., Nurhayati A.S., Prasetyaningrum I.;Application of K-Nearest Neighbor Algorithm for Puzzle Game of Human Body's System Learning on Virtual Mannequin;10.1109/iCAST1.2018.8751571;2018;In education, for topics delivery still has abstract characteristic. That abstract means the topic cannot be explained in picture and text only. One of the topics is human body's system. Because of that, it needs media in topics delivery. This media is one of learning media with new concept for introduction human body's system for children based on puzzle game technology. In this puzzle game. Puzzle game use K-Nearest Neighbor algorithm for stick the puzzles on gameplay. The function of K-Nearest Neighbor algorithm is detect closer nodes with destination node. In this game, player must drag and drop in the each organ to pair into certain organ. The function of K-Nearest Neighbor algorithm to make player easier for arrange the organ and detect the nearest organ nodes with correct phase. Game puzzle is recommended for children fifth elementary school accept biology learning, especially game target is for children to give the explanation about the function from every organ and the position of each organ that arranged. This puzzle game can stimulate children's imagination to help them in biology learning's process. © 2018 IEEE.;NOT;NA;NA;Scopus;;;; 613;Larocca A.P.C., Ribeiro R.L., da Cruz Figueira A., de Oliveira P.T.M.E.S., Lulio L.C., Rangel M.A.C.;Analysis of perception of vertical signaling of highways by drivers in a simulated driving environment;10.1016/j.trf.2018.06.034;2018;Road accidents are a major societal issue for every country. The purpose of this paper is to assess and to analyze how drivers perceive traffic signals within a simulated environment direction, supported the use of an eye tracking system. Driving simulators are search tools which allow the study of driver behavior in various driving scenarios, quickly, safely and economically. This manuscript comprised the experiment in the driver simulator to measure the perception of signaling within the virtual environment in Brazil. In the experiment, 21 drivers went on a stretch of 10 km of a federal highway with 31 traffic signals, to measure the distance perception, number of fixations and the observation time signaling, as well as the variation in velocity after perception. The perception signaling within the virtual environment was similar to that reported in the literature for roads studies: on average the drivers perceived three signals, the observation time was 360 ms, the distance perception was 100 m and only the perception of velocity limits was relevant in driver behavior. © 2018 Elsevier Ltd;NOT;NA;NA;Scopus;;;; 614;Chou C.-C., Jeng A.-P., Chu C.-P., Chang C.-H., Wang R.-G.;Generation and visualization of earthquake drill scripts for first responders using ontology and serious game platforms;10.1016/j.aei.2018.09.003;2018;As there is an increasing number of disasters happening worldwide, numerous mitigation approaches have been proposed to alleviate the impact of disasters. In Taiwan, public and private organizations often work together to prepare various disaster scenarios to train emergency response units. Thus, the design of appropriate drill scripts plays an important role in enhancing the capabilities of first responders in a real disaster. However, developing a reasonable drill script is a time-consuming, error-prone, and costly task. Drill scripts designed may need to accommodate time-dependent, region-specific requirements so that first responders can see varied disaster scenarios for improvement. Therefore, an ontology model with Semantic Web Rule Language (SWRL) constructs is proposed to help the drill script generation process for earthquakes in Taiwan. Drill script designers need to prepare an input data set describing a simulated earthquake using the Taiwan Earthquake Loss Estimation System, a simplified version of the Hazards U.S. – Multi Hazard (HAZUS-MH) program. Then, a drill script following pre-defined rules can be generated and combined with Unity, a serious game platform, in order to display all earthquake-related events in a virtual environment. Additional rules to accommodate varied requirements of an earthquake can be represented by customized SWRL constructs, which can be seamlessly added into the proposed drill script generation process. The developed system is demonstrated using data sets for buildings in Taiwan. During a disaster exercise, first responders can gain better situational awareness regarding an earthquake's spatiotemporal progress. Finally, it is suggested that first responders review the scene using the proposed approach immediately after a real earthquake, so that improved search and rescue plans can be defined and implemented. © 2018 Elsevier Ltd;NOT;NA;NA;Scopus;;;; 615;Negrello F., Settimi A., Caporale D., Lentini G., Poggiani M., Kanoulas D., Muratore L., Luberto E., Santaera G., Ciarleglio L., Ermini L., Pallottino L., Caldwell D.G., Tsagarakis N., Bicchi A., Garabini M., Catalano M.G.;Humanoids at Work: The WALK-MAN Robot in a Postearthquake Scenario;10.1109/MRA.2017.2788801;2018;Today, human intervention is the only effective course of action after a natural or artificial disaster. This is true both for relief operations, where search and rescue of survivors is the priority, and for subsequent activities, such as those devoted to building assessment. In these contexts, the use of robotic systems would be beneficial to drastically reduce operators? risk exposure. However, the readiness level of robots still prevents their effective exploitation in relief operations, which are highly critical and characterized by severe time constraints. On the contrary, current robotic technologies can be profitably applied in procedures like building assessment after an earthquake. To date, these operations are carried out by engineers and architects who inspect numerous buildings over a large territory, with a high cost in terms of time and resources, and with a high risk due to aftershocks. The main idea is to have the robot acting as an alter ego of the human operator, who, thanks to a virtual-reality device and a body-tracking system based on inertial sensors, teleoperates the robot. © 1994-2011 IEEE.;VR;FALSE;NA;Scopus;;;; 616;Fida B., Cutolo F., di Franco G., Ferrari M., Ferrari V.;Augmented reality in open surgery;10.1007/s13304-018-0567-8;2018;Augmented reality (AR) has been successfully providing surgeons an extensive visual information of surgical anatomy to assist them throughout the procedure. AR allows surgeons to view surgical field through the superimposed 3D virtual model of anatomical details. However, open surgery presents new challenges. This study provides a comprehensive overview of the available literature regarding the use of AR in open surgery, both in clinical and simulated settings. In this way, we aim to analyze the current trends and solutions to help developers and end/users discuss and understand benefits and shortcomings of these systems in open surgery. We performed a PubMed search of the available literature updated to January 2018 using the terms (1) “augmented reality” AND “open surgery”, (2) “augmented reality” AND “surgery” NOT “laparoscopic” NOT “laparoscope” NOT “robotic”, (3) “mixed reality” AND “open surgery”, (4) “mixed reality” AND “surgery” NOT “laparoscopic” NOT “laparoscope” NOT “robotic”. The aspects evaluated were the following: real data source, virtual data source, visualization processing modality, tracking modality, registration technique, and AR display type. The initial search yielded 502 studies. After removing the duplicates and by reading abstracts, a total of 13 relevant studies were chosen. In 1 out of 13 studies, in vitro experiments were performed, while the rest of the studies were carried out in a clinical setting including pancreatic, hepatobiliary, and urogenital surgeries. AR system in open surgery appears as a versatile and reliable tool in the operating room. However, some technological limitations need to be addressed before implementing it into the routine practice. © 2018, Italian Society of Surgery (SIC).;AR;NA;NA;Scopus;;;; 617;Giunchi D., James S., Steed A.;Model Retrieval by 3D Sketching in Immersive Virtual Reality;10.1109/VR.2018.8446609;2018;We describe a novel method for searching 3D model collections using free-form sketches within a virtual environment as queries. As opposed to traditional Sketch Retrieval, our queries are drawn directly onto an example model. Using immersive virtual reality the user can express their query through a sketch that demonstrates the desired structure, color and texture. Unlike previous sketch-based retrieval methods, users remain immersed within the environment without relying on textual queries or 2D projections which can disconnect the user from the environment. We show how a convolutional neural network (CNN) can create multi-view representations of colored 3D sketches. Using such a descriptor representation, our system is able to rapidly retrieve models and in this way, we provide the user with an interactive method of navigating large object datasets. Through a preliminary user study we demonstrate that by using our VR 3D model retrieval system, users can perform quick and intuitive search. Using our system users can rapidly populate a virtual environment with specific models from a very large database, and thus the technique has the potential to be broadly applicable in immersive editing systems. © 2018 IEEE.;VR;TRUE;NA;Scopus;TRUE;;TRUE;Gesture based query for 3d models in VR 618;Renner P., Blattgerste J., Pfeiffer T.;A Path-Based Attention Guiding Technique for Assembly Environments with Target Occlusions;10.1109/VR.2018.8446127;2018;An important use-case of augmented reality-based assistance systems is supporting users in search tasks by guiding their attention towards the relevant targets. This has been shown to reduce search time and errors, such as wrongly picked items or false placements. The optimization of attention guiding techniques is thus one area of research in augmented assistance. In this paper, we address the problem of attention guiding in domains with occluded targets. We propose and evaluate a variant of a line-based approach and show that it improves upon two existing approaches in a newly designed evaluation scenario. © 2018 IEEE.;AR;NA;NA;Scopus;;;; 619;Stauffert J.-P., Niebling F., Latoschik M.E.;Effects of Latency Jitter on Simulator Sickness in a Search Task;10.1109/VR.2018.8446195;2018;Low latency is a fundamental requirement for Virtual Reality (VR) systems to reduce the potential risks of cybersickness and to increase effectiveness, efficiency and user experience. In contrast to the effects of uniform latency degradation, the influence of latency jitter on user experience in VR is not well researched, although today's consumer VR systems are vulnerable in this respect. In this work we report on the impact of latency jitter on cybersickness in HMD-based VR environments. Test subjects are given a search task in Virtual Reality, provoking both head rotation and translation. One group experienced artificially added latency jitter in the tracking data of their head-mounted display. The introduced jitter pattern was a replication of a real-world latency behavior extracted and analyzed from an existing example VR-system. The effects of the introduced latency jitter were measured based on self-reports simulator sickness questionnaire (SSQ) and by taking physiological measurements. We found a significant increase in self-reported simulator sickness. We therefore argue that measure and control of latency based on average values taken at a few time intervals is not enough to assure a required timeliness behavior but that latency jitter needs to be considered when designing experiences for Virtual Reality. © 2018 IEEE.;VR;FALSE;NA;Scopus;;;; 620;Wang B., Wang G., Sharf A., Li Y., Zhong F., Qin X., Cohenor D., Chen B.;Active Assembly Guidance with Online Video Parsing;10.1109/VR.2018.8446602;2018;In this paper, we introduce an online video-based system that actively assists users in assembly tasks. The system guides and monitors the assembly process by providing instructions and feedback on possibly erroneous operations, enabling easy and effective guidance in AR/MR applications. The core of our system is an online video-based assembly parsing method that can understand the assembly process, which is known to be extremely hard previously. Our method exploits the availability of the participating parts to significantly alleviate the problem, reducing the recognition task to an identification problem, within a constrained search space. To further constrain the search space, and understand the observed assembly activity, we introduce a tree-based global-inference technique. Our key idea is to incorporate part-interaction rules as powerful constraints which significantly regularize the search space and correctly parse the assembly video at interactive rates. Complex examples demonstrate the effectiveness of our method. © 2018 IEEE.;NOT;NA;NA;Scopus;;;; 621;Renner P., Pfeiffer T.;Attention Guiding Using Augmented Reality in Complex Environments;10.1109/VR.2018.8446396;2018;The localization of objects or locations in an environment is an essential task relevant for many work processes. An augmented reality (AR)-based assistance system may support users by guiding their attention towards the relevant targets. This will reduce the time needed for visual search and reduce errors, such as wrongly picked items or false placements. The design of proper attention guiding techniques is thus one area of research in augmented assistance. We developed a number of new attention guiding techniques and evaluated them in several experiments together with recent or classic existing techniques in varying picking scenarios. In our current work, we adapted a standardized assembly scenario to a more complex environment including occlusions to provide a scenario supporting reproducibility of our results. In the research demo, a number of visual and acoustic guiding techniques can be tested and combined. The demonstration is implemented on the Microsoft HoloLens. © 2018 IEEE.;AR;NA;NA;Scopus;;;; 622;Giunchi D., James S., Steed A.;3D sketching for interactive model retrieval in virtual reality;10.1145/3229147.3229166;2018;We describe a novel method for searching 3D model collections using free-form sketches within a virtual environment as queries. As opposed to traditional sketch retrieval, our queries are drawn directly onto an example model. Using immersive virtual reality the user can express their query through a sketch that demonstrates the desired structure, color and texture. Unlike previous sketch-based retrieval methods, users remain immersed within the environment without relying on textual queries or 2D projections which can disconnect the user from the environment. We perform a test using queries over several descriptors, evaluating the precision in order to select the most accurate one. We show how a convolutional neural network (CNN) can create multi-view representations of colored 3D sketches. Using such a descriptor representation, our system is able to rapidly retrieve models and in this way, we provide the user with an interactive method of navigating large object datasets. Through a user study we demonstrate that by using our VR 3D model retrieval system, users can perform search more quickly and intuitively than with a naive linear browsing method. Using our system users can rapidly populate a virtual environment with specific models from a very large database, and thus the technique has the potential to be broadly applicable in immersive editing systems. © 2018 Copyright held by the owner/author(s). Publication rights licensed to the Association for Computing Machinery.;VR;TRUE;NA;Scopus;TRUE;;TRUE;Same research as #617 623;Ruan W., Appasani N., Kim K., Vincelli J., Kim H., Lee W.-S.;Pictorial visualization of EMR summary interface and medical information extraction of clinical notes;10.1109/CIVEMSA.2018.8439958;2018;Current Electronic Medical Records (EMR) systems contain large amounts of texts and various tables, to show numerous health data. This type of presentation limits people from promptly determining medical conditions or quickly finding desired information given the large volume of texts that needs to be read. We aim to tackle this as information visualization and extraction problems by creation of easy and intuitive user interfaces for visualizing medical information. We present both a novel graphical interface for visualizing a summary of medical information and an information extraction system that is able to extract and visualize the patient's medical information from structured clinical notes. The graphical interface allows spatial-position based representations of medical information on human body images (front and back views) and temporal-time based representation of it through interconnected time axes. Medical histories are classified into several event categories and 6 physiological systems to enable efficient browsing of selected information. To extract visual tags from a given clinical note, we use natural language processing. We employ Metamap of 2014AA knowledge source for medical information extraction. We trained 1294 English clinical notes with a Time-Entity Detection model by Apache Open NLP to abstract the time expressions. Extracted location of illness is assigned into one of 6 physiological systems is displayed in spatial interface while the related data are denoted on a horizontal timeline of temporal interface. © 2018 IEEE.;NOT;NA;NA;Scopus;;;; 624;Zhi D., De Oliveira T.E.A., Da Fonseca V.P., Petriu E.M.;Teaching a robot sign language using vision-based hand gesture recognition;10.1109/CIVEMSA.2018.8439952;2018;This paper presents a novel vision-based hand gesture recognition (HGR) and training system for a human-like robot hand. We implemented and trained a multiclass-SVM classifier and N-Dimensional DTW (ND-DTW) classifier for static posture recognition and dynamic gesture recognition. Training features were extracted from the raw gestures depth data captured by Leap Motion Controller. The experimental results show that multiclass SVM method has an average 98.25% recognition rates and the shortest run time when compared to k-NN and ANBC. For dynamic gestures, ND-DTW classifier displays a better performance than DHMM with an average 95.5% recognition rate and significantly shorter run time. In conclusion, the combination of SVMs and DTW proves the efficiency and high accuracy in proposed human-robot interaction system. © 2018 IEEE.;NOT;NA;NA;Scopus;;;; 625;Rehman A.U., Bermak A.;Discriminant analysis of industrial gases for electronic nose applications;10.1109/CIVEMSA.2018.8439969;2018;This work is a part of ongoing research project for optimization of the Electronic Nose System (ENS) for its applications related to the identification of industrial gases. Two different experimental datasets of several gases are collected in a laboratory setup using two different sensor arrays. A dataset of six different gases (C3H8, Cl2, CO, CO2, SO2 and NO2 is collected using a commercially available array of seven Figaro gas sensors. Another dataset of three gases (C2H6O, CH4 and CO) is collected using a 4 × 4 tin-oxide sensors array which is built in the In-house foundry. In this paper some of the existing state of the art classification models are tested for the classification of experimentally acquired datasets. The existing classification models are used to analyze the behavior of the data acquired. The models that are tested for identification of gases are Linear Discriminant Analysis (LDA), Quadratic Discriminant Analysis (QDA), Regularized Discriminant Analysis (RDA), and K-Nearest Neighbor (KNN). Besides testing these classification models, fuzzy C means (FCM) clustering is also tested for the separation of clusters of gases. © 2018 IEEE.;NOT;NA;NA;Scopus;;;; 626;Ji W., Yin S., Wang L.;A Virtual Training Based Programming-Free Automatic Assembly Approach for Future Industry;10.1109/ACCESS.2018.2863697;2018;"Currently, the automated assembly depends on advance programming, which is suitable to large-batch products assembly; however, it does not fit in the assembly of small-batch products due to the large amount of preparatory work including assembly planning and robot programming. Therefore, those assemblies in small batch largely rely on human interventions, which is a system-level problem. Targeting the problem, this paper presents a novel programming-free automated assembly planning and control approach based on virtual training. Within the context, the 3-D models of products are used, including general assembly features of each component. The features are used in a search-based planner to generate assembly sequence, and to plan assembly path. Then the virtual assembly simulation is carried out based on the generated assembly plan, where the collisions and contacts are captured and passed to the planner to regenerate a new path. The new path is simulated in the virtual world. The simulation process is repeated until an executable strategy is obtained. In the real world, the physical robots perform the actual assembly by following the trained sequences and paths that are calibrated according to the real positions and orientations of the components. A proof-of-concept case study is carried out in robot operating system environment to validate this approach. © 2018 IEEE.";NOT;NA;NA;Scopus;;;; 627;Yang G., Yu H., Zhang H., Yu X.;A metadata-based representation method of the internet of things;10.1109/DSC.2018.00080;2018;In order to describe various IoT system consistently and efficiently, we propose a three-layer representation model for the IoT, including the conceptual model, the metadata model and the RDF model. In the conceptual model, we put forward the definition of entities, resources, services and devices in the IoT, and explain their functions and connections. In the metadata model, we propose the main data model of IoT, including virtual-entities, resources, services and devices. It provides virtual world of IoT the description based on metadata. In the RDF model, we describe the object of the IoT by the method of RDF (Resource Description Framework). It provides a unified grammar standard to format representations of the IoT. Based the above models, we propose a use case (i.e., a prototype IoT search system) to demonstrate their function. © 2018 IEEE.;NOT;NA;NA;Scopus;;;; 628;Pathak I., Tripathi A., Vidyarthi D.P.;A model for virtual network embedding using Artificial Bee Colony;10.1002/dac.3573;2018;In a network virtualization environment, a significant research problem is that of virtual network embedding. As the network virtualization system is distributed in nature, an effective solution on how to optimally embed a dynamically generated virtual network request on the substrate networks that are owned and managed by multiple infrastructure providers needs proper attention. The problem is computationally hard, and therefore, many approaches, implying heuristics/meta-heuristics, have been applied for the same. A meta-heuristic, Artificial Bee Colony algorithm is getting popular due to its robustness toward complex problem solving. A novel approach based on Artificial Bee Colony to address the dynamic virtual network embedding problem in a multiple infrastructure provider scenario is proposed in this work. Bee population is initialized by using a greedy heuristic in which the number of substrate networks together with virtual network requests constructs a bee. Generated solution, in the population, is improvised by using greedy selection that explores a local search method adopted by the bees. In greedy selection, the new candidate source is memorized by the bee if its fitness is better than the fitness of the existing source. The performance study of the proposed model is done by simulation over various metrics such as embedding cost, embedding time, and acceptance ratio. A comparative study is conducted with other nature-inspired virtual network embedding algorithms on these metrics. The findings affirm that the proposed virtual network embedding approach performs well and produces better results. Copyright © 2018 John Wiley & Sons, Ltd.;NOT;NA;NA;Scopus;;;; 629;Jiang B., Tan L., Chen X., Zhang W.;NLQA Based Knowledge Search for Virtual Geographic Environment;10.1109/ICVRV.2018.00019;2018;Big data has injected new vitality into the virtual geographic environment (VGE). The intelligent virtual geographic environment system has put forward higher requirements for the interactivity and intelligent services. Firstly, in this paper, we have constructed a multi-level semantic conversion model, and enhanced the Chinese geographic knowledge graph by structured geographic information data such as the vector data of map. And then, based on Chinese geographic knowledge graph, we have proposed a bilateral LSTM-CRF model to achieve natural language question answering for VGE. Combing geographic knowledge base with virtual geographic scenes, we experimented the method. The experimental results prove that the method which is natural language question answering (NLQA) combined with the knowledge base can shorten the distance between people and virtual scenes and enhance the immersion and interactivity of VGE. It is an important way for virtual geographic environment to become intelligent. © 2018 IEEE.;NOT;NA;NA;Scopus;;;; 630;Zhou A.J., Yang G.H.;Minority report by Lemur: Supporting search engine with virtual reality;10.1145/3209978.3210179;2018;"In this paper, we introduce a Virtual Reality (VR) search engine interface. Virtual reality has been explored in the game industry and in the multimedia community. When wearing a VR device, a realistic experience is simulated around the user. In the working environment, VR's potential is still understudied. As a first step to enable VR-supported working environment, we present a search engine with a virtual reality interface. In our system, users can read, search and interact with the search engine with novel experiences. They only need to use their hands to interact with digital content, just like what is shown in the ""minority report"" movie. © 2018 Authors.";VR;TRUE;NA;Scopus;TRUE;;TRUE;Same research as #630 631;Dahouei E.A.;A cloud-based dashboard for time series analysis on hot topics from social media;10.1109/ICECDS.2017.8389495;2018;Social Media has increasingly acquired enormous warehouses of shared interactive ideas amongst people in virtual communities over the past decade. The ease of categorizing the trends of topics makes it beneficial to find how people react to a certain topic. In this research, the distributions of keywords (hashtags) from hot topics are analyzed for finding patterns using a dashboard that can perform trend analysis similar to Google Trends. Initially, a private cloud system is set up to collect and to filter raw data from social network (Twitter). A software engineering solution is presented for 'big data retrieval' by integrating database management with a streaming-based Extract, Transform and Load (ETL) process. Three different nonlinear equations are applied as fit functions on keywords for representing hot topics. The summary of frequencies of keywords on daily, weekly, and monthly are displayed using charts, tables that allows to perform statistical analysis. The trending patterns are identified and are compared with corresponding Google Trends and the results are presented. © 2017 IEEE.;NOT;NA;NA;Scopus;;;; 632;Otto K., Castner N., Geisler D., Kasneci E.;Development and evaluation of a gaze feedback system integrated into eyetrace;10.1145/3204493.3204561;2018;A growing field of studies in eye-tracking is the use of gaze data for realtime feedback to the subject. In this work, we present a software system for such experiments and validate it with a visual search task experiment. This system was integrated into an eye tracking analysis tool. Our aim was to improve subject performance in this task by employing saliency features for gaze guidance. This realtime feedback system can be applicable within many realms, such as learning interventions, computer entertainment, or virtual reality. © 2018 Association for Computing Machinery.;VR;FALSE;NA;Scopus;;;; 633;Hürst W., Ouwehand K., Mengerink M., Duane A., Gurrin C.;Geospatial access to lifelogging photos in virtual reality;10.1145/3210539.3210547;2018;"We present a virtual reality system for accessing geotagged photos taken with a lifelogging camera. Photos are spatially located on a world map that can be explored with a head-mounted display. Using a virtual reality headset allows users to easily and intuitively explore this large information space. Images are initially represented by icons but become visible once a user gets closer to a particular area of interest. While not suitable for all search tasks, this visualisation has benefits in situations where location plays a significant role; be it because the actual content is location-related or because the owner of the lifelog remembers and associates the related event with certain places. Likewise, our spatial representation of the data often implicitly reveals a temporal relationship, which can be helpful in the search process as well. © 2018 Association for Computing Machinery.";VR;TRUE;NA;Scopus;TRUE;;TRUE;Same research as #633 634;Herrador Colmenero L., Perez Marmol J.M., Martí-García C., Querol Zaldivar M.D.L.Á., Tapia Haro R.M., Castro Sánchez A.M., Aguilar-Ferrándiz M.E.;Effectiveness of mirror therapy, motor imagery, and virtual feedback on phantom limb pain following amputation: A systematic review;10.1177/0309364617740230;2018;"Background: Phantom limb pain is reported in 50%–85% of people with amputation. Clinical interventions in treating central pain, such as mirror therapy, motor imagery, or virtual visual feedback, could redound in benefits to amputee patients with phantom limb pain. Objectives: To provide an overview of the effectiveness of different techniques for treating phantom limb pain in amputee patients. Study design: Systematic review. Methods: A computerized literature search up to April 2017 was performed using the following databases: PubMed, Scopus, CINAHL, MEDLINE, ProQuest, PEDro, EBSCOhost, and Cochrane Plus. Methodological quality and internal validity score of each study were assessed using PEDro scale. For data synthesis, qualitative methods from the Cochrane Back Review Group were applied. Results: In all, 12 studies met our inclusion criteria, where 9 were rated as low methodological quality and 3 rated moderate quality. All studies showed a significant reduction in pain, but there was heterogeneity among subjects and methodologies and any high-quality clinical trial (PEDro score ≤8; internal validity score ≤5) was not found. Conclusion: Mirror therapy, motor imaginary, and virtual visual feedback reduce phantom limb pain; however, there is limited scientific evidence supporting their effectiveness. Future studies should include designs with more solid research methods, exploring short- and long-term benefits of these therapies. Clinical relevance: This systematic review investigates the effectiveness of mirror therapy, motor imagery, and virtual visual feedback on phantom limb pain, summarizing the currently published trials and evaluating the research quality. Although these interventions have positive benefits in phantom limb pain, there is still a lack of evidence for supporting their effectiveness. © 2017, © The International Society for Prosthetics and Orthotics 2017.";NOT;NA;NA;Scopus;;;; 635;Hong S., Mao B.;An interactive logistics centre information integration system using virtual reality;10.5194/isprs-archives-XLII-3-523-2018;2018;The logistics industry plays a very important role in the operation of modern cities. Meanwhile, the development of logistics industry has derived various problems that are urgent to be solved, such as the safety of logistics products. This paper combines the study of logistics industry traceability and logistics centre environment safety supervision with virtual reality technology, creates an interactive logistics centre information integration system. The proposed system utilizes the immerse characteristic of virtual reality, to simulate the real logistics centre scene distinctly, which can make operation staff conduct safety supervision training at any time without regional restrictions. On the one hand, a large number of sensor data can be used to simulate a variety of disaster emergency situations. On the other hand, collecting personnel operation data, to analyse the improper operation, which can improve the training efficiency greatly. © Authors 2018.;VR;FALSE;NA;Scopus;;;; 636;Gerry L., Ens B., Drogemuller A., Thomas B., Billinghurst M.;Levity: A virtual reality system that responds to cognitive load;10.1145/3170427.3188479;2018;This paper presents the ongoing development of a proof-of-concept, adaptive system that uses a neurocognitive signal to facilitate efficient performance in a Virtual Reality visual search task. The Levity system measures and interactively adjusts the display of a visual array during a visual search task based on the user’s level of cognitive load, measured with a 16-channel EEG device. Future developments will validate the system and evaluate its ability to improve search efficiency by detecting and adapting to a user’s cognitive demands. © 2018 Copyright is held by the owner/author(s).;VR;FALSE;NA;Scopus;;;; 637;Liu J., Fan X., Xue Z., Tan Q.;Framework and practice of integrated coastal zone management based on 3D earth model;10.1109/ICCSNT.2017.8343477;2018;In this paper, an integrated coastal zone management system is achieved based on GIS technology, database technology and virtual reality technology. The system provides basic functions of data organization, data representation, query and retrieval for the coastal zone management, as well as decision-making basis for further marine environment detection, protection and area planning. The system integrates a variety of databases, to achieve the visualization of sea data management, so that information query and access are more intuitive. Marine function zoning management, analysis of coastline evolution and simulation of sea level rising are taken as three typical examples to introduce the applications of 3D coastal zone management system. The result shows that coastal zone management system makes the management of sea area more intuitive and standardized. © 2017 IEEE.;VR;FALSE;NA;Scopus;;;; 638;Chu C.-Y., Patterson R.M.;Soft robotic devices for hand rehabilitation and assistance: A narrative review;10.1186/s12984-018-0350-6;2018;Introduction: The debilitating effects on hand function from a number of a neurologic disorders has given rise to the development of rehabilitative robotic devices aimed at restoring hand function in these patients. To combat the shortcomings of previous traditional robotics, soft robotics are rapidly emerging as an alternative due to their inherent safety, less complex designs, and increased potential for portability and efficacy. While several groups have begun designing devices, there are few devices that have progressed enough to provide clinical evidence of their design's therapeutic abilities. Therefore, a global review of devices that have been previously attempted could facilitate the development of new and improved devices in the next step towards obtaining clinical proof of the rehabilitative effects of soft robotics in hand dysfunction. Methods: A literature search was performed in SportDiscus, Pubmed, Scopus, and Web of Science for articles related to the design of soft robotic devices for hand rehabilitation. A framework of the key design elements of the devices was developed to ease the comparison of the various approaches to building them. This framework includes an analysis of the trends in portability, safety features, user intent detection methods, actuation systems, total DOF, number of independent actuators, device weight, evaluation metrics, and modes of rehabilitation. Results: In this study, a total of 62 articles representing 44 unique devices were identified and summarized according to the framework we developed to compare different design aspects. By far, the most common type of device was that which used a pneumatic actuator to guide finger flexion/extension. However, the remainder of our framework elements yielded more heterogeneous results. Consequently, those results are summarized and the advantages and disadvantages of many design choices as well as their rationales were highlighted. Conclusion: The past 3 years has seen a rapid increase in the development of soft robotic devices for hand rehabilitative applications. These mostly preclinical research prototypes display a wide range of technical solutions which have been highlighted in the framework developed in this analysis. More work needs to be done in actuator design, safety, and implementation in order for these devices to progress to clinical trials. It is our goal that this review will guide future developers through the various design considerations in order to develop better devices for patients with hand impairments. © 2018 The Author(s).;NOT;NA;NA;Scopus;;;; 639;Tran T.D., Le L.B.;Joint Resource Allocation and Content Caching in Virtualized Content-Centric Wireless Networks;10.1109/ACCESS.2018.2804902;2018;Efficient content caching plays a crucial role in quality of service enhancement and congestion mitigation of the backhaul and core networks for the fifth-generation (5G) wireless network, which must support a large amount of multimedia and video content. Wireless network virtualization provides a novel paradigm shift in 5G system design which enables to better utilize network resources, rapid development of new services, and reduce the operation cost. Harmonized deployment of a content caching strategy in the virtualized wireless network environment, however, requires a suitable radio resource allocation framework to realize the great benefits of these technologies. In this paper, we study the joint resource allocation and content caching problem which aims to efficiently utilize the radio and content storage resources in the highly congested backhaul scenario. In this design, we minimize the maximum content request rejection rate experienced by users of different mobile virtual network operators in different cells, which results in a mixed-integer non-linear program. We solve this difficult optimization problem by proposing a bisection-search-based algorithm that iteratively optimizes the resource allocation and content caching placement. We further propose a low-complexity heuristic algorithm which achieves moderate performance loss compared to the bisection-search based algorithm. Extensive numerical results confirm the efficacy of our proposed framework which significantly reduces the maximum request outage probability compared with other benchmark algorithms. © 2013 IEEE.;NOT;NA;NA;Scopus;;;; 640;Li B.;Design of english teaching system based on graph theory and virtual reality;10.26802/jaots.2018.05301;2018;Based on the latest network teaching theory and teaching practice, this paper discusses the development and implementation of English school-based curriculum based on graph theory and virtual reality technology. Based on the background of university campus informationization teaching, expounds the English teaching system in the campus network development background, purpose, feasibility analysis and demand analysis based on the focus on the system design and detailed design process, and the testing process of the system are introduced. At the same time, the key technologies used in the system development process are explained. This paper uses SQL Server2008 database platform management system, using Dreamweaver 8 and JSP technology design and implementation of each module function. The system of education news, books, learning materials and learning video search and viewing, and online answering module the user questions and respond to questions, for interaction between users. © 2018 Walter de Gruyter GmbH. All rights reserved.;NULL;NA;unav.;Scopus;;;; 641;Zhao H., Swanson A., Weitlauf A., Warren Z., Sarkar N.;Understanding fine motor patterns in children with autism using a haptic-gripper virtual reality system;10.1007/978-3-319-92049-8_48;2018;Many children with Autism Spectrum Disorders (ASD) experience deficits in fine motor skills as compared to their typically developing (TD) peers. It is possible that the differences in fine motor patterns of children with ASD may provide useful insight into clinical diagnosis and intervention of ASD. This paper presents a preliminary study that used machine learning approaches to recognize the motor patterns exhibited by children with ASD based on their fine motor data obtained during carefully designed manipulation tasks in a virtual haptic environment. Six children with ASD and six TD children (aged 8–12) participated in a study that presented a series of fine motor tasks using a novel Haptic-Gripper virtual reality system. The results revealed that the identification accuracy of several machine learning approaches such as k-Nearest Neighbor (k-NN) and Artificial Neural Network (ANN) are encouraging and can reach up to 80%, indicating the potential of such an approach in ASD identification and intervention. © Springer International Publishing AG, part of Springer Nature 2018.;VR;FALSE;NA;Scopus;;;; 642;Watanabe K., Takahashi M.;Control system design of a quadrotor moderating the virtual reality sickness;10.2514/6.2018-1916;2018;Camera-mounted quadrotor is currently being utilized as teleoperation robot for search and rescue purposes. However, controlling a quadrotor with proportional R/Cs in remote is not intuitive. Thus, combination with Head Mount Display (HMD) is proposed to increase the ease of maneuverability and sense of immersion. However, it has been reported that the video that contains vibration may induce virtual reality (VR) sickness. Particularly, a quadrotor can largely be disturbed by the wind causing the video to oscillate. Our experiment implies that the large amplitude of vibration and low frequency may have effect on inducing VR sickness. This study investigates the effect of a certain frequency of vibration to VR sickness, and proposes the attitude control of a quadrotor to avoid such movement which may induce sickness. © 2018, American Institute of Aeronautics and Astronautics Inc, AIAA. All rights reserved.;VR;FALSE;NA;Scopus;;;; 643;Zhao W., Zhuang P.;Design and implementation of survey vehicle based on VR;10.1007/978-3-319-73564-1_65;2018;This project is aiming to design a kind of survey robot that has the combined functions of the large-scale disaster search and rescue equipment and industrial surveillance camera, use virtual reality (VR) technology to improve human-robot interface, to provide more simpler way to present the true images of the survey environment. The whole design solution consists of three parts: survey vehicle, VR (virtual reality) display system, Hand grip remote control. Remote control can control survey vehicle mode conversion, robot movement, and high beam brightness adjustment. Data collected by survey vehicle are used to construct the image by VR imaging method, coupled with the VR on the camera point of the somatosensory remote control. This can enhance the sense of environmental immersion. © ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2018.;VR;FALSE;NA;Scopus;;;; 644;Sagayam K.M., Hemanth D.J., Vasanth X.A., Henesy L.E., Ho C.C.;Optimization of a HMM-based hand gesture recognition system using a hybrid cuckoo search algorithm;10.1007/978-3-319-77625-5_4;2018;The authors develop an advanced hand motion recognition system for virtual reality applications using a well defined stochastic mathematical approach. Hand gesture is a natural way of interaction with a computer by interpreting the primitive characteristics of gesture movement to the system. This concerns three basic issues: (1) there is no physical contact between the user and the system, (2) the rotation of the hand gesture can be determined by the geometric features, and (3) the model parameter must be optimized to improve measurement of performance. A comparative analysis of other classification techniques used in hand gesture recognition is carried out on the proposed work hybrid with the bio-inspired metaheuristic approach, namely the cuckoo search algorithm, for reducing the complex trajectory in the hidden Markov model (HMM) model. An experimental result is as to how to validate the HMM model, based on the cost value of the optimizer, in order to improve the performance measures of the system. © Springer International Publishing AG, part of Springer Nature 2018.;VR;FALSE;NA;Scopus;;;; 645;Nagamachi M.;History of Kansei engineering and application of artificial intelligence;10.1007/978-3-319-60495-4_38;2018;The word “kansei” means human emotion in mind and kansei engineering aims to develop a new product or social system from the customer orientation. It starts an observation of a customer’s behavior, grasps his or her emotion using psychological scaling, and analyzes their emotion using several statistical analyses to lead design items. Finally, we create a new model of product with which customers will satisfy. We create AI soft wares as kansei system that realize the customer’s needed image. He has developed more than 60 different items of Kansei products including soft wares that utilized artificial intelligence. Types of developed products range from refrigerator, camera, brassiere, house, automobile, aircraft and the like. Relating to AI system, he developed many systems such as passenger car interior design, kitchen design, housing design system, brand name search system using artificial intelligence, and virtual reality system in the 1980s. The list below shows the main new products and AI systems until today. © Springer International Publishing AG 2018.;VR;FALSE;NA;Scopus;;;; 646;Srivastava A.K., Kumar S., Zareapoor M.;Self-organized design of virtual reality simulator for identification and optimization of healthcare software components;10.1007/s12652-018-1100-0;2018;As in the current trend, the virtual reality-based application is very popular in the medical healthcare system to generate a realistic virtual 3-D simulation environment that users can interact with specialized devices. The increasing demand for advancement in the requirement of the virtual environment of healthcare policies as well as the systems needs changes in the simulation environment. In reference to such requirement, the software industry needs improvement in the development process which reduces the effect of software cost, complexity and resource planning. From last few years, optimization in development of simulation environment’s cost-benefit aspects is also the challenging area. In view of such issues, there are several guided (supervised) and unguided (unsupervised) algorithms are using evolutionary approaches and nature-inspired self-organized swarm intelligence approaches have been developed by the researchers for virtual real-time healthcare search based software system. However, there is still a gap in the development of such a simulation environment for identification of the software component. This paper proposes a self-organizing component identification technique using medoid based ant colony clustering algorithms. The proposed algorithm has been compared to classical centroid-based clustering (K-means,CRUD, and FCA) and evolutionary approach(genetic algorithm) on the case study of the virtual real-time healthcare system. For the accuracy and precision of the approach two already studied cases have also been used. © 2018, Springer-Verlag GmbH Germany, part of Springer Nature.;VR;FALSE;NA;Scopus;;;; 647;Jez M., Fantoni C., Keber M., Rigutti S., Straga’ M., Miceu P., Ambrosio L., Carnaghi A., Gerbino W.;A shared immersive virtual environment for improving ship design review;10.3233/978-1-61499-870-9-770;2018;Ship design review (DR) involves extensive collaborative and participatory processes and requires all DR actors (designers, stakeholders, end-users) to manage a large complex decision space in addition to coping with heavy cognitive demands. Here, we present a novel system whose purpose is to optimize the balance between ship DR complexity and the users’ cognitive effort. The system exploits the power of interactive multi-user immersive 3D environments based on efficient immersive Virtual Reality Mock-Ups (VRMU) obtained directly from 3D CAD models. The remote multi-user cooperative interaction is supported by tools like Oculus Rift and Oculus Touch, as well as by avatars to overcome geographic distance and increase social proximity. This will likely facilitate joined decision processes and, through enaction, the visualization of environmental features (error/feature detection, information search), thus promoting the project development towards success. © 2018 The authors and IOS Press. All rights reserved.;VR;FALSE;NA;Scopus;;;; 648;Hong X., Brooks S.;3D Objects Clouds: Viewing Virtual Objects in Interactive Clouds;10.1109/TVCG.2018.2873724;2018;Given the expanding use of 3D Objects in a variety of fields such as animation, gaming, virtual worlds, commerce, augmented reality and 3D printing, we present a novel system for object browsing and searching. Specifically, the system packs objects into an interactive 3D cloud for browsing and searching on mobile devices. It was designed with the aim of increasing search efficiency in a variety of active environments, while providing a visually engaging layout, and we evaluated this by conducting a comparative user study. We show that our system can significantly decrease search times compared to the classic grid-based layout that is used extensively, and it has been suggested by subjects that cloud-based searching is more interesting and visually-engaging. IEEE;VR;TRUE;NA;Scopus;FALSE;;TRUE;Not a VR system 649;Sucontphunt T., Mahaisavariya J.;Automatic Cartoon Face Composition Using Caricature Traits;10.1007/978-3-319-93000-8_56;2018;We develop a system that can automatically generate a cartoon avatar from a single photograph. This system aims to mimic how artists create a cartoon face with a specific style using a cartoon-face composite application. The cartoon style used in this work was intentionally designed to be very plain and simple in order to bring cuteness to the avatar as well as to add the signature design. This simplicity removes higher details of the face except the prominent features, thus, it causes difficulty in making the cartoon face unique for a human identity. In practice, to make the identity unique for the avatar, artists must match human shapes to their correspondence cartoon shapes from their experience. To mimic this experience, in this work, the mapping operation from human shapes and their cartoon shapes is constructed first. To begin, the training dataset of pairs of a photograph and its artist-created cartoon face is analyzed to capture their patterns. To emphasize more on the facial uniqueness, our “caricature traits” are designed to capture the cartoon style further. Finally, to maintain the cartoon style, our shape search engine will search for the proper cartoon shapes in our pre-fab cartoon libraries. Our evaluation demonstrates that our system can generate a cartoon face for any individual with reasonable similarity comparing to the real artist creation. Cartoon faces from our system are in the form of a 3D model by default. Thus, they can be employed in a variety of applications such as avatars using in games, social network, and virtual reality applications. However, in this work, the main purpose of this application is to 3D-print the model figure of the person. © 2018, Springer International Publishing AG, part of Springer Nature.;VR;TRUE;NA;Scopus;FALSE;;;Not a VR system 650;Alfaro L., Linares R., Herrera J.;Scientific articles exploration system model based in immersive virtual reality and natural language processing techniques;10.14569/IJACSA.2018.090736;2018;After having carried out a historical review and identifying the state of the art in relation to the interfaces for the exploration of scientific articles, the authors propose a model based in an immersive virtual environment, natural user interfaces and natural language processing, which provides an excellent experience for the user and allows for better use of some of its capabilities, for example, intuition and cognition in 3-dimensional environments. In this work, the Oculus Rift and Leap Motion Hardware devices are used. This work aims to contribute to the proposal of a tool which would facilitate and optimize the arduous task of reviewing literature in scientific databases. The case study is the exploration and information retrieval of scientific articles using ALICIA (Scientific database of Perú). Finally, conclusions and recommendations for future work are laid out and discussed. © 2018, (IJACSA) International Journal of Advanced Computer Science and Applications.;VR;TRUE;NA;Scopus;TRUE;;TRUE;Duplicate of #102 651;Yun H., Lee J.W., Yang H.D., Yang J.H.;Experimental design for multi-modal take-over request for automated driving;10.1007/978-3-319-92285-0_57;2018;"Despite recent advancement in autonomous vehicles, limitations of autonomous driving system still remain. When the autonomous driving system encounters failure, it hands over dynamic driving task to the driver. In the event of a failure of the autonomous driving system, effective take-over request should be issued according to driver’s status to guarantee safety and comfort of a driver. To devise the optimal alert modalities for take-over request that can minimize the risk of failure in the autonomous driving system, the following factors were drawn out for the experimental design: 4 scenarios for take-over request through the case analysis of cause of autonomous driving disengagement; and verifiable vehicle alert modalities of visual, auditory, and tactile aspects for take-over request through the literature search and market research. Then, we have established a virtual reality simulator for experiment environment that can effectively identify driver’s status based on human factors. This study will find out effective multi-modality for take-over request through an analysis of statistically significant differences according to driver’s status based on human factors by drawing the quantitative/qualitative data based on scenarios for take-over request and combinations of vehicle alert modalities of visual, auditory, and tactile aspects obtained from the results of previous studies analyzed in this experiment environment. © Springer International Publishing AG, part of Springer Nature 2018.";VR;FALSE;NA;Scopus;;;; 652;Fan J., Wade J.W., Key A.P., Warren Z.E., Sarkar N.;EEG-based affect and workload recognition in a virtual driving environment for ASD intervention;10.1109/TBME.2017.2693157;2018;Objective: To build group-level classification models capable of recognizing affective states and mental workload of individuals with autism spectrum disorder (ASD) during driving skill training. Methods: Twenty adolescents with ASD participated in a six-session virtual reality driving simulator-based experiment, during which their electroencephalogram (EEG) data were recorded alongside driving events and a therapist's rating of their affective states and mental workload. Five feature generation approaches including statistical features, fractal dimension features, higher order crossings (HOC)-based features, power features from frequency bands, and power features from bins (Δf = 2 Hz) were applied to extract relevant features. Individual differences were removed with a two-step feature calibration method. Finally, binary classification results based on the k-nearest neighbors algorithm and univariate feature selection method were evaluated by leave-one-subject-out nested cross-validation to compare feature types and identify discriminative features. Results: The best classification results were achieved using power features from bins for engagement (0.95) and boredom (0.78), and HOC-based features for enjoyment (0.90), frustration (0.88), and workload (0.86). Conclusion: Offline EEG-based group-level classification models are feasible for recognizing binary low and high intensity of affect and workload of individuals with ASD in the context of driving. However, while promising the applicability of the models in an online adaptive driving task requires further development. Significance: The developed models provide a basis for an EEG-based passive brain computer interface system that has the potential to benefit individuals with ASD with an affect- and workload-based individualized driving skill training intervention. © 2017 IEEE.;VR;FALSE;NA;Scopus;;;; 653;Wen Y., Wang L., Peng W., Menhas M.I., Qian L.;Application of Intelligent Virtual Reference Feedback Tuning to Temperature Control in a Heat Exchanger;10.1007/978-981-13-2384-3_29;2018;Heat exchangers are frequently incorporated in industrial processes. Temperature control in heat exchangers is very important for the safety and economic benefits of the industrial system. However, it is still challenging to control the temperature of heat exchangers because of the complicated thermal dynamic phenomena. In this paper, an improved data-driven control method, i.e. intelligent virtual reference feedback tuning based on multi-population cooperative human learning optimization (IVFRT-MCHLO), is developed to design the optimal controller for a water heat exchanger. The controller is designed based on IVRFT method and a novel multi-population cooperative human learning optimization (MCHLO) algorithm is proposed to find out the optimal controller. The experimental results demonstrate that the proposed IVFRT-MCHLO has better control performance as the multi-population cooperation strategy of MCHLO improves the global search ability greatly. © 2018, Springer Nature Singapore Pte Ltd.;NOT;NA;NA;Scopus;;;; 654;Baruah T.D.;E-learning as a medium for facilitating learners’ support services under open and distance learning: An evaluative study;10.1007/978-981-13-2300-3_5;2018;Education is often said to be the backbone of the society-whether it is imparted at primary, secondary or university level, it always focuses on shaping the students for the future. This is because when everything else fails, it is the education of the student that helps him or her get a firm foothold in the society without fail. Gurukulas which were a type of residential schooling system in ancient India emphasized on all-round development of the students. The present system of education concentrates on the overall holistic development of a learner irrespective of the educational background. Technology has been gradually replacing the conventional method of classroom teaching, whereby the learners or the students interact face-to-face on a daily basis and evaluation is done based on assignments and performance in the examination that is in offline mode. The word ‘technology’ has become synonymous with the education sector. In fact, technological tools and ICT-based teaching methods are used on a wide scale to impart education to the students both in the conventional and distance educational system. Such kind of tools becomes more relevant when the process of communication takes place over long distances and across various countries. As far as open and distance educational system is concerned, it makes use of numerous offline and online teaching methods including study materials, weekend tutorial classes and other web-based services. The growth of open and distance educational system can be attributed to the growing needs of an older, non-traditional student’s population. Very often, students are unable to complete their formal system of education owing to financial problems, family pressure, early marriage (especially for female learners), work pressure, etc. This ultimately leads to student dropout which is one of the glaring problems plaguing the educational sector. So, this group of learners fall back upon the distance education system as it is cost effective and helps them to overcome geographic barriers. The professionals working in different government and non-government sectors are another group of people who enrol in different courses offered by the Open Universities and Distance Educational Institutes. Most of the enrolled courses are for seeking promotional benefits at the workplace. With each passing day, new educational technologies and teaching methods are increasingly being used for teaching-learning purposes in the educational institutions. The different generations of distance education have brought along with them newer methods of educational delivery systems. Right from the correspondence model to the intelligent flexible tele-learning model, distance educational system has come a long way. Different multimedia learning environments have made learning more interactive and informative. E-learning or electronic learning has basically transformed the way communication takes place. This form of learning makes use of the computer and its network, audio-visual materials, online portals, search engines and websites. Not only do the conventional and traditional universities utilize such web-based learning, but also the open universities and distance educational institutions. In the present context, most of the distance educational courses make use of email, the web, video and audio conferencing and of late virtual reality technology. E-learning tools supplement the self-learning materials and counselling sessions that act as the main medium of communication between the learner and the instructor. In this chapter, Krishna Kanta Handiqui State Open University, which is one of the premier State Open Universities of India has been taken as a case study to analyse how e-learning acts as a medium for facilitating learners’ support services. In other words, it should not be one specific technology that would determine the future of distance education but rather a combination of technology and conventional methods of teaching. Such a blended form of learning is essential keeping in view the present educational environment. © Springer Nature Singapore Pte Ltd. 2018.;VR;FALSE;NA;Scopus;;;; 655;Dhameliya M., Sher S., Chowdhury S.;Prototyping and simulated analysis of autonomous swarm-bots;10.1115/DETC2018-86226;2018;"Teams of small (mm-to-cm scale) robots, often known as swarm-bots, can provide unique functionality owing to their small form factor, distributed sensing capabilities, resilience to disruptions and agent-loss, and likely low cost. Such swarm-bots are being increasingly touted to support various indoor surveillance, hazard detection, and search and rescue missions. This paper presents the conceptual design, fabrication, and testing of a new cm-scale wheeled swarm-bot. Simulated investigation of a simple particle-swarm-inspired approach to coordinated path planning for these swarm-bots is also presented. The swarm bot is developed around a modular platform, comprising snap-on (3D printed) structural components, a stepper-motor actuated wheel system, a Raspberry Pi computing node, a wireless radio module, a Lipo battery, and proximity sensors; all components are readily detachable, thereby allowing reconfiguration flexibility. Through three design generations, a stable prototype offering >20cm/s speed and ∼50 min endurance, was developed, assembled and tested. A virtual simulated environment is developed by combining MATLAB-based modules and a V-Rep environment, in order to simulate the coordinated operation of these swarm-bots. A 78% rate of success in completing target (light source) search missions was observed during the numerical experiments, and performance robustness was observed to improve with increasing swarm size. Copyright © 2018 ASME.";NOT;NA;NA;Scopus;;;; 656;Rahman S.M.M.;Cyber-physical-social system between a humanoid robot and a virtual human through a shared platform for adaptive agent ecology;10.1109/JAS.2017.7510760;2018;Two artificial agents (a humanoid robot and a virtual human) are enriched with various similar intelligence, autonomy, functionalities and interaction modalities. The agents are integrated in the form of a cyber-physical-social system (CPSS) through a shared communication platform to create a social ecology. In the ecology, the agents collaborate (assist each other) to perform a real-world task (search for a hidden object (for the benefits of humans. A robot-virtual human bilateral trust model is derived and a real-time trust measurement method is developed. The role of taking initiative in the collaboration is switched between the agents following a finite state machine model triggered by bilateral trust, which results in a mixedinitiative collaboration. A scheme is developed to evaluate the performance of the agents in the ecology through the CPSS. The results show that the robot and the virtual human perform satisfactorily in the collaboration through the CPSS. The results thus prove the effectiveness of the real-world ecology between artificial agents of heterogeneous realities through a shared platform based on trust-triggered mixed-initiatives. The results can help develop adaptive social ecology comprising intelligent agents of heterogeneous realities to assist humans in various tasks through collaboration between the agents in the form of a CPSS. © 2014 Chinese Association of Automation.;NOT;NA;NA;Scopus;;;; 657;Doulamis A., Doulamis N., Protopapadakis E., Voulodimos A., Ioannides M.;4D Modelling in Cultural Heritage;10.1007/978-3-319-75789-6_13;2018;This chapter describes the main research outcomes and achievements of 4D modelling in cultural heritage. 4D digital modelling implies the creation of precise time-varying 3D reconstructions of cultural heritage objects to capture temporal geometric variations/distortions, i.e., a spatio-temporal assessment. The key research challenge for 4D modelling, was the data collection over heterogeneous unstructured web resources. Such “in the wild” data include outliers and significant noise, since they have not been created for 3D modelling and reconstruction purposes. In addition, GPS and geo-information is limited or non-existent. However, such data allow for a massive reconstruction of the content even for monuments that have been destroyed due to natural phenomena or humans’ interventions. The key outcomes include (i) a Twitter-based 3D modelling of CH objects so as to reconstruct CH monuments and sites from unstructured image content, (ii) the development of a search engine and a (iii) recommendation system for different CH actors (curators, conservators, researchers), (iv) 3D reconstruction of the historic city of Calw in Germany, (v) the creation of a 3D virtual environment in real-time and (vi) launch of a 4D viewer enabling the easy handling of the 3D geometry plus the time. The results show the main innovation of the proposed 4D dimension, i.e., the time in precise modelling of the rich geometric content of the monuments. © 2018, Springer International Publishing AG, part of Springer Nature.;NOT;NA;NA;Scopus;;;; 658;Jahani-Fariman H., Kavakli M., Boyali A.;MATRACK: block sparse Bayesian learning for a sketch recognition approach;10.1007/s11042-017-4368-8;2018;Human-computer interaction has become increasingly easy and popular using widespread smart devices. Gestures and sketches as the trajectory of hands in 3D space are among the popular interaction media. Therefore, their recognition is essential. However, diversity of human gestures along with the lack of visual cues make the sketch recognition process challenging. This paper aims to develop an accurate sketch recognition algorithm using Block Sparse Bayesian Learning (BSBL). Sketches are acquired from three datasets using a Wii-mote in a virtual-reality environment. We evaluate the performance of the proposed sketch recognition approach (MATRACK) on diverse sketch datasets. Comparisons are drawn with three high accuracy classifiers namely, Hidden Markov Model (HMM), Principle Component Analysis (PCA) and K-Nearest Neighbour (K-NN). MATRACK, the developed BSBL based sketch recognition system, outperforms k-NN, HMM and PCA. Specifically, for the most diverse dataset, MATRACK reaches the accuracy of 93.5%, where other three classifiers approximately catches 80% accuracy. © 2017, Springer Science+Business Media New York.;NOT;NA;NA;Scopus;;;; 659;Cadilhac D.A., Busingye D., Li J.C., Andrew N.E., Kilkenny M.F., Thrift A.G., Thijs V., Hackett M.L., Kneebone I., Lannin N.A., Stewart A., Dempsey I., Cameron J.;Development of an electronic health message system to support recovery after stroke: Inspiring virtual enabled resources following vascular events (iVERVE);10.2147/PPA.S154581;2018;"Purpose: Worldwide, stroke is a leading cause of disease burden. Many survivors have unmet needs after discharge from hospital. Electronic communication technology to support post-discharge care has not been used for patients with stroke. In this paper, we describe the development of a novel electronic messaging system designed for survivors of stroke to support their goals of recovery and secondary prevention after hospital discharge. Participants and methods: This was a formative evaluation study. The design was informed by a literature search, existing data from survivors of stroke, and behavior change theories. We established two working groups; one for developing the electronic infrastructure and the other (comprising researchers, clinical experts and consumer representatives) for establishing the patient-centered program. Following agreement on the categories for the goal-setting menu, we drafted relevant messages to support and educate patients. These messages were then independently reviewed by multiple topic experts. Concurrently, we established an online database to capture participant characteristics and then integrated this database with a purpose-built messaging system. We conducted alpha testing of the approach using the first 60 messages. Results: The initial goal-setting menu comprised 26 subcategories. Following expert review, another 8 goal subcategories were added to the secondary prevention category: managing cholesterol; smoking; physical activity; alcohol consumption; weight management; medication management; access to health professionals, and self-care. Initially, 455 health messages were created by members of working group 2. Following refinement and mapping to different goals by the project team, 980 health messages across the health goals and 69 general motivational messages were formulated. Seventeen independent reviewers assessed the messages and suggested adding 73 messages and removing 16 (2%). Overall, 1,233 messages (18 administrative, 69 general motivation and 1,146 health-related) were created. Conclusion: This novel electronic self-management support system is ready to be pilot tested in a randomized controlled trial in patients with stroke. © 2018 Cadilhac et al.";NOT;NA;NA;Scopus;;;; 660;Fan H.-T., Guo J.-F., Zhang Y.-X., Gu Y.-X., Ning Z.-Q., Qiao Y.-J., Wang X.;The rational search for PDE10A inhibitors from Sophora flavescens roots using pharmacophoreand docking-based virtual screening;10.3892/mmr.2017.7871;2018;Phosphodiesterase 10A (PDE10A) has been confirmed to be an important target for the treatment of central nervous system (CNS) disorders. The purpose of the present study was to identify PDE10A inhibitors from herbs used in traditional Chinese medicine. Pharmacophore and molecular docking techniques were used to virtually screen the chemical molecule database of Sophora flavescens, a well-known Chinese herb that has been used for improving mental health and regulating the CNS. The pharmacophore model generated recognized the common functional groups of known PDE10A inhibitors. In addition, molecular docking was used to calculate the binding affinity of ligand-PDE10A interactions and to investigate the possible binding pattern. Virtual screening based on the pharmacophore model and molecular docking was performed to identify potential PDE10A inhibitors from S. flavescens. The results demonstrated that nine hits from S. flavescens were potential PDE10A inhibitors, and their biological activity was further validated using literature mining. A total of two compounds were reported to inhibit cyclic adenosine monophosphate phosphodiesterase, and one protected against glutamate-induced oxidative stress in the CNS. The remaining six compounds require further bioactivity validation. The results of the present study demonstrated that this method was a time- and cost-saving strategy for the identification of bioactive compounds from traditional Chinese medicine.;NOT;NA;NA;Scopus;;;; 661;Chiu C.-C., Lee L.-C.;System satisfaction survey for the App to integrate search and augmented reality with geographical information technology;10.1007/s00542-017-3333-9;2018;"Digital humanities are unfamiliar words in Taiwan. With the popularity of digital technology and mobile computing, Digital Human Geography in both theory and practice have emerged many new potentials and development opportunities. However, the research field regarding digital human geography can cover many areas, such as: mobile augmented reality, local media and service design, urban space interaction, virtual mixed space, space humanistic experience, historical materials reproduction, creativity of digital local sense, cultural narrative and art experience, local action games, mobile learning, and location-related business applications etc. This study aims to transfer information to specific groups through a simple and straightforward manner. With digital technology in combination with humane digital contents, people under the scenario of interactive interface are allowed to apply geographic information system (GIS) and geo-fencing program to convert data into visual images and through today’s Infographics to clearly use visual design characteristics in content presentation. Therefore, our study was to develop a new App, called “Ai Guang Zhan”. People can use “Ai Guang Zhan” App to integrate all exhibition related services. The App can be downloaded from smartphone or tablet PC for users to search in any time the arts and cultural activities and public facilities in the nearest place and receive instant mobile navigation services among various cultural and creative parks. To understand the preference and satisfaction by the people who use the UI interface for the APP designed from the study, a random questionnaire survey will be conducted in Huashan Cultural and Creative Industry Park and Songshan Cultural and Creative Park. The survey results will be used as reference for function improvement of next APP version. The primary purpose of this research is to propose a model for the development of applications, as well as methods for a clearer and easier visual presentation of information to be used as a reference for practitioners or application designers. The application, developed by the study through the proposed processes, was found to be effective; the developed application could be utilized as a new and useful tool to facilitate the utilization of academic and cultural resources. Additionally, users’ specific comments and suggestions collected by the study could be adopted as a reference for future application development. The application developed by this study was found to serve effectively as a method to promote the development of art and cultural activities of all sizes in various regions, and stimulate the exchange of arts and humanities between urban and rural areas. Furthermore, the application has the ability to attract younger people to participate in art and cultural activities, find their own interests, and explore more corresponding activities with its assistance. Future applications associated to art and cultural activities are suggested to effectively integrate AR, GIS, and visual design (such as Infographics) technologies, and thereby offer users more diversified, convenient, and useful functions. Restricted by the resources of labor and limited time, the functional design and development of the application still requires improvement. Specifically, the combination of AR technology and information presentation of art and cultural activities, as well as the calculation of relative distance and travel time were not presented effectively. The next step of the project would involve revising the content and functionalities of the application based on users’ feedback collected by this study, reviewing the acceptance of market responses of the application, and seeking a development company or foundation for technology transfer. Moreover, we intend to combine more technologies such as diversified cross-platform functions, visualized design of information, and interactive devices to further improve the application, and thereby stimulate social, human, and geographical interactions. © 2017, Springer-Verlag Berlin Heidelberg.";AR;NA;NA;Scopus;;;; 662;Kotani M., Goto K., Toyama M.;Generating 3D virtual museum using SuperSQL;10.1145/3151759.3151762;2017;Virtual Reality is gaining traction as a medium. But generating virtual reality scenes is still a challenge as manipulating and arranging 3D objects is a complex task requiring the mastery of specialized tools. SuperSQL is an extension of the SQL query language that lets users format relational data into diferent kinds of structured documents. In this paper we propose an extension of SuperSQL that generates a virtual reality scene from information about 3D objects stored in a relational database. This system enables users with no knowledge of virtual reality tools to create 3D scenes such as a virtual museum using a simple SQL-like query. © 2017 Association for Computing Machinery.;VR;FALSE;NA;Scopus;;;; 663;Orlosky J., Kim P., Kiyokawa K., Mashita T., Ratsamee P., Uranishi Y., Takemura H.;VisMerge: Light adaptive vision augmentation via spectral and temporal fusion of non-visible light;10.1109/ISMAR.2017.19;2017;Low light situations pose a significant challenge to individuals working in a variety of different fields such as firefighting, rescue, maintenance and medicine. Tools like flashlights and infrared (IR) cameras have been used to augment light in the past, but they must often be operated manually, provide a field of view that is decoupled from the operator's own view, and utilize color schemes that can occlude content from the original scene. To help address these issues, we present VisMerge, a framework that combines a thermal imaging head mounted display (HMD) and algorithms that temporally and spectrally merge video streams of different light bands into the same field of view. For temporal synchronization, we first develop a variant of the time warping algorithm used in virtual reality (VR), but redesign it to merge video see-through (VST) cameras with different latencies. Next, using computer vision and image compositing we develop five new algorithms designed to merge non-uniform video streams from a standard RGB camera and small form-factor infrared (IR) camera. We then implement six other existing fusion methods, and conduct a series of comparative experiments, including a system level analysis of the augmented reality (AR) time warping algorithm, a pilot experiment to test perceptual consistency across all eleven merging algorithms, and an in-depth experiment on performance testing the top algorithms in a VR (simulated AR) search task. Results showed that we can reduce temporal registration error due to inter-camera latency by an average of 87.04%, that the wavelet and inverse stipple algorithms were perceptually rated the highest, that noise modulation performed best, and that freedom of user movement is significantly increased with visualizations engaged. © 2017 IEEE.;VR;FALSE;NA;Scopus;;;; 664;Zhou B., Jia Q., Chen Z.;The research and development of the earthquake ruins computer aided design system for rescue training;10.1109/ICISCE.2017.271;2017;The instructors of China National Urban Search and Rescue Training Base summed up many collapsed building types and the possibility of life space in the previous earthquake rescue tasks. In order to meet the needs of earthquake rescue training about ruins in outdoor and tabletop virtual scene, we design and build the Earthquake Ruins Computer Aided Design System which provides a visual display, easy to customize the training ruins. In this paper we discussed the overall design of the system, system implementation methodology. Using the Earthquake Ruins Computer Aided Design System for Rescue Training based on Virtual Reality technology, the instructors which have no basic 3D modeling and graphic design can also quickly build 3D visualization of collapsed buildings ruins in accordance with the requirements of the exercise subjects. The designed ruins can present different forms of collapse which not only provide context environment and multi angle observation for tabletop exercises, also can design 3D visualization scheme of ruins, store and output to provide the reference for building the ruins for training base. © 2017 IEEE.;VR;FALSE;NA;Scopus;;;; 665;Xie X., Yang X., Wang X., Jin H., Wang D., Ke X.;BFSI-B: An improved K-hop graph reachability queries for cyber-physical systems;10.1016/j.inffus.2017.02.009;2017;"Cyber-physical systems, encompass the real physical space and virtual cyber space for providing advanced service for humans, which together, are also namely Internet of Things. The complex and large scale relationships among nodes contain the potential information of user, which is required and essential for providing high quality personalized service. Graph is used to represent, make fusion and process the relationships data, which has been used in many domains with traditional small data sets. K-hop reachability query answering in graphs is seeing a growing number of applications, such as ranked keyword search in databases, social networking, ontology reasoning and bioinformatics. Currently, techniques for efficient evaluation of such queries are based on vertex-cover technology. These methods suffer from a lack of scalability; that is, they cannot be applied to very large graphs. To solve these problems, we propose the compound-index method, namely BFSI-B, which uses the special index to decrease the k-hop reachability query time and improve pruning efficiency. The theoretical analysis and experiment results demonstrate that our method has a smaller index size and a faster query time than the k-reach method, in both dense graphs and very large graphs. © 2017";NOT;NA;NA;Scopus;;;; 666;Khan F.A., Ahmad A., Imran M., Alharbi M., Mujeeb-ur-rehman, Jan B.;Efficient data access and performance improvement model for virtual data warehouse;10.1016/j.scs.2017.08.003;2017;"This paper presents a model for improving query performance in Virtual Data Warehouse (VDW) by simulating VDW environment on a cellular phone billing and customer care system which involves processing millions of Call Detail Records (CDRs) generated by thousands of counters across the country. Processing aggregations on millions of CDRs requires expensive systems, especially when analysing customers’ traffic trends and encompasses several performance optimization techniques used for improvement of query performance in VDW. In this regard, VDW offers several advantages such as real-time analytic reports, reduced maintenance, low cost solution and flexible data integration, but performance is still one of its critical shortcomings. This paper enhances performance of VDW by using techniques like partitioned materialized views, index performance optimization, query rewrite in materialized views, analytic functions, sub-queries and enabling parallel execution etc. The study uses Oracle 10 g as a backend database; Oracle management console and SQL query analyser are used for monitoring performance concerns during validation of VDW model; standard PL/SQL developer is used for extracting and loading test data; and finally, Hyperion Development suite is used for testing time comparisons of datasets both in normal OLTP and simulated VDW environments. © 2017 Elsevier Ltd";NOT;NA;NA;Scopus;;;; 667;Ali Z.H., Ali H.A., Badawy M.M.;A New Proposed the Internet of Things (IoT) Virtualization Framework Based on Sensor-as-a-Service Concept;10.1007/s11277-017-4580-x;2017;The Internet of Things (IoT) is a new telecommunication paradigm to enable the remote connectivity between dozens of smart objects so that any physical object can interact with each other unmanned-wise. The innovative design for the IoT paradigm has mainly based on “Virtualization technology” to provide the full interaction for the user within the system environment. Meanwhile, it alleviates potential system complications. In this end, this paper seeks to introduce a new vision of an IoT virtualization framework based on Sensor-as-a-Service (SenaaS) to maximize the utilization of sensor functionalities. Moreover, the paper offers an adaptor oriented structure technique by using ITA Sensor Fabric (aka Information Fabric) which relies on Publish/Subscribe mechanism to realize an oriented communication between things. In our proposed framework, ITA Sensor Fabric used as a parallel measure with the semantic approach for mitigating the principle issues in the sensor arena. Furthermore, the proposed framework uses Backtracking Search Optimization Algorithm (BSA) to enhance the SenaaS performance with the time-sensitive services and ensure the required level of the Quality of Service (QoS). The effectiveness of the proposed framework tested by using MATLAB and NS2-based simulations in terms of delay time, packet delivery ratio, throughput, and jitter. Finally, all the experimental results proved that BSA has a significant influence on the time-sensitive services more than their analogues of algorithms. © 2017, Springer Science+Business Media, LLC.;NOT;NA;NA;Scopus;;;; 668;Tsai W.-L., Chung M.-F., Pan T.-Y., Hu M.-C.;Train in virtual court: Basketball tactic training via virtual reality;10.1145/3132390.3132394;2017;In this paper, we present a basketball tactic training system based on multimedia and virtual reality (VR) technologies to improve the effectiveness and experience of tactic learning. A tablet-based digital tactic board (2D BTB) is developed to draw, select, or search for a target offensive tactic. The 2D player trajectories of the target tactic are then converted into 3D player animation immediately to provide virtual reality content for experiencing and practicing the target basketball tactic. Through the VR environment, the learner can vividly experience how a tactic is executed in a global view or from a specific player's viewing direction. The basketball tactic movement guidance and virtual defenders are rendered in our VR system according to the target offensive tactic and the learner's head pose. We also design an experimental process to validate that the proposed VR training system not only makes the learner feel more like playing in a real basketball game but also improves the efficiency and effectiveness of learning new basketball tactics. © 2017 ACM.;VR;FALSE;NA;Scopus;;;; 669;Skarlatos D., Kim N.S., Torrellas J.;PageForge: A near-memory content-aware page-merging architecture;10.1145/3123939.3124540;2017;To reduce the memory requirements of virtualized environments, modern hypervisors are equipped with the capability to search the memory address space and merge identical pages - a process called page deduplication. This process uses a combination of data hashing and exhaustive comparison of pages, which consumes processor cycles and pollutes caches. In this paper, we present a lightweight hardware mechanism that augments the memory controller and performs the page merging process with minimal hypervisor involvement. Our concept, called PageForge, is effective. It compares pages in the memory controller, and repurposes the Error Correction Codes (ECC) engine to generate accurate and inexpensive ECC-based hash keys. We evaluate PageForge with simulations of a 10-core processor with a virtual machine (VM) on each core, running a set of applications from the TailBench suite. When compared with RedHat's KSM, a state-of-the-art software implementation of page merging, PageForge attains identical savings in memory footprint while substantially reducing the overhead. Compared to a system without same-page merging, PageForge reduces the memory footprint by an average of 48%, enabling the deployment of twice as many VMs for the same physical memory. Importantly, it keeps the average latency overhead to 10%, and the 95th percentile tail latency to 11%. In contrast, in KSM, these latency overheads are 68% and 136%, respectively. © 2017 Association for Computing Machinery.;NOT;NA;NA;Scopus;;;; 670;Sathia Bhama P.R.K., Hariharasubramanian V., Mythili O.P., Ramachandran M.;Users’ domain knowledge prediction in e-learning with speech-interfaced augmented and virtual reality contents;10.1007/s10055-017-0321-4;2017;E-learning provides an individualized course path which provides a user the convenience of pacing ones way through a particular course. One of the key privileges it offers is the flexibility of the course and consistent delivery of the material. The proposed system predicts the user’s domain knowledge with the help of the lectures knowledge that a particular user completes and also a lecture’s knowledge gets updated with respect to the users’ knowledge who searches for it. The dependency among the domains also plays a vital role in updating ones’ domain knowledge. The dependencies can be determined by constructing a fuzzy cognitive map. This helps in determining the user’s knowledge in other domains also. The lectures of the proposed system include Augmented Reality and Virtual Reality contents which give an interactive learning experience to the users. The user commands are accepted as audio signals, processed, classified and mapped to the system commands to make it to respond. This proposed work uses the combination of discrete wavelet transform and wavelet packet decomposition for feature extraction and artificial neural network for classification. © 2017 Springer-Verlag London Ltd.;VR;FALSE;NA;Scopus;;;; 671;Detmer F.J., Hettig J., Schindele D., Schostak M., Hansen C.;Virtual and Augmented Reality Systems for Renal Interventions: A Systematic Review;10.1109/RBME.2017.2749527;2017;Purpose: Many virtual and augmented reality systems have been proposed to support renal interventions. This paper reviews such systems employed in the treatment of renal cell carcinoma and renal stones. Methods: A systematic literature search was performed. Inclusion criteria were virtual and augmented reality systems for radical or partial nephrectomy and renal stone treatment, excluding systems solely developed or evaluated for training purposes. Results: In total, 52 research papers were identified and analyzed. Most of the identified literature (87%) deals with systems for renal cell carcinoma treatment. About 44% of the systems have already been employed in clinical practice, but only 20% in studies with ten or more patients. Main challenges remaining for future research include the consideration of organ movement and deformation, human factor issues, and the conduction of large clinical studies. Conclusion: Augmented and virtual reality systems have the potential to improve safety and outcomes of renal interventions. In the last ten years, many technical advances have led to more sophisticated systems, which are already applied in clinical practice. Further research is required to cope with current limitations of virtual and augmented reality assistance in clinical environments. © 2017 IEEE.;VR;FALSE;NA;Scopus;;;; 672;Boddien C., Heitmann J., Hermuth F., Lokiec D., Tan C., Wölbeling L., Jung T., Israel J.H.;SketchTab3d: A hybrid sketch library using tablets and immersive 3d environments;10.1145/3103010.3121029;2017;This paper proposes a 2d sketching tool and an immersive 3d sketch library as an approach to easily create and access documents (i.e. sketches). The sketch library allows users to store, arrange and assemble their own sketches and others' in theoretically unlimited space. A user can get an idea about the general activities of all users since the sketch library is updated whenever changes are made. The system provides 2d and 3d means to access the sketch library. Whereas the 2d interfaces offers a standard dash board, the 3d environment provides unrestricted spatial access to the sketch library. Furthermore, a 2d sketching interfaces is provided in order to create sketch-based documents. Possible application areas are in the fields of engineering, design, public displays, shared knowledge applications, and art. The system was evaluated among eight participants regarding its pragmatic and hedonic qualities as well as searching performance. The results suggest that the users appreciate the particular combination of 2d and 3d technologies in SketchTab3d and requested for improvement in the 3d interaction technique. No significant differences were found in the search performance, however the physical demand during searching was perceived significantly higher in the 3d condition than in the 2d condition. © 2017 is held by the owner/author(s).;VR;FALSE;NA;Scopus;;;; 673;Burloiu G., Damian S., Golumbeanu B., Mihai V.;Structured interaction in the SoundThimble real-time gesture sonification framework;10.1145/3123514.3123543;2017;We introduce SoundThimble, a design platform for layered sonic interaction based on the relationship between human motion and virtual objects in 3D space. A Vicon motion capture system and custom software are used to track, interpret and sonify the movement and gestures of a performer relative to a virtual object. We define three possible interaction dynamics, centred around object search, manipulation and arrangement. We explore the resulting possibilities for layered structures and extended perception and expression. The software developed is open source and portable to similar hardware systems, leaving room for further extension of the interaction mechanics. © 2017 Copyright held by the owner/author(s).;NOT;NA;NA;Scopus;;;; 674;Oiwa R., Ito T., Kawahara T.;Timber Health Monitoring using piezoelectric sensor and machine learning;10.1109/CIVEMSA.2017.7995313;2017;The Timber Health Monitoring System, which enables constant monitoring of wooden buildings by artificial intelligence based analysis of the signals of a piezoelectric sensor attached to a piece of timber, is proposed. Basic verification was carried out by modeling timber damage and performing vibration tests. Analysis of the obtained waveform data using the k-nearest neighbor (k-NN) method and a support vector machine revealed that the proposed system has a strong classification performance. We also tried reducing the data dimensions by using principal component analysis and found that the classification rates barely decreased even if dimensional reduction was adopted. These results are promising for the realization of our proposed system. © 2017 IEEE.;NOT;NA;NA;Scopus;;;; 675;Hsu W.-C., Lin H.-C.K., Lin Y.-H.;The research of applying Mobile Virtual Reality to Martial Arts learning system with flipped classroom;10.1109/ICASI.2017.7988228;2017;This study developed a mobile 3D Martial Arts image learning system through Mobile Virtual Reality technology with Google Cardboard and so that it can provide free observation angle, and then incorporated this learning system into a flipped-classroom curriculum. With the Mobile VR Learning system, learners could watch immersive VR and 360-degree clips using a Cardboard viewer to learn Martial Arts, and furthermore Fitts and Posner's three-stage theory of motor skill learning was applied to. Our aim was to increase learners' interest and motivation to learn Martial Arts and achieve higher levels of performance. The experimental participants were divided into two groups, i.e., the experimental group (EG) and the control group (CG). The EG was applied the mobile VR learning System during the before state of flipped classroom, and the CG group was also taught with flipped classroom method but watching the mobile learning videos during the before state of courses. After seven-week courses, MSLQ(Motivated Strategies for Learning Questionnaire) and T-Test was applied to both groups to explored the influences to learning motivation and performance by the Martial Arts Mobile VR learning system. © 2017 IEEE.;VR;FALSE;NA;Scopus;;;; 676;Ageev E.V., Benderskaya E.N.;Natural computing: From natural phenomena to practical tasks;10.1109/SCM.2017.7970604;2017;The paper presents approaches to natural phenomena formalization for practical problems solving. The recommendations based on the natural computation for the pattern recognition problem were described. The main work purpose included analysis a natural computing and the search for the pattern recognition problem solution by new features. Natural computing model types description and the trends of the virtual environments applications of the problems solving were considered. The basic methods are the system analysis and modeling systems. © 2017 IEEE.;NOT;NA;NA;Scopus;;;; 677;Vajak D., Livada Č.;Combining photogrammetry, 3D modeling and real time information gathering for highly immersive VR experience;10.1109/ZINC.2017.7968669;2017;The fast popularization of virtual reality equipment has brought unrivalled convenience and entertainment experience in human life. Cardboard, Oculus Rift, HTC Vive and PSVR are gradually being accepted and recognized. The realization of VR for information purposes and remote exploration of new areas will become the key point of the application of VR technology in the field of education. This paper demonstrates the realization of VR for information purposes and remote exploration of new areas using HTC Vive. By using HTTP requests, official announcements from the faculty can also be fetched and presented to the user. We propose a system to match a given pair of virtual and physical world for immersive VR navigation. We first take images of the physical world in order to model it via the photogrammetry method. The second task is to 3D model the environment in Blender with all the props in it. After that, custom textured model is introduced to Unity game engine where all the scripting is done. © 2017 IEEE.;VR;FALSE;NA;Scopus;;;; 678;Xue Y., Gao S., Sun H., Qin W.;A Chinese sign language recognition system using leap motion;10.1109/ICVRV.2017.00044;2017;As an application of Gesture Recognition, Sign Language Recognition (SLR) is able to facilitate those who want to learn a manual communication system and makes it practicable for the majority of normal people, who are ignorant of sign language, to communicate with the group suffering from dysaudia and vice versa. In this paper, focusing on feasibility, we present a Chinese Sign Language (CSL) recognition system using the portable and cost-Affordable Leap Motion sensor and applying kth-Nearest Neighbor (k-NN). Simultaneously, by introducing text to speech, speech synthesis and speech recognition (speech to text) APIs, we bring out a novel design of two-way communication system between normal people and hearing-impaired communities. The experiment result shows that such a CSL recognition system, which currently achieved static sign language interpretation with high accuracy, is able to play a much more significant role in this field. © 2017 IEEE.;NOT;NA;NA;Scopus;;;; 679;Li M., Jiang X., Gu N., Xu W., Xue J., Zhou B., Xu M.;Efficiently disassemble-And-pack for mechanism;10.1109/ICVRV.2017.00031;2017;In this paper, we present a disassemble-And-pack approach for a mechanism to seek a box which contains total mechanical parts with high space utilization. Its key feature is that mechanism contains not only geometric shapes but also internal motion structures which can be calculated to adjust geometric shapes of the mechanical parts. Our system consists of two steps: disassemble mechanical object into a group set and pack them within a box efficiently. The first step is to create a hierarchy of possible group set of parts which is generated by disconnecting the selected joints and adjust motion structures of parts in groups. The aim of this step is seeking total minimum volume of each group. The second step is to exploit the hierarchy based on breadth-first-search to obtain a group set. Every group in the set is inserted into specified box from maximum volume to minimum based on our packing strategy. Until an approximated result with satisfied efficiency is accepted, our approach finish exploiting the hierarchy. © 2017 IEEE.;NOT;NA;NA;Scopus;;;; 680;Liu J., Jiang N., Zhou Z., Xu Y.;Person re-identification with joint-loss;10.1109/ICVRV.2017.00010;2017;Person re-identification is a technique that search the given target in the video surveillance network. This technique has been widely pplied to security and surveillance system, and also become a esearch hotspot in computer vision. Person re-identification has been challenging due to the large number of cameras in the network and ariation in camera angles, illumination, occlusion and poses. In this paper, we proposed a person re-id approach that can resist occlusions and variations based on a human pose guided convolution neural network framework with joint loss functions. We extract local features from body parts localized by landmarks, merge it with global features to learn the similarity metric. Identification loss and pose-constrained triplet loss function are jointly employed to train the model. Our approach outperforms most state-of-The-Art methods on three large-scale datasets, with an accuracy of 83.31%, 86.1% and 72.6% on Cuhk03, Market1501 and Duke MTMC-reID respectively. © 2017 IEEE.;NOT;NA;NA;Scopus;;;; 681;Meng L., Sun K., Wei L., Guo S., Xu S.;Optimal Resource Allocation Mechanism for Electric Power Wireless Virtual Networks;10.11999/JEIT161043;2017;To guarantee the isolation of the smart grid business and optimize the allocation of wireless resources, an optimal resource allocation mechanism for electric power wireless virtual networks is proposed. First, a virtualization system model according to the characteristics of electric power wireless network is proposed, and abstract physical wireless resource is built to realize resource sharing. Then, a wireless resource allocation model with several factors is designed, which are network cost, profit, service isolation constraint, backhaul bandwidth constraint, and QoS constraints. Finally, a tabu search algorithm based on these models is designed to allocate virtual resource to realize business isolation and QoS requirements. The simulation results show that, the proposed network model and optimal resources allocation mechanism can support QoS requirements, reduce the energy consumption of base stations, as well as improve the economic benefits of the network. © 2017, Science Press. All right reserved.;NULL;NA;non-English;Scopus;;;; 682;Gschwind M., Kaldewey T., Tam D.K.;Optimizing the efficiency of deep learning through accelerator virtualization;10.1147/JRD.2017.2716598;2017;Training deep learning models often occupies entire compute clusters, built solely for this purpose, for days or even weeks at a time. There exists a large body of work on approaches for improving training performance, ranging from novel algorithms to full custom hardware accelerators. Offering compute capabilities of multiple teraflops (trillion floating point operations per second), graphics processing units (GPUs) have established themselves as a de-facto standard for accelerating deep learning network training. As systems with up to 16 GPUs - each GPU consuming up to 300 W - become available, efficient usage of these resources becomes imperative. We conduct a detailed analysis of deep learning workloads to characterize their efficiency in making use of GPU acceleration. We found that many deep learning workloads consume only a fraction of GPU resources, and we demonstrate how sharing GPU resources can improve throughput by a factor of 3, effectively turning a 4-GPU commodity cloud system into a high-end 12-GPU supercomputer. Using Watson workloads from three major areas that incorporate deep learning technology - i.e., language classification, visual recognition, and speech recognition - we document the effectiveness and scalability of our approach. We are working toward enabling GPU virtualization not only to reduce cost, but also to accelerate new breakthroughs in deep learning by increasing compute capacity without making further hardware investments. © 2017 IBM.;NOT;NA;NA;Scopus;;;; 683;Tran T.D., Le L.B.;Joint Resource Allocation and Content Caching in Virtualized Multi-Cell Wireless Networks;10.1109/GLOCOM.2017.8254695;2017;Content caching is an important fifth-generation (5G) technique, which aims to improve the user quality of service and relieve backhaul congestion, by placing popular contents at the network edge. Meanwhile, wireless network virtualization (WNV) provides a novel paradigm shift in 5G system design which enables to better utilize network resources, reduces the operation cost (OPEX), and allows rapid deployment of new services. Efficient deployment of the content caching technology in the virtualized wireless network environment, however, requires a suitable radio resource allocation framework to realize the great benefits of these technologies. In this paper, we study the joint resource allocation and content caching problem which aims to efficiently utilize the radio and content storage resources. This design problem targets at minimizing the maximum content request rejection rate experienced by users of different mobile virtual network operators (MVNO) in different cells, which results in a mixed-integer non-linear program (MINLP).We solve this NP-hard problem by developing a bisection-search based algorithm that iteratively optimizes the resource allocation and content caching solution. Extensive numerical results confirm the efficacy of our proposed framework which significantly reduce the maximum rejection rate compared to other benchmark algorithms. © 2017 IEEE.;NOT;NA;NA;Scopus;;;; 684;Prexl M., Struebig K., Harder J., Hoehn A.;User studies of a head-mounted display for search and rescue teleoperation of UAVs via satellite link;10.1109/AERO.2017.7943596;2017;The teleoperation project for search and rescue applications CopKa investigates how a controllable UAV, equipped with a video camera, can assist firefighters over a GEO satellite communication relay. The aim of this project is to provide firefighters located at an emergency center with an intuitive tool that allows for fast and risk free visual evaluation of a situation of danger and to promptly initiate supporting measures. Therefore, we propose a human system interface concept which integrates real-time reconstruction of the environment and predictive modeling of UAV with a virtual reality device (HTC Vive, HTC Corporation, Taiwan) as a remote user interface for realistic operability. As a first step, two simulations of typical search and rescue scenarios have been developed to analyze the user behavior. With these simulations, the position and rotation of the hands and the head of 37 participants were recorded in a study in order to quantify the usability and motion. The participants had to accomplish different tasks, e.g., find potential hazard and the number of injured people. It was possible to extract the requirements for the UAV, as well as for the proposed human system interface, in terms of time of flight, rotation speed of the drone and camera gimbal, necessary accelerations and speeds for moving the UAV in an intuitive way. © 2017 IEEE.;VR;FALSE;NA;Scopus;;;; 685;Lui J.T., Hoy M.Y.;Evaluating the Effect of Virtual Reality Temporal Bone Simulation on Mastoidectomy Performance: A Meta-analysis;10.1177/0194599817698440;2017;"Background: The increasing prevalence of virtual reality simulation in temporal bone surgery warrants an investigation to assess training effectiveness. Objectives: To determine if temporal bone simulator use improves mastoidectomy performance. Data Sources: Ovid Medline, Embase, and PubMed databases were systematically searched per the PRISMA guidelines. Review Methods: Inclusion criteria were peer-reviewed publications that utilized quantitative data of mastoidectomy performance following the use of a temporal bone simulator. The search was restricted to human studies published in English. Studies were excluded if they were in non-peer-reviewed format, were descriptive in nature, or failed to provide surgical performance outcomes. Meta-analysis calculations were then performed. Results: A meta-analysis based on the random-effects model revealed an improvement in overall mastoidectomy performance following training on the temporal bone simulator. A standardized mean difference of 0.87 (95% CI, 0.38-1.35) was generated in the setting of a heterogeneous study population (I2 = 64.3%, P <.006). Conclusion: In the context of a diverse population of virtual reality simulation temporal bone surgery studies, meta-analysis calculations demonstrate an improvement in trainee mastoidectomy performance with virtual simulation training. © 2017, © American Academy of Otolaryngology—Head and Neck Surgery Foundation 2017.";VR;FALSE;NA;Scopus;;;; 686;Yu W., Zhang H.;3D reconstruction of indoor scenes based on feature and graph optimization;10.1109/ICVRV.2016.28;2017;In this paper, we propose an approach of visual SLAM (Simultaneous localization and mapping) system, in which we build 3D scene models and estimate the camera poses at the same time. We detect SURF feature points from RGB images and use their relevant depth data to build 3D correspondences. With these correspondences, we align consecutive frames together using RANSAC, while ICP is performed when RANSAC fails. Keyframes are selected based on visual overlap between current frame and the latest keyframe. Furthermore, we detect loop closures between current keyframe and selected candidates of keyframes. Among these candidates, we perform a radius search to further prune the search space. With both sequential constraints and loop closure constraints, a pose graph is created and optimized using a robust global optimizer based on line processes. © 2016 IEEE.;NOT;NA;NA;Scopus;;;; 687;Tan S., Chen D., Guo C., Huang Z.;Regression-based sparse coding for facial point detection;10.1109/ICVRV.2016.38;2017;Facial point detection in real-world conditions presents large variations in shapes and occlusions due to differences in poses, expressions, use of accessories, which may lead to a large difficultly in locating facial points. In this paper, we propose a regression-based sparse coding method for facial point detection. The method combines the regression-based concept with sparse reconstruction methods to search candidate facial feature points. Specifically, during training, the proposed method learns a group of differential shape dictionaries and Facial point detection in real-world conditions presents large variations in shapes and occlusions due to differences in poses, expressions, use of accessories, which may lead to a large difficultly in locating facial points. In this paper, we propose a regression-based sparse coding method for facial point detection. The method combines the regression-based concept with sparse reconstruction methods to search candidate facial feature points. Specifically, during training, the proposed method learns a group of differential shape dictionaries and local appearance dictionaries. Through system analysis, the results show that our approach outperforms the reference method in terms of detection accuracy. © 2016 IEEE.;NOT;NA;NA;Scopus;;;; 688;Martin K.A., Laviola J.J.;The Transreality Interaction Platform: Enabling Interaction across Physical and Virtual Reality;10.1109/iThings-GreenCom-CPSCom-SmartData.2016.54;2017;The convergence of the Internet of Things (IoT) and interactive systems will enable future interactive environments which transcend physical and virtual reality. Embedded Things provide sensors and actuators to virtualize the physical environment, while Interactive Things extend the virtualized environment with modalities for human interaction, ranging from tangible and wearable interfaces to immersive virtual and augmented reality interfaces. We introduce the Transreality Interaction Platform (TrIP) to enable service ecosystems which situate virtual objects alongside virtualized physical objects and allow for novel ad-hoc interactions between humans, virtual, and physical objects in a transreality environment. TrIP provides a generalized middleware platform addressing the unique challenges that arise in complex transreality systems which have yet to be fully explored in current IoT or HCI research. We describe the system architecture, data model, and query language for the platform and present a proof-of-concept implementation. We evaluate the performance of the implementation and demonstrate its use integrating embedded and interactive things for seamless interaction across physical and virtual realities. © 2016 IEEE.;VR;FALSE;NA;Scopus;;;; 689;Modiri A., Gu X., Hagan A.M., Sawant A.;Radiotherapy Planning Using an Improved Search Strategy in Particle Swarm Optimization;10.1109/TBME.2016.2585114;2017;Objective: Evolutionary stochastic global optimization algorithms are widely used in large-scale, nonconvex problems. However, enhancing the search efficiency and repeatability of these techniques often requires well-customized approaches. This study investigates one such approach. Methods: We use particle swarm optimization (PSO) algorithm to solve a 4D radiation therapy (RT) inverse planning problem, where the key idea is to use respiratory motion as an additional degree of freedom in lung cancer RT. The primary goal is to administer a lethal dose to the tumor target while sparing surrounding healthy tissue. Our optimization iteratively adjusts radiation fluence-weights for all beam apertures across all respiratory phases. We implement three PSO-based approaches: conventionally used unconstrained, hard-constrained, and our proposed virtual search. As proof of concept, five lung cancer patient cases are optimized over ten runs using each PSO approach. For comparison, a dynamically penalized likelihood (DPL) algorithm - a popular RT optimization technique is also implemented and used. Results: The proposed technique significantly improves the robustness to random initialization while requiring fewer iteration cycles to converge across all cases. DPL manages to find the global optimum in 2 out of 5 RT cases over significantly more iterations. Conclusion: The proposed virtual search approach boosts the swarm search efficiency, and consequently, improves the optimization convergence rate and robustness for PSO. Significance: RT planning is a large-scale, nonconvex optimization problem, where finding optimal solutions in a clinically practical time is critical. Our proposed approach can potentially improve the optimization efficiency in similar time-sensitive problems. © 1964-2012 IEEE.;NOT;NA;NA;Scopus;;;; 690;Teo T., Normal M., Adcock M., Thomas B.H.;Data fragment: Virtual reality for viewing and querying large image sets;10.1109/VR.2017.7892309;2017;This paper presents our new Virtual Reality (VR) interactive visualization techniques to assist users querying large image sets. The VR system allows users to query a set of images on four different filters such as locations and keywords. The goal is to investigate if a VR platform is preferred over a non-VR platform for viewing and querying large image sets. We employed an HTC Vive and a traditional desktop screen to represent VR and non-VR platforms. We found users preferred the VR platform over the traditional desktop screen. © 2017 IEEE.;VR;TRUE;NA;Scopus;TRUE;;TRUE;Filter Query for images in VR 691;Ng A.K.T.;Cognitive psychology and human factors engineering of virtual reality;10.1109/VR.2017.7892349;2017;This position paper summarizes the author's research interest in Cognitive Psychology and Human-Computer Interaction in the imseCAVE, a CAVE-like system in the University of Hong Kong. Several areas of interest were explored while finding the thesis topic for the Ph.D. research. They include a perception research on distance estimation with proposed error correction mechanism, neurofeedback meditation with EEG in VR and the effect with audio and video, the study of training transfer in VR training, the comparison and research of cybersickness between HMD and the imseCAVE, and comparing VR gaming in TV, HMD, and the imseCAVE by performance, activity level and time perception. With a broad interest, the exact direction is still in the search and requires future exploration. © 2017 IEEE.;VR;FALSE;NA;Scopus;;;; 692;Renner P., Pfeiffer T.;Evaluation of attention guiding techniques for augmented reality-based assistance in picking and assembly tasks;10.1145/3030024.3040987;2017;Intelligent personal assistance systems for manual tasks may support users on multiple levels. A general function is guiding the visual attention of the user towards the item relevant for the next action. This is a challenging task, as the user may be in arbitrary positions and orientations relative to the target. Optical see-through head-mounteddisplays (HMDs) present an additional challenge, as the target may be already visible for the user but lie outside the field-of-view of the augmented reality (AR) display. In the context of a smart glasses-based assistance system for a manual assembly station, we evaluated five different visual attention guidance techniques for optical see-through devices. We found that combined directional and positional in-situ guidance performs best overall, but that performance depends on target location. The study is our first realization of a simulated AR methodology in which we create a repeatable and highly-controlled experimental design using a virtual reality (VR) HMD setup. Copyright is held by the author/owner(s).;AR;NA;NA;Scopus;;;; 693;Alhasan H., Hood V., Mainwaring F.;The effect of visual biofeedback on balance in elderly population: A systematic review;10.2147/CIA.S127023;2017;Background: Balance is commonly affected by multiple factors, especially among the elderly population. Visual biofeedback (VBF) is an intervention tool that can be used in balance rehabilitation. Aim: This study aimed to systematically review randomized controlled trials that examine whether VBF training is effective in improving balance in an elderly population. Data sources: Three databases were searched: CIAHL, EMBASE, and MEDLINE. The searches were limited to the period from 2010 to 2016. Eligibility criteria: Healthy adults, aged ≥65 years, with no specific disorders were included. Interventions were any VBF intervention with the aim of improving balance and were compared to no intervention, traditional exercises, placebo, or standard care. The outcome measures were balance as measured by any validated outcome measure. Studies appraisal method: The Physiotherapy Evidence Database quality assessment tool and The Cochrane Collaboration tool for assessing risk of bias were used by two independent authors (HA and FM) in order to appraise the included studies. Results: The database search resulted in 879 articles, of which five papers were included. VBF was compared to no intervention, a placebo, and traditional exercise. The total number of participants in all the five included studies was 181, with a mean age of 74.3 years (standard deviation 6.7). Two studies were rated as high-quality studies, and three were rated as fair quality. Conclusion: Engaging elderly people living in the community in VBF training was found to be effective and could improve their balance ability. However, the variation between studies in methodology, intervention protocol, and outcomes utilized made it difficult to inform a definitive statement regarding the potential application of VBF for balance training with the elderly. Furthermore, high-quality randomized control trials are required. The systematic review level of evidence is moderate, and the strength of recommendation is that VBF is likely to be beneficial. © 2017 Alhasan et al.;NOT;NA;NA;Scopus;;;; 694;Athar M., Lone M.Y., Jha P.C.;First protein drug target's appraisal of lead-likeness descriptors to unfold the intervening chemical space;10.1016/j.jmgm.2016.12.019;2017;Despite the advances in combinatorial chemistry, high throughput and virtual screening experiments, plethora of clinical studies disquiet due to lead and drug-likeness attritions. For mitigation, the knowledge of physicochemical properties are really useful for guiding and selection of compounds from libraries dictated by certain rule of thumbs. However, robust bio-technological and instrumental innovations have created exponential increase in novel compounds and databases which compelled rethinking of the evaluation procedures. Known descriptive molecular property filters proposed by Lipinski, Verber and Hann are not efficient enough to encompass long array of compounds. Moreover, these filters do not take into account the specificity of biological target. In this pursuit, we have tried to appraise eight molecular properties for two major classes of biological targets viz membrane proteins and ion channels binding ligands. These molecular properties were utilized to search for the specific attributes that can be identified as an intervening space for dictating the biological activity. © 2017 Elsevier Inc.;NOT;NA;NA;Scopus;;;; 695;Gohari F.S., Haghighi H., Aliee F.S.;A semantic-enhanced trust based recommender system using ant colony optimization;10.1007/s10489-016-0830-y;2017;Collaborative Filtering (CF) is the most popular recommendation technique that uses preferences of users in a community to make personal recommendations for other users. Despite its popularity and success, CF suffers from the data sparsity and cold-start problems. To alleviate these issues, in recent years, there has been an upsurge of interest in exploiting trust information to improve the performance of CF. In general, trust has a number of distinct properties such as asymmetry, transitivity, dynamicity and context-dependency. However, conventional trust-based CF systems do not address trust computation by considering all the properties of trust. Particularly, the context-dependency property has received less attention in the existing approaches. The consideration of all these properties leads to more accurate recommendations since the quality of the inferred is improved. In this paper, we propose a novel trust-based approach, called Semantic-enhanced Trust based Ant Recommender System (STARS), which satisfies all the properties mentioned above. Using ant colony optimization, the proposed system performs a depth- first search for the optimal trust paths in the trust network and selects the best neighbors of an active user to provide better recommendations. To consider the context-dependency property, trust inference in STARS depends on the semantic descriptions of items. Incorporation of both global and local trust in CF-based recommender systems in addition to the trust computation based on the semantic features of items allows STARS to alleviate the data sparsity, cold-start and “multiple-interests and multiple-content” problems of CF. Experimental results on real-world data sets show that STARS outperforms its counterparts in terms of prediction accuracy and recommendation quality and can overcome the above problems. © 2016, Springer Science+Business Media New York.;NOT;NA;NA;Scopus;;;; 696;Mohamed R.P., Xi F.J., Chen T.;A pose-based structural dynamic model updating method for serial modular robots;10.1016/j.ymssp.2016.08.026;2017;A new approach is presented for updating the structural dynamic component models of serial modular robots using experimental data from component tests such that the updated model of the entire robot assembly can provide accurate results in any pose. To accomplish this, a test-analysis component mode synthesis (CMS) model with fixed-free component boundaries is implemented to directly compare measured frequency response functions (FRFs) from vibration experiments of individual modules. The experimental boundary conditions are made to emulate module connection interfaces and can enable individual joint and link modules to be tested in arbitrary poses. By doing so, changes in the joint dynamics can be observed and more FRF data points can be obtained from experiments to be used in the updating process. Because this process yields an overdetermined system of equations, a direct search method with nonlinear constraints on the resonances and antiresonances is used to update the FRFs of the analytical component models. The effectiveness of the method is demonstrated with experimental case studies on an adjustable modular linkage system. Overall, the method can enable virtual testing of modular robot systems without the need to perform further testing on entire assemblies. © 2016 Elsevier Ltd;NOT;NA;NA;Scopus;;;; 697;[No author name available];Corrigendum to Does a Combination of Virtual Reality, Neuromodulation and Neuroimaging Provide a Comprehensive Platform for Neurorehabilitation? - A Narrative Review of the Literature (Front. Hum. Neurosci., (2016), 10, (284), 10.3389/fnhum.2016.00284);10.3389/fnhum.2017.00053;2017;In the original article, there was a mistake in the legend for Figure 2 as published. The correct legend appears below. The authors apologize for this error and state that this does not change the scientific conclusions of the article in anyway. Figure 2. Stroke participants engaged in VR therapy using an X-Box Kinect motion capture system, MediMoov by NaturalPad, while receiving tDCS. Conflict of Interest Statement: The authors declare that there search was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest. © 2017 Teo, Muthalib, Yamin, Hendy, Bramstedt, Kotsopoulos, Perrey and Ayaz.;VR;FALSE;NA;Scopus;;;; 698;Tariq A., Foroosh H.;A Context-Driven Extractive Framework for Generating Realistic Image Descriptions;10.1109/TIP.2016.2628585;2017;Automatic image annotation methods are extremely beneficial for image search, retrieval, and organization systems. The lack of strict correlation between semantic concepts and visual features, referred to as the semantic gap, is a huge challenge for annotation systems. In this paper, we propose an image annotation model that incorporates contextual cues collected from sources both intrinsic and extrinsic to images, to bridge the semantic gap. The main focus of this paper is a large real-world data set of news images that we collected. Unlike standard image annotation benchmark data sets, our data set does not require human annotators to generate artificial ground truth descriptions after data collection, since our images already include contextually meaningful and real-world captions written by journalists. We thoroughly study the nature of image descriptions in this real-world data set. News image captions describe both visual contents and the contexts of images. Auxiliary information sources are also available with such images in the form of news article and metadata (e.g., keywords and categories). The proposed framework extracts contextual-cues from available sources of different data modalities and transforms them into a common representation space, i.e., the probability space. Predicted annotations are later transformed into sentence-like captions through an extractive framework applied over news articles. Our context-driven framework outperforms the state of the art on the collected data set of approximately 20 000 items, as well as on a previously available smaller news images data set. © 1992-2012 IEEE.;NOT;NA;NA;Scopus;;;; 699;Wang K., Li H., Yu F.R., Wei W., Suo L.;Interference Alignment in Virtualized Heterogeneous Cellular Networks with Imperfect Channel State Information;10.1109/TVT.2016.2562741;2017;Wireless network virtualization is a promising technique for future wireless networks. In this paper, different from traditional virtualization approaches by means of resource isolation at the subchannel or time-slot level, we propose a novel framework of heterogeneous cellular network virtualization combined with interference alignment (IA) technology, which utilizes IA to cancel the mutual interference, by aligning the interference from other transmitters into a lower dimensional subspace at each receiver. In this framework, we formulate the virtual resource allocation as a joint virtualization and IA problem, considering the gain not only from interference mitigation introduced by IA but from the sum-rate improvement brought by virtualization as well. In addition, to reduce the computational complexity, with the recent advances in discrete stochastic approximation (DSA), we propose a two-step algorithm to solve the formulated problem. The basic principle is to design IA schemes for each feasible association combination and then to traverse the association space to search for the optimal association combination with the maximum sum rate. Extensive simulations are conducted with different system parameters to show the effectiveness of the proposed scheme. © 2016 IEEE.;NOT;NA;NA;Scopus;;;; 700;Csapo A.B., Nagy H., Kristjansson A., Wersenyi G.;Evaluation of human-Myo gesture control capabilities in continuous search and select operations;10.1109/CogInfoCom.2016.7804585;2017;Tactile and haptic devices can be used to control and interact with a wide range of systems, including games, virtual environments and assistive technologies. Although many psychophysical studies have measured thresholds of human sensory capabilities for interpreting haptic and tactile feedback, relatively little is known about the precision with which we are able to guide the behavior of a system based on kinesthetic and myoelectric gestures. A broad study of the latter problem is important, especially now that a number of devices have appeared-such as the Leap Motion Controller and the Myo armband-which enable humans to use finger, hand and arm gestures to interact with the digital world. This paper provides a broad overview on the topic, and reports a set of preliminary experiments on the extent to which the Myo armband can be used to control auditory feedback in real time. Test results are evaluated based on a Bayesian statistical model of an empirical (but for the most part, unambiguous) performance scale. The goal is to investigate ways in which visually impaired users could use the Myo to control the output of an assistive technology. © 2016 IEEE.;NOT;NA;NA;Scopus;;;; 701;Kaliciak L., Myrhaug H., Goker A.;Content-based image retrieval in augmented reality;10.1007/978-3-319-61118-1_13;2017;In this paper, we present a content-based image retrieval framework which augments the user’s reality and supports the decision making process as well as awareness and understanding of the local marine environment. It comprises a real-time intelligent user interface combined with the 360° real-time environment display in the virtual reality headset. The image retrieval utilizes a unified hybrid adaptive image retrieval model. The presented system provides the user with a unique solution combining the virtual reality real-time headset, 360° view, and augmented reality to remotely monitor the surface and underwater marine environment. The objective of the proposed framework is to enhance the user interaction with the remote sensing and control applications. To our knowledge, it is the first system that combines real-time VR, 360° camera, and hybrid models in the context of image retrieval and augmented reality. © Springer International Publishing AG 2017.;VR;TRUE;NA;Scopus;TRUE;;FALSE;System only allows to select some information or not, no search functionality. 702;Zhu Z., Akhondi S.A., Nandal U., Doornenbal M., Gregory M.;Selecting documents relevant for chemistry as a classification problem;10.1007/978-3-319-58694-6_31;2017;"We present a first version of a system for selecting chemical publications for inclusion in a chemistry information database. This database, Reaxys (https://www.elsevier.com/solutions/reaxys), is a portal for the retrieval of structured chemistry information from published journals and patents. There are three challenges in this task: (i) Training and input data are highly imbalanced; (ii) High recall (≥95%) is desired; and (iii) Data offered for selection is numerically massive but at the same time, incomplete. Our system successfully handles the imbalance with the undersampling technique and achieves relatively high recall using chemical named entities as features. Experiments on a real-world data set consisting of 15,822 documents show that the features of chemical named entities boost recall by 8% over the usual n-gram features being widely used in general document classification applications. For fostering research on this challenging topic, a part of the data set compiled in this paper can be requested. © Springer International Publishing AG 2017.";NOT;NA;NA;Scopus;;;; 703;Talukder M., Quazi A.;Developing a research framework for virtual community systems;10.1504/IJWBC.2017.084415;2017;"This paper proposes a conceptual framework integrating the drivers and outcomes of usage of virtual community (VC) systems. A through literature review is undertaken emphasising the literature underlying philosophical and theoretical foundations of VC and its usage. Search for empirical evidence on VC adoption is also carried out; in particular, literature relating to drivers of VC, the level of satisfaction of VC members, their belonging and inclination to use VC systems are explored. The possible variables that may moderate the relationship between the drivers of VC usage and users satisfaction are also proposed. The possible moderating variables include the gender, age and level of education of users of the virtual community. A sketch of the conceptual model is provided along with the methods to operationalise the constructs within the model in future research. The possible links between variables are also depicted towards facilitating empirical testing of the model. Copyright © 2017 Inderscience Enterprises Ltd.";NOT;NA;NA;Scopus;;;; 704;Chiang M.-L., Wang J.-K., Feng L.-C., Chen Y.-S., Wang Y.-C., Kao W.-Y.;Design and implementation of a lightweight kernel-level network intrusion prevention system for virtualized environment (short paper);10.1007/978-3-319-72359-4_36;2017;Cloud platforms often take advantage of virtualization technology and make their actual hosts virtualized. As network attack events occur frequently, providing system security in a virtualized environment is the focus of this study. We have designed and implemented a lightweight network-based intrusion prevention system (IPS) named VMM-IPS for the virtual machine (VM) execution environment. To ensure the system safety of VMs and the host system at the same time, VMM-IPS is operated in the Linux kernel of the host system and co-located with the Kernel-based Virtual Machine that turns Linux kernel into a hypervisor. As packets enter the system, no matter destined to VMs or passing through the host, they are detected by VMM-IPS. Unlike user-level IPS that needs switching protection domain and copying packets to user buffer for inspection, VMM-IPS is more efficient because of the capability to perform in-place packet inspection. It adopts signature-based detection and is implemented with the multiple-pattern search algorithm AC-BM for efficient string matching. Besides, VMM-IPS can protect the system against attacks using packet splitting and reassembly to evade introduction detection system (IDS). The experimental results demonstrate VMM-IPS can achieve system safety effectively and efficiently. © 2017, Springer International Publishing AG.;NOT;NA;NA;Scopus;;;; 705;Mishra P., Pilli E.S., Varadharajan V., Tupakula U.;PSI-NetVisor: Program semantic aware intrusion detection at network and hypervisor layer in cloud;10.3233/JIFS-169234;2017;"Cloud Security is of paramount importance in the new era of virtualization technology. Tenant Virtual Machine (VM) level security solutions can be easily evaded by modern attack techniques. Out-VM monitoring allows cloud administrator (CA) to monitor and control a VM from a secure location outside the VM. In this paper, we propose an out-VM monitoring based approach named as 'Program Semantic-Aware Intrusion Detection at Network and Hypervisor Layer' (PSI-NetVisor) to detect attacks in both network and virtualization layer in cloud. PSI-NetVisor performs network monitoring by employing behavior based intrusion detection approach (BIDA) at the network layer of centralized Cloud Network Server (CNS); providing the first level of defense from attacks. It incorporates semantic awareness in the intrusion detection approach and enables it to provide network monitoring and process monitoring at the hypervisor layer of Cloud Compute Server (CCoS); providing the second level of defense from attacks. PSI-NetVisor employs Virtual Machine Introspection (VMI) libraries based on software break point injection to extract process execution traces from hypervisor. It further applies depth first search (DFS) to construct program semantics from control flow graph of execution traces. It applies dynamic analysis and machine learning approaches to learn the behavior of anomalies which makes it secure from obfuscation and encryption based attacks. PSI-NetVisor has been validated with latest intrusion datasets (UNSW-NB & Evasive Malware) collected from research centers and results seem to be promising. © 2017-IOS Press and the authors. All rights reserved.";NOT;NA;NA;Scopus;;;; 706;Niwa H., Nagata K., Ohta M., Yamashita K.;A product identification method for a mixed-reality web shopping system;10.1109/GCCE.2016.7800481;2016;On an e-commerce site, users can easily search for a desired product by inputting the name and/or the model number of the product into a web browser. However, they fail to find it if the query is inputted incorrectly or an ambiguous term is used. We have proposed a mixed-reality web shopping system with panoramic images photographed at the aisles of a real store. In this system, the user can move freely around the store and pick the desired product up while viewing the panoramic images. To implement the system, the product in the panoramic image must be recognized automatically. Because there are a huge number of products in the image, it is not practical that all products are recognized manually. In this paper we consider a product identification method for the mixed-reality web shopping system. The convolutional neural network was used to recognize products in this method. © 2016 IEEE.;AR;NA;NA;Scopus;;;; 707;Agarwal G., Prasad B., Garg R., Dutta T., Garg D., Gupta H.P.;A fast identity-independent expression recognition system for robust cartoonification using smart devices gorisha agarwal ronak garg divya garg;10.1145/3009977.3010055;2016;Facial expressions convey rich information about emotions, intentions and other internal states of a person. Automatic facial expression and cartoonification systems are aiming towards the application of computer vision systems in human computer interaction, emotion analysis, medical care, virtual learning and even entertainment. In this paper, we propose an identity-independent robust system to detect human expression and generate their corresponding cartoonified images in real-time using smart-devices. Identity-independent expression recognition system enhances the facial features of query face image using its intra-class variation image and classifies using support vector machines. The method is robust to variation in identity and illumination of the query face image. Along with the basic expressions, like angry, happy and sad, we have also successfully detected the emotional states of sleepy and pain. The experimental results on JAFFE, CK+, PICS, Yalefaces, and Senthil databases show the effectiveness of the system. © 2016 ACM.;NOT;NA;NA;Scopus;;;; 708;Ma F., Chen J., Tong Y., Sun L.;An improved ANN search algorithm for visual search applications;10.1145/3013971.3014011;2016;Approximate nearest neighbor search is a kind of significant algorithm to ensure the accuracy and speed for visual search system. In this paper, we ameliorate the search algorithm following the framework of product quantization. Product quantization can generate an exponentially large codebook by a product quantizer and then achieve rapid search with the asymmetric distance computation or symmetric distance computation, while it will still produce a larger distortion in some cases when calculating the approximate distance. Therefore, we design the hierarchical residual product quantization which simultaneously quantifies the input and residual space and meanwhile we extend the asymmetric distance computation to handle this quantization method which is still very efficient to estimate the approximate distance. We have tested our method on several datasets, and the experiment shows that our method consistently improves the accuracy against the-state-of-the-art methods. © 2016 ACM.;NOT;NA;NA;Scopus;;;; 709;Nie G., Liu Y., Wang Y.;DovCut: A draft based online video compositing system;10.1145/3013971.3013980;2016;The customization of the video endows users the ability to design the desired videos by themselves, however it is still a challenging task to achieve video composition up to now. In this paper, we design a draft based online video customization system (DovCut) that can convert the freehand draft into a realistic video. Based on a freehand draft in canvas with tags, the proposed system first searches the candidate videos online automatically to match the scene items and segments each candidate object from the background, then replaces the objects in the freehand draft into the realistic objects. By using a filtering scheme the proposed system excludes the undesirable video clips and selects the suitable videos automatically to generate a high quality composition video. Experimental results show the application potential of the proposed system. © 2016 ACM.;NOT;NA;NA;Scopus;;;; 710;Yin C., Yang X.;Real-time head pose estimation for driver assistance system using low-cost on-board computer;10.1145/3013971.3014015;2016;We propose a fast head pose estimation method using monocular video. It is highly optimized for on-board computers and for driving situations, which is applicable to existing low-cost on-board computer for cars and suitable for high real-time driver assistance systems. In our algorithm pipeline, the face detection step eliminates slow floating point computations using pixel intensity binary test, and reduce search scope effectively. In the face alignment step, we utilize the high performance of local binary feature and extend the single pose regression model to handle large rotations. The pose estimation step uses a mean rigid face model to calculate head pose fast by solving 2D-3D correspondence. To reduce computation further, we bypass or simplify pipeline steps using previous frame result, and redo the full pipeline adaptively. Experiments show our method is more efficient than existing approaches, which makes high real-time applications for on-board computers possible. © 2016 ACM.;NOT;NA;NA;Scopus;;;; 711;Lam L.T., Lam M.K.;eHealth Intervention for Problematic Internet Use (PIU);10.1007/s11920-016-0747-5;2016;Excessive use of the Internet is considered a problematic behaviour by clinicians and researchers. Cognitive behaviour therapy (CBT) has been advocated for a long time as a treatment approach and has been extended to include family therapy in the recent years. As eTherapy (eHealth) has become an important component in the treatment of many mental health problems, it is prudent to explore the current status of the eHealth approach as an intervention option for this problem. This systematic review aims to examine the current development of online intervention programmes for this particular condition. The PRISMA guidelines for systematic reviews and meta-analysis were employed to conduct the search for literature following a systematic and structured approach. Of the 182 articles screened, three satisfied the selection criteria. Information was extracted and analysed systematically for each study and tabulated. All these studies were pilot studies with small sample sizes. Two of these articles aimed to explore the therapeutic efficacy of newly developed online intervention programmes for Internet addiction (IA) and online gaming addiction. The third article described the design and development of an App for smartphone addiction. The results obtained from this review have provided insight into the on-going development of eHealth interventions as well as the health informatics approaches in offering a possible and practical solution to tackle this growing problem. © 2016, Springer Science+Business Media New York.;NOT;NA;NA;Scopus;;;; 712;Lee J., Lu Y., Xu Y., Song D.;Visual programming for mobile robot navigation using high-level landmarks;10.1109/IROS.2016.7759449;2016;We propose a visual programming system that allows users to specify navigation tasks for mobile robots using high-level landmarks in a virtual reality (VR) environment constructed from the output of visual simultaneous localization and mapping (vSLAM). The VR environment provides a Google Street View-like interface for users to familiarize themselves with the robot's working environment, specify high-level landmarks, and determine task-level motion commands related to each landmark. Our system builds a roadmap by using the pose graph from the vSLAM outputs. Based on the roadmap, the high-level landmarks, and task-level motion commands, our system generates an output path for the robot to accomplish the navigation task. We present data structures, architecture, interface, and algorithms for our system and show that, given ns search-type motion commands, our system generates a path in O(ns(nr lognr+mr)) time, where nr and mr are the number of roadmap nodes and edges, respectively. We have implemented our system and tested it on real world data. © 2016 IEEE.;VR;FALSE;NA;Scopus;;;; 713;Yuan Y., Wang F.-Y., Zeng D.;Developing a cooperative bidding framework for sponsored search markets – An evolutionary perspective;10.1016/j.ins.2016.07.041;2016;Sponsored search advertising (SSA) markets have witnessed soaring bid prices from advertisers, which have been considered to be a potential challenge to the long-term stability, profitability and effectiveness of the SSA ecosystem. One approach to addressing this challenge is identifying cooperative and stable bidding strategies for competing advertisers with the objective of reaching socially optimal outcomes in repeated SSA auctions. Although useful in analyzing advertisers’ bidding behavior in single auction sessions, static game-theoretic analysis and simulation studies in the extant SSA literature offer only limited insights for characterizing the long-term evolutionary dynamics and stability of advertisers’ bidding behavior. In this paper, we address this problem by applying evolutionary game theory and coevolutionary simulation. Our key finding is that a group of “nice” and retaliatory (NR) strategies can promote stable cooperation among competing advertisers. Advertisers using NR strategies will never deviate from cooperation first (nice) and always punish their rivals’ deviations using competitive bids (retaliatory). The NR strategies are shown to be able to encourage advertisers to decrease their bids to obtain revenue that is equal to that awarded under the Vickrey-Clarke-Groves (VCG) auction mechanism and are further shown to alleviate bid inflation effectively at the system level. © 2016 Elsevier Inc.;NOT;NA;NA;Scopus;;;; 714;Javor A., Ransmayr G., Struhal W., Riedl R.;Parkinson patients' initial trust in avatars: Theory and evidence;10.1371/journal.pone.0165998;2016;Parkinson's disease (PD) is a neurodegenerative disease that affects the motor system and cognitive and behavioral functions. Due to these impairments, PD patients also have problems in using the computer. However, using computers and the Internet could help these patients to overcome social isolation and enhance information search. Specifically, avatars (defined as virtual representations of humans) are increasingly used in online environments to enhance human-computer interaction by simulating face-to-face interaction. Our laboratory experiment investigated how PD patients behave in a trust game played with human and avatar counterparts, and we compared this behavior to the behavior of age, income, education and gender matched healthy controls. The results of our study show that PD patients trust avatar faces significantly more than human faces. Moreover, there was no significant difference between initial trust of PD patients and healthy controls in avatar faces, while PD patients trusted human faces significantly less than healthy controls. Our data suggests that PD patients' interaction with avatars may constitute an effective way of communication in situations in which trust is required (e.g., a physician recommends intake of medication). We discuss the implications of these results for several areas of human-computer interaction and neurological research. Copyright © 2016 Javor et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.;NOT;NA;NA;Scopus;;;; 715;Khanwalkar S., Balakrishna S., Jain R.;Exploration of large image corpuses in virtual reality;10.1145/2964284.2967291;2016;With the increasing capture of photos and their proliferation on social media, there is a pressing need for a more intuitive and versatile image search and exploration system. Image search systems have long been confined to the binds of the 2D legacy screens and the keyword text-box. With the recent advances in Virtual Reality (VR) technology, a move towards an immersive VR environment will redefine the image navigation experience. To this end, we propose a VR platform that gathers images from various sources, and addresses the 5 Ws of image search-what, where, when, who and why. We achieve this by providing the user with two modes of interactive exploration-(i) A mode that allows for a graph based navigation of an image dataset, using a steering wheel1 visualization, along multiple dimensions of time, location, visual concept, people, etc. and (ii) Another mode that provides an intuitive exploration of the image dataset using a logical hierarchy of visual concepts. Our contributions include creating a VR image exploration experience that is intuitive and allows image navigation along multiple dimensions. © 2016 ACM.;VR;TRUE;NA;Scopus;TRUE;;TRUE;Exploratory search in a graph starting with random results and with simple input 716;Khosravi P., Rezvani A., Wiewiora A.;The impact of technology on older adults' social isolation;10.1016/j.chb.2016.05.092;2016;"Research indicates that social isolation and loneliness have a negative effect on health and wellbeing among older people. Various technology-based interventions have been offered to reduce social isolation; however, research demonstrating the role of various types of technologies and their effectiveness in dealing with social isolation among seniors is scarce. This study undertakes a systematic literature review of empirical studies on various types of technologies and their effectiveness in alleviating social isolation among seniors. Relevant electronic databases were searched and through 6886 initial set of studies published from 2000 to 2015 we have found eight different technologies that have been applied to alleviate social isolation, namely, general ICT, video game, robotics, personal reminder information and social management system, asynchronous peer support chat room, social network sites, Telecare and 3D virtual environment. We further evaluated the effectiveness of the technologies with social isolation among seniors. Findings show that technologies can be used to reduce social isolation among seniors. However, more studies are needed to evaluate the effectiveness of new technologies. © 2016 Elsevier Ltd. All rights reserved.";NOT;NA;NA;Scopus;;;; 717;Clark A., Moodley D.;A system for a hand gesture-manipulated virtual reality environment;10.1145/2987491.2987511;2016;"Extensive research has been done using machine learning techniques for hand gesture recognition (HGR) using camerabased devices; such as the Leap Motion Controller (LMC). However, limited research has investigated machine learning techniques for HGR in virtual reality applications (VR). This paper reports on the design, implementation, and evaluation of a static HGR system for VR applications using the LMC. The gesture recognition system incorporated a lightweight feature vector of five normalized tip-to-palm distances and a k-nearest neighbour (kNN) classifier. The system was evaluated in terms of response time, accuracy and usability using a case-study VR stellar data visualization application created in the Unreal Engine 4. An average gesture classification time of 0.057ms with an accuracy of 82.5% was achieved on four distinct gestures, which is comparable with previous results from Sign Language recognition systems. This shows the potential of HGR machine learning techniques applied to VR, which were previously applied to non-VR scenarios such as Sign Language recognition. ©2016 ACM.";VR;FALSE;NA;Scopus;;;; 718;Whitmire E., Trutoiu L., Cavin R., Perek D., Scally B., Phillips J., Patel S.;EyeContact: Scleral coil eye tracking for virtual reality;10.1145/2971763.2971771;2016;Eye tracking is a technology of growing importance for mobile and wearable systems, particularly for newly emerging virtual and augmented reality applications (VR and AR). Current eye tracking solutions for wearable AR and VR headsets rely on optical tracking and achieve a typical accuracy of 0.5° to 1°. We investigate a high temporal and spatial resolution eye tracking system based on magnetic tracking using scleral search coils. This technique has historically relied on large generator coils several meters in diameter or requires a restraint for the user's head. We propose a wearable scleral search coil tracking system that allows the user to walk around, and eliminates the need for a head restraint or room-sized coils. Our technique involves a unique placement of generator coils as well as a new calibration approach that accounts for the less uniform magnetic field created by the smaller coils. Using this technique, we can estimate the orientation of the eye with a mean calibrated accuracy of 0.094°. © 2016 ACM.;VR;FALSE;NA;Scopus;;;; 719;Pérez-Regidor L., Zarioh M., Ortega L., Martín-Santamaría S.;Virtual screening approaches towards the discovery of toll-like receptor modulators;10.3390/ijms17091508;2016;"This review aims to summarize the latest efforts performed in the search for novel chemical entities such as Toll-like receptor (TLR) modulators by means of virtual screening techniques. This is an emergent research field with only very recent (and successful) contributions. Identification of drug-like molecules with potential therapeutic applications for the treatment of a variety of TLR-regulated diseases has attracted considerable interest due to the clinical potential. Additionally, the virtual screening databases and computational tools employed have been overviewed in a descriptive way, widening the scope for researchers interested in the field. © 2016 by the authors; licensee MDPI, Basel, Switzerland.";NOT;NA;NA;Scopus;;;; 720;Cai Y., Yu F.R., Liang C., Sun B., Yan Q.;Software-defined device-to-device (D2D) communications in virtual wireless networks with imperfect network state information (NSI);10.1109/TVT.2015.2483558;2016;Software-defined networking (SDN) and network function virtualization (NFV) are a promising system architecture and control mechanism for future networks. Although some works have been done on wireless SDN and NFV, recent advancements in device-to-device (D2D) communications are largely ignored in this novel framework. In this paper, we study the integration of D2D communication in the framework of SDN and NFV. An inherent challenge in supporting software-defined D2D is the imperfectness of network state information, including channel state information (CSI) and queuing state information, in virtual wireless (QSI) networks. To address this challenge, we formulate the resource sharing problem in this framework as a discrete stochastic optimization problem and develop discrete stochastic approximation algorithms to solve this problem. Such algorithms can reduce the computational complexity compared with exhaustive search while achieving satisfactory performance. Both the static wireless channel and time-varying channels are considered. Extensive simulations show that users can benefit from both wireless network virtualization and software-defined D2D communications, and our proposed scheme can achieve considerable performance gains in both system throughput and user utility under practical network settings. © 2015 IEEE.;NOT;NA;NA;Scopus;;;; 721;Foit K., Gwiazda A., Banaś W.;A Multi-Agent Approach to the Simulation of Robotized Manufacturing Systems;10.1088/1757-899X/145/5/052011;2016;The recent years of eventful industry development, brought many competing products, addressed to the same market segment. The shortening of a development cycle became a necessity if the company would like to be competitive. Because of switching to the Intelligent Manufacturing model the industry search for new scheduling algorithms, while the traditional ones do not meet the current requirements. The agent-based approach has been considered by many researchers as an important way of evolution of modern manufacturing systems. Due to the properties of the multi-agent systems, this methodology is very helpful during creation of the model of production system, allowing depicting both processing and informational part. The complexity of such approach makes the analysis impossible without the computer assistance. Computer simulation still uses a mathematical model to recreate a real situation, but nowadays the 2D or 3D virtual environments or even virtual reality have been used for realistic illustration of the considered systems. This paper will focus on robotized manufacturing system and will present the one of possible approaches to the simulation of such systems. The selection of multi-agent approach is motivated by the flexibility of this solution that offers the modularity, robustness and autonomy. © Published under licence by IOP Publishing Ltd.;VR;FALSE;NA;Scopus;;;; 722;Cohen R.A., Tian D., Vetro A.;Attribute compression for sparse point clouds using graph transforms;10.1109/ICIP.2016.7532583;2016;With the recent improvements in 3-D capture technologies for applications such as virtual reality, preserving cultural artifacts, and mobile mapping systems, new methods for compressing 3-D point cloud representations are needed to reduce the amount of bandwidth or storage consumed. For point clouds having attributes such as color associated with each point, several existing methods perform attribute compression by partitioning the point cloud into blocks and reducing redundancies among adjacent points. If, however, many blocks are sparsely populated, few or no points may be adjacent, thus limiting the compression efficiency of the system. In this paper, we present two new methods using block-based prediction and graph transforms to compress point clouds that contain sparsely-populated blocks. One method compacts the data to guarantee one DC coefficient for each graph-transformed block, and the other method uses a K-nearest-neighbor extension to generate more efficient graphs. © 2016 IEEE.;VR;FALSE;NA;Scopus;;;; 723;Sawada H., Kitano S., Yokota S.;A hapto-tactile display for presenting virtual objects in human-scale tactual search;10.1109/HSI.2016.7529660;2016;In the recognition of an object situated in front of us, we firstly watch it and then try to touch it to feel the tactile and haptic sensation to be perceived by our hands. Various virtual reality and augmented reality systems have been introduced with the growing computational powers, however visual and auditory information related with a virtual object is mainly presented simultaneously to a user for enhancing the reality. If we consider the real situation of a user to try to recognize an object in the living environment, tactile and haptic information is assumed to be rather important for the better interaction with the object. In this study, we develop a hapto-tactile display that covers the movable range of a human arm in the tactual search for presenting tactile sensation of a virtual object. We design and construct a tactile pad to be fixed at the tip of a passively-driven haptic arm, and the tactile sensation and haptic force are simultaneously displayed to a user wearing the pad in the hand. The development of the hapto-tactile display for human tactile search will be described in this paper, together with an experiment to verify the validity of the system. © 2016 IEEE.;VR;FALSE;NA;Scopus;;;; 724;Mocanu B., Mureean V., Mocanu M., Cristea V.;Cloud live streaming system based on auto-adaptive overlay for Cyber Physical Infrastructure;10.1145/2962564.2962571;2016;According to Mark Zuckerberg's speech, at the Samsung S7 launch in February 2016, the age of massive data streaming, especially massive video streaming, is here. At the beginning of the year 2000, most people used to share and search almost only text. Then, they started to be interested in sharing and searching images and, in the latter years, videos with different formats and resolutions. One of the emerging technologies of this decade is Virtual Reality (VR) through which people can share resources in a more exciting and enjoyable manner. If a decade ago people used to only read about how to do things, now they see it being done in videos. Expectations are that, in the not so distant future, they will be able to visualize and experience it through the power of VR. But, new technologies come with new challenges. Video streaming, especially for VR, generates a great amount of data. Techniques used until now need to evolve or lead the way for better ones. Centralized approaches for big data live streaming are no longer appropriate. Peer-to-Peer networks are more suitable due to their decentralized nature and auto-adaptive property. The aim of this paper is to analyze and evaluate the performances of the SPIDER Peer-to-Peer Overlay in the context of live video streaming for two Cloud use cases. The first scenario entitled CyberWater aims to create an e-platform for sustainable water resources with a high focus on pollution phenomena. The second scenario, called ClueFarm, is a Cloud service-based system for quality business development in the farming sector. The experimental results presented in this paper focus on the amount of bandwidth needed in booth test scenarios and emphasize the advantages of the SPIDER Peer-to-Peer Overlay. © 2016 ACM.;VR;FALSE;NA;Scopus;;;; 725;Maldonado C., Cota M.P.;Software engineering-Software development for E, V, M learning with a high degree of usability for users with various disabilities [Ingeniería de Software-Desarrollo de Sistemas E, V, M learning con un alto grado de usabilidad para usuarios con discapacidades varias];10.1109/CISTI.2016.7521473;2016;This doctoral thesis is about the application of Information and Communication Technologies (ICTs) in education or E-Teaching. It is based on the component-based software engineering (CBSE) [1] [2] to search available software to build a learning platform called Educational Immersive Portal (EIP) composed of a Content Management Software (CMS), a virtual classroom or Learning Management Software (LMS), a server and viewer Virtual Worlds (VW), communication libraries from CMS and MV to the LMS, between LMS and mobile phones and uses best practices in usability for people with various disabilities. One goal of the study is to determine the requirements generated by the application of learning strategies Blended Learning (BL) and Peer Instruction (PI) studying how the immersivity a MV offers participants, it can be exploited in the environment activities (also designed on this work) to improve the teaching of topics related to computer engineering. For this purpose, it has given importance to meet the system requirements and functional users of the platform, educational institutions, teachers and students referred to the application of BL and PI in PEI. © 2016 AISTI.;NULL;NA;non-English;Scopus;;;; 726;Gandrud J., Interrante V.;Predicting destination using head orientation and gaze direction during locomotion in VR;10.1145/2931002.2931010;2016;"This paper reports preliminary investigations into the extent to which future directional intention might be reliably inferred from head pose and eye gaze during locomotion. Such findings could help inform the more effective implementation of realistic detailed animation for dynamic virtual agents in interactive first-person crowd simulations in VR, as well as the design of more efficient predictive controllers for redirected walking. In three different studies, with a total of 19 participants, we placed people at the base of a T-shaped virtual hallway environment and collected head position, head orientation, and gaze direction data as they set out to perform a hidden target search task across two rooms situated at right angles to the end of the hallway. Subjects wore an nVisorST50 HMD equipped with an Arrington Research ViewPoint eye tracker; positional data were tracked using a 12-camera Vicon MX40 motion capture system. The hidden target search task was used to blind participants to the actual focus of our study, which was to gain insight into how effectively head position, head orientation and gaze direction data might predict people's eventual choice of which room to search first. Our results suggest that eye gaze data does have the potential to provide additional predictive value over the use of 6DOF head tracked data alone, despite the relatively limited field-of-view of the display we used. © 2016 ACM.";VR;FALSE;NA;Scopus;;;; 727;Zheng Y., Mobasher B., Burke R.;User-oriented context suggestion;10.1145/2930238.2930252;2016;"Recommender systems have been used in many domains to assist users' decision making by providing item recommendations and thereby reducing information overload. Contextaware recommender systems go further, incorporating the variability of users' preferences across contexts, and suggesting items that are appropriate in different contexts. In this paper, we present a novel recommendation task, ""Context Suggestion"", whereby the system recommends contexts in which items may be selected. We introduce the motivations behind the notion of context suggestion and discuss several potential solutions. In particular, we focus specifically on user-oriented context suggestion which involves recommending appropriate contexts based on a user's profile. We propose extensions of well-known context-aware recommendation algorithms such as tensor factorization and deviation-based contextual modeling and adapt them as methods to recommend contexts instead of items. In our empirical evaluation, we compare the proposed solutions to several baseline algorithms using four real-world data sets. Categories and Subject Descriptors H.3.3 [Information Search and Retrieval]: Information filtering. Copyright 2016 ACM.";NOT;NA;NA;Scopus;;;; 728;Song Y., Elkahky A.M., He X.;Multi-rate deep learning for temporal recommendation;10.1145/2911451.2914726;2016;Modeling temporal behavior in recommendation systems is an important and challenging problem. Its challenges come from the fact that temporal modeling increases the cost of parameter estimation and inference, while requiring large amount of data to reliably learn the model with the additional time dimensions. Therefore, it is often difficult to model temporal behavior in large-scale real-world recommendation systems. In this work, we propose a novel deep neural network based architecture that models the combination of long-term static and short-term temporal user preferences to improve the recommendation performance. To train the model efficiently for large-scale applications, we propose a novel pre-train method to reduce the number of free parameters significantly. The resulted model is applied to a real-world data set from a commercial News recommendation system. We compare to a set of established baselines and the experimental results show that our method outperforms the state-of-the-art significantly. © 2016 ACM.;NOT;NA;NA;Scopus;;;; 729;Käfer T., Harth A., Mamessier S.;Towards declarative programming and querying in a distributed Cyber-Physical System: The i-VISION case;10.1109/CPSData.2016.7496418;2016;Cyber-Physical Systems that interconnect components of different vendors and knowledge domains bring together a multitude of data schemas and interaction paradigms. In the i-VISION project, we integrate Virtual Reality technologies with Human Factors analysis methods using Semantic Technologies to allow for improved aircraft cockpit design. In this paper, we present the case of the i-VISION project, specifically the software the project develops, describe its architecture and show how we allow for integrated querying by connecting a flight simulator, a Virtual Reality engine, and a Human Factors analysis tool. We use a gateway between the simulator part of the system, which follows the publish/subscribe paradigm, and the Human Factors analysis part, which follows the REST architectural style. We model the data using Semantic Web languages, make the data available using web protocols, and integrate and query the data using a rule engine for Linked Data. © 2016 IEEE.;VR;FALSE;NA;Scopus;;;; 730;Doucet G., Gulli R.A., Martinez-Trujillo J.C.;Cross-species 3D virtual reality toolbox for visual and cognitive experiments;10.1016/j.jneumeth.2016.03.009;2016;Background: Although simplified visual stimuli, such as dots or gratings presented on homogeneous backgrounds, provide strict control over the stimulus parameters during visual experiments, they fail to approximate visual stimulation in natural conditions. Adoption of virtual reality (VR) in neuroscience research has been proposed to circumvent this problem, by combining strict control of experimental variables and behavioral monitoring within complex and realistic environments. New method: We have created a VR toolbox that maximizes experimental flexibility while minimizing implementation costs. A free VR engine (Unreal 3) has been customized to interface with any control software via text commands, allowing seamless introduction into pre-existing laboratory data acquisition frameworks. Furthermore, control functions are provided for the two most common programming languages used in visual neuroscience: Matlab and Python. Results: The toolbox offers milliseconds time resolution necessary for electrophysiological recordings and is flexible enough to support cross-species usage across a wide range of paradigms. Comparison with existing methods: Unlike previously proposed VR solutions whose implementation is complex and time-consuming, our toolbox requires minimal customization or technical expertise to interface with pre-existing data acquisition frameworks as it relies on already familiar programming environments. Moreover, as it is compatible with a variety of display and input devices, identical VR testing paradigms can be used across species, from rodents to humans. Conclusions: This toolbox facilitates the addition of VR capabilities to any laboratory without perturbing pre-existing data acquisition frameworks, or requiring any major hardware changes. © 2016 Z.;VR;FALSE;NA;Scopus;;;; 731;Kelley B.P., Klochko C., Halabi S., Siegal D.;Datafish Multiphase Data Mining Technique to Match Multiple Mutually Inclusive Independent Variables in Large PACS Databases;10.1007/s10278-015-9817-1;2016;Retrospective data mining has tremendous potential in research but is time and labor intensive. Current data mining software contains many advanced search features but is limited in its ability to identify patients who meet multiple complex independent search criteria. Simple keyword and Boolean search techniques are ineffective when more complex searches are required, or when a search for multiple mutually inclusive variables becomes important. This is particularly true when trying to identify patients with a set of specific radiologic findings or proximity in time across multiple different imaging modalities. Another challenge that arises in retrospective data mining is that much variation still exists in how image findings are described in radiology reports. We present an algorithmic approach to solve this problem and describe a specific use case scenario in which we applied our technique to a real-world data set in order to identify patients who matched several independent variables in our institution’s picture archiving and communication systems (PACS) database. © 2015, Society for Imaging Informatics in Medicine.;NOT;NA;NA;Scopus;;;; 732;Nathanael D., Mosialos S., Vosniakos G.-C.;Development and evaluation of a virtual training environment for on-line robot programming;10.1016/j.ergon.2016.02.004;2016;The paper reports on the development and evaluation of a virtual reality system to support training in on-line programming of industrial robots. The system was evaluated by running training experiments with three groups of engineering students in the real, virtual and virtual augmented robot conditions. Results suggest that, the group with prior training in the virtual reality system augmented with cognitive/perceptual aids clearly outperformed the group that executed the tasks in the real robot only. The group trained in the non-augmented virtual reality system did not demonstrate the same results. It is concluded that the cognitive/perceptual aids embedded in the augmented virtual reality system had a positive effect on all task performance metrics and on the consistency of results across participants on the real robot. Virtual training environments need not be designed as close as possible to the real ones. Specifically designed augmented cognitive/perceptual aids may foster skill development that can be transferred to the real task. The suggested training environment is simple and cost effective in training of novices in an entry level task. © 2016 Elsevier B.V.;VR;FALSE;NA;Scopus;;;; 733;Trovati M., Bessis N.;An influence assessment method based on co-occurrence for topologically reduced big data sets;10.1007/s00500-015-1621-9;2016;The extraction of meaningful, accurate, and relevant information is at the core of Big Data research. Furthermore, the ability to obtain an insight is essential in any decision-making process, even though the diverse and complex nature of big data sets raises a multitude of challenges. In this paper, we propose a novel method to address the automated assessment of influence among concepts in big data sets. This is carried out by investigating their mutual co-occurrence, which is determined via topologically reducing the corresponding network. The main motivation is to provide a toolbox to classify and analyse influence properties, which can be used to investigate their dynamical and statistical behaviour, potentially leading to a better understanding and prediction of the properties of the system(s) they model. An evaluation was carried out on two real-world data sets, which were analysed to test the capabilities of our system. The results show the potential of our approach, indicating both accuracy and efficiency. © 2015, Springer-Verlag Berlin Heidelberg.;NOT;NA;NA;Scopus;;;; 734;Melis L., Asghar H.J., De Cristofaro E., Kaafar M.A.;Private processing of outsourced network functions: Feasibility and constructions;10.1145/2876019.2876021;2016;Aiming to reduce the cost and complexity of maintaining networking infrastructures, organizations are increasingly outsourcing their network functions (e.g., firewalls, traffic shapers and intrusion detection systems) to the cloud, and a number of industrial players have started to offer network function virtualization (NFV)-based solutions. Alas, outsourcing network functions in its current setting implies that sensitive network policies, such as firewall rules, are revealed to the cloud provider. In this paper, we investigate the use of cryptographic primitives for processing outsourced network functions, so that the provider does not learn any sensitive information. More specifically, we present a cryptographic treatment of privacy-preserving outsourcing of network functions, introducing security definitions as well as an abstract model of generic network functions, and then propose a few instantiations using partial homomorphic encryption and public-key encryption with keyword search. We include a proof-of-concept implementation of our constructions and show that network functions can be privately processed by an untrusted cloud provider in a few milliseconds. © 2016 ACM.;NOT;NA;NA;Scopus;;;; 735;Lima A.N., Philot E.A., Trossini G.H.G., Scott L.P.B., Maltarollo V.G., Honorio K.M.;Use of machine learning approaches for novel drug discovery;10.1517/17460441.2016.1146250;2016;Introduction: The use of computational tools in the early stages of drug development has increased in recent decades. Machine learning (ML) approaches have been of special interest, since they can be applied in several steps of the drug discovery methodology, such as prediction of target structure, prediction of biological activity of new ligands through model construction, discovery or optimization of hits, and construction of models that predict the pharmacokinetic and toxicological (ADMET) profile of compounds.Areas covered: This article presents an overview on some applications of ML techniques in drug design. These techniques can be employed in ligand-based drug design (LBDD) and structure-based drug design (SBDD) studies, such as similarity searches, construction of classification and/or prediction models of biological activity, prediction of secondary structures and binding sites docking and virtual screening.Expert opinion: Successful cases have been reported in the literature, demonstrating the efficiency of ML techniques combined with traditional approaches to study medicinal chemistry problems. Some ML techniques used in drug design are: support vector machine, random forest, decision trees and artificial neural networks. Currently, an important application of ML techniques is related to the calculation of scoring functions used in docking and virtual screening assays from a consensus, combining traditional and ML techniques in order to improve the prediction of binding sites and docking solutions. © 2016 Taylor & Francis.;NOT;NA;NA;Scopus;;;; 736;See K.W.M., Chui K.H., Chan W.H., Wong K.C., Chan Y.C.;Evidence for Endovascular Simulation Training: A Systematic Review;10.1016/j.ejvs.2015.10.011;2016;"Background Simulation training in endovascular surgery provides opportunities for trainees to practice and learn from non-patient based experience. Several types of endovascular simulators are available commercially. Previous studies on endovascular simulation training can be categorized into trials in which only a simulator was used when measuring performance metrics or ""trials within simulation""; patient specific procedure rehearsals; and randomized, controlled trials (RCTs) or translational studies. Objectives To examine whether endovascular simulation training can improve surgeon techniques and patient outcomes in real clinical settings. Methods A literature review was performed according to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement. All searches were done via PubMed and Embase. Review articles, and papers that were not related to endovascular surgery and not within the scope of interest were excluded. References of review articles were further screened according to the exclusion criteria. Results In total, 909 records were identified and 290 duplicates were removed. Thirty-one were included in the qualitative analysis. Twenty-three were trials within simulation and most of them found statistically significant improvements in procedure time, fluoroscopy time, and contrast volume. Five were patient specific procedure rehearsals and showed that simulation significantly affected the fluoroscopy angle and improved performance metrics. Three were RCTs and revealed mainly positive results on a Global Rating Scale and procedure specific rating scale. Conclusions Contemporary evidence shows that performance metrics within endovascular simulations improve with simulation training. Successful translation to in vivo situations is observed in patient specific procedure rehearsals and RCTs on real procedures. However, there is no level I evidence to show that predictive validity of simulation can definitively improve patient outcomes. Current literature supports the idea that there is a beneficial role of simulation in endovascular training. Future studies are needed to confirm the efficacy of simulation in endovascular surgical training and to see if simulation is superior to traditional training in the operating theatre. © 2015 European Society for Vascular Surgery.";VR;FALSE;NA;Scopus;;;; 737;Chacin A.C., Oozu T., Iwata H.;IrukaTact: Submersible haptic search glove;10.1145/2839462.2856546;2016;IrukaTact is an open source assistive underwater glove that translates ultrasonic range finding data into haptic feedback. This paper describes the development of new models for underwater haptic actuation and the ongoing prototype development process necessary for creating this tool. Our objective is to create a system that detects underwater topographies to assist the location of sunken objects in flooded areas by sending haptic signals to wearer's fingertips produced by micropumps that propel water of varying pressures. This feedback system extends current haptic technologies by providing hybrid actuation including pressure and vibration underwater, while preserving the wearer's natural ability to grasp objects. This technology has many potential applications beyond underwater echohaptic location, such as new interfaces for virtual reality object simulation in aqueous environments. © 2016 ACM.;VR;FALSE;NA;Scopus;;;; 738;Chen T.-Y., Liu Y.-C., Chen Y.-M.;A method of potential customer searching from opinions of network villagers in virtual communities;10.1108/OIR-12-2014-0295;2016;Purpose-Customer acquisition and retention methods are the most critical issues for any enterprise. By identifying potential customers and targeting them through marketing activities, enterprises can minimize marketing costs and maximize transaction probability. However, because market surveys are labor- and time-consuming, and data mining is ineffective for obtaining competitor data, enterprises may be unable to understand real-time changes in market trends and consumer preferences. The paper aims to discuss these issues. Design/methodology/approach-This study developed a mechanism that automatically searches for potential customers in virtual communities. In addition, a common product attribute (CPA) model was developed based on the five dimensions of the theory of consumption values and a questionnaire survey was conducted to verify the corresponding relationships. Subsequently, the authors quantified and applied the relationship between the proposed CPA model and consumption values theory. Findings-During the experiment, functional and social values yielded more accurate predictions. Contrary to our expectations, emotional value yielded an inaccurate prediction of potential customers. The overall precision was 0.74, with a threshold of 0.5. Research limitations/implications-Due to each industry including the distinctive characteristics and attributes regarding its products, the methods and models were only adopted in food industry for testing effectiveness. Practical implications-Considering the food industry as an example, this study adopted the case study method to screen potential customers based on 400 articles from virtual communities, and combined a latent semantic analysis method with a backpropagation neural network to verify the effectiveness of the proposed method. Originality/value-By adopting the proposed enterprise-product profile model, enterprises can compile basic information related to their products and industry. The proposed system can be used by enterprises to identify potential customers in areas with potential for market development. © Emerald Group Publishing Limited.;NOT;NA;NA;Scopus;;;; 739;McIntyre A., Campbell N., Vermeer J., Mays R., Janzen S., Teasell R.;Methodological Quality of Motor Intervention Randomized Controlled Trials in Stroke Rehabilitation;10.1016/j.jstrokecerebrovasdis.2015.09.024;2016;"Purpose The objective of the study was to evaluate the methodological quality of motor intervention randomized controlled trials (RCTs) published in the stroke rehabilitation literature and to examine trends in quality over time. Methods A systematic literature search was conducted for all English articles (published up to December 2013) examining rehabilitation for motor recovery poststroke. All RCTs with a human sample, of which at least 50% had a stroke, were included in the analysis. A Physiotherapy Evidence Database (PEDro) score was assigned to assess methodological quality. A one-way analysis of variance was conducted to examine adherence to quality items overall and over time, with post hoc t-tests performed where appropriate. Results Six hundred seventy-six RCTs met inclusion criteria, of which 32.0% had excellent, 42.0% good, 23.1% fair, and 3.0% poor methodological qualities. The overall mean PEDro score was 6.6 ± 1.6; with scores improving significantly between 1979-1983 and 2009-2013 (5.0 ± 1.4 versus 7.0 ± 1.5; P =.0003); however, no significant improvements in individual items were found (P >.05). Conclusions This study showed improvements in the total methodological quality of motor intervention RCTs in stroke rehabilitation over time. However, no relationship was found between individual quality items and improvement over time. © 2015 National Stroke Association.";NOT;NA;NA;Scopus;;;; 740;Geszten D., Hamornik B.P., Hercegfi K.;User experience in a collaborative 3D virtual environment: A framework for analyzing user interviews;10.1109/CogInfoCom.2015.7390591;2016;Our goal is to test and develop the user experience of a collaborative immersive 3D space in VirCA with shared digital representations of documents and other information. The more realistic the environment is, the more effective is the collaborative spatial search. In this paper we are aiming to study the user experience of this virtual environment using interviews. A framework of content analytic categories are developed, and presented. The categories were implemented in and the interviews were analysed with the method of content analysis, with ATLAS.ti.6 software. The system of content analytic categories is aimed to be used in our future researches. © 2015 IEEE.;VR;TRUE;NA;Scopus;TRUE;;FALSE;System itself doesn’t seem to feature search capabilities 741;Lin C.-H., Tien C.-W., Chen C.-W., Tien C.-W., Pao H.-K.;Efficient spear-phishing threat detection using hypervisor monitor;10.1109/CCST.2015.7389700;2016;In recent years, cyber security threats have become increasingly dangerous. Hackers have fabricated fake emails to spoof specific users into clicking on malicious attachments or URL links in them. This kind of threat is called a spear-phishing attack. Because spear-phishing attacks use unknown exploits to trigger malicious activities, it is difficult to effectively defend against them. Thus, this study focuses on the challenges faced, and we develop a Cloud-threat Inspection Appliance (CIA) system to defend against spear-phishing threats. With the advantages of hardware-assisted virtualization technology, we use the CIA to develop a transparent hypervisor monitor that conceals the presence of the detection engine in the hypervisor kernel. In addition, the CIA also designs a document pre-filtering algorithm to enhance system performance. By inspecting PDF format structures, the proposed CIA was able to filter 77% of PDF attachments and prevent them from all being sent into the hypervisor monitor for deeper analysis. Finally, we tested CIA in real-world scenarios. The hypervisor monitor was shown to be a better anti-evasion sandbox than commercial ones. During 2014, CIA inspected 780,000 mails in a company with 200 user accounts, and found 65 unknown samples that were not detected by commercial anti-virus software. © 2015 IEEE.;NOT;NA;NA;Scopus;;;; 742;Malthankar S.V., Kolte S.;Client Side Privacy Protection Using Personalized Web Search;10.1016/j.procs.2016.03.130;2016;We are providing a Client-side privacy protection for personalized web search. Any PWS captures user profiles in a hierarchical taxonomy. The system is performing online generalization on user profiles to protect the personal privacy without compromising the search quality and attempt to improve the search quality with the personalization utility of the user profile. On other side they need to hide the privacy contents existing in the user profile to place the privacy risk under control. User privacy can be provided in form of protection like without compromising the personalized search quality. In general we are working for a trade off between the search quality and the level of privacy protection achieved from generalization. © 2016 The Authors.;NOT;NA;NA;Scopus;;;; 743;Giachetti A., Caputo F.M., Carcangiu A., Scateni R., Spano L.D.;Shape Retrieval and 3D Gestural Interaction;10.2312/3dor.20161079;2016;Despite the emerging importance of Virtual Reality and immersive interaction research, no papers on application of 3D shape retrieval to this topic have been presented in recent 3D Object Retrieval workshops. In this paper we discuss how geometric processing and geometric shape retrieval methods could be extremely useful to implement effective natural interaction systems for 3D immersive virtual environments. In particular, we will discuss how the reduction of complex gesture recognition tasks to simple geometric retrieval ones could be useful to solve open issue in gestural interaction. Algorithms for robust point description in trajectories data with learning of inter-subject invariant features could, for example, solve relevant issues of direct manipulation algorithms, and 3D object retrieval methods could be used as well to build dictionaries and implement guidance system to maximize usability of natural gestural interfaces. © 2016 The Eurographics Association.;VR;TRUE;NA;Scopus;TRUE;;TRUE;User can search with gestures for 3D models in VR 744;Shen H., Zhang J., Cao H., Feng J.;Development research of marine engine room simulator for offshore supply vessel based on virtual reality technology;10.14257/ijmue.2016.11.5.11;2016;Aiming at the present status that the absence of marine engine room simulator for OSV (Offshore Supply Vessel) in China market and the need to improve the working ability of engineers in OSV, the marine engine room simulator for OSV based on virtual reality technology is developed which chooses the first high-class horsepower deep-water AHTS (Anchor Handling Towing Supply Vessel) “HAI YANG SHI YOU 681” as the parent ship. The development concept, system structure, development process is elaborated. To improve the training effect, several utilitarian functions are added, such as informationdisplay for interactive entity, two-dimensional visualization system interface, equipment document management, search and locate for interactive entity and equipment. To make the evaluating result convincing, fuzzy evaluating method is adopted to implement the evaluating function. The result shows that the virtual scene is real and delicate, interactive mode is quick and utilitarian, evaluating function is accurate and reliable. The successful development of the system will promote education and training for OSV engineer in China. © 2016 SERSC.;VR;FALSE;NA;Scopus;;;; 745;Chen Y.-C., Lin C.-H.;Image-based airborne LiDAR point cloud encoding for 3D building model retrieval;10.5194/isprsarchives-XLI-B8-1237-2016;2016;With the development of Web 2.0 and cyber city modeling, an increasing number of 3D models have been available on web-based model-sharing platforms with many applications such as navigation, urban planning, and virtual reality. Based on the concept of data reuse, a 3D model retrieval system is proposed to retrieve building models similar to a user-specified query. The basic idea behind this system is to reuse these existing 3D building models instead of reconstruction from point clouds. To efficiently retrieve models, the models in databases are compactly encoded by using a shape descriptor generally. However, most of the geometric descriptors in related works are applied to polygonal models. In this study, the input query of the model retrieval system is a point cloud acquired by Light Detection and Ranging (LiDAR) systems because of the efficient scene scanning and spatial information collection. Using Point clouds with sparse, noisy, and incomplete sampling as input queries is more difficult than that by using 3D models. Because that the building roof is more informative than other parts in the airborne LiDAR point cloud, an image-based approach is proposed to encode both point clouds from input queries and 3D models in databases. The main goal of data encoding is that the models in the database and input point clouds can be consistently encoded. Firstly, top-view depth images of buildings are generated to represent the geometry surface of a building roof. Secondly, geometric features are extracted from depth images based on height, edge and plane of building. Finally, descriptors can be extracted by spatial histograms and used in 3D model retrieval system. For data retrieval, the models are retrieved by matching the encoding coefficients of point clouds and building models. In experiments, a database including about 900,000 3D models collected from the Internet is used for evaluation of data retrieval. The results of the proposed method show a clear superiority over related methods.;VR;TRUE;NA;Scopus;FALSE;;TRUE;System not in VR 746;Dai W., Zhou P., Zhao D., Lu S., Chai T.;Hardware-in-the-loop simulation platform for supervisory control of mineral grinding process;10.1016/j.powtec.2015.11.032;2016;Supervisory control technology is widely used to improve product quality in mineral grinding process (MGP). To ensure safety, new supervisory control method needs to be fully tested before practical application. However, conducting tests in a running process is costly and may put the process equipment in danger, which necessitates extensive simulations to ensure the stability and performance of supervisory controllers. Comparing with the field based test, the numerical simulation is more economic and safer. However, numerical simulations cannot capture all aspects of controlled object, such as sensors, actuators, process, control systems themselves and signal transmissions, which are important to evaluate the control performances. To solve this problem, this paper presents a novel hardware-in-the-loop simulation (HILS) platform for the supervisory control of MGP. By integrating a supervisory control system, a basic loop control system, a virtual actuator and sensor system, and a virtual plant system in to a coherent whole, the HILS platform provides a full-scope simulation environment for the supervisory control. The supervisory control system and the basic loop control system adopt real control systems. The detailed process dynamics are modeled and visualized by the virtual plant system. Further, as an interface between the physical controllers and virtual plant, the virtual actuator and sensor system is used to realize the signal conversion and to simulate the dynamics and faults of the actuators and sensors using data acquisition (DAQ) hardware and configuration software. Effectiveness of platform is demonstrated with a case study, where an intelligent supervisory control method for a typical one stage MGP is tested. © 2015 Elsevier B.V.;NOT;NA;NA;Scopus;;;; 747;Mansoury M., Shajari M.;Improving recommender systems' performance on cold-start users and controversial items by a new similarity model;10.1108/IJWIS-07-2015-0024;2016;Purpose - This paper aims to improve the recommendations performance for cold-start users and controversial items. Collaborative filtering (CF) generates recommendations on the basis of similarity between users. It uses the opinions of similar users to generate the recommendation for an active user. As a similarity model or a neighbor selection function is the key element for effectiveness of CF, many variations of CF are proposed. However, these methods are not very effective, especially for users who provide few ratings (i.e. cold-start users). Design/methodology/approach - A new user similarity model is proposed that focuses on improving recommendations performance for cold-start users and controversial items. To show the validity of the authors' similarity model, they conducted some experiments and showed the effectiveness of this model in calculating similarity values between users even when only few ratings are available. In addition, the authors applied their user similarity model to a recommender system and analyzed its results. Findings - Experiments on two real-world data sets are implemented and compared with some other CF techniques. The results show that the authors' approach outperforms previous CF techniques in coverage metric while preserves accuracy for cold-start users and controversial items. Originality/value - In the proposed approach, the conditions in which CF is unable to generate accurate recommendations are addressed. These conditions affect CF performance adversely, especially in the cold-start users' condition. The authors show that their similarity model overcomes CF weaknesses effectively and improve its performance even in the cold users' condition. © Emerald Group Publishing Limited.;NOT;NA;NA;Scopus;;;; 748;Bhandari K.A., Ramchandra R.M.;An Innovative Remote Sensing Image Retrieval Techniques Based on Haar Wavelet-LTRP and ANFIS;10.1016/j.procs.2016.03.051;2016;In the existing Remote sensing image retrieval methods, the images are extracted from the remote sensing image database by means of three characteristic models they are visual features, object features and the scene feature. Although this technique achieves high retrieval accurateness, the precision value is low down. In order to enhance the efficiency and precision value even more higher a Haar wavelet based LTRP technique is proposed in this paper. To extract the object feature instead of earlier new watershed segmentation(NWS) method, Haar wavelet based LTRP technique is used. In the proposed technique, at first the visual features are removed from the images by means of the spatial spectral heterogeneity technique. Afterwards the object features are removed by applying the Haar wavelet and the object features are extracted from the wavelet band by developing LTRP method and the Extracted object features are classified by Neuro-Fuzzy system typically known as ANFIS. Subsequently Scene semantic models are used for the recovery of parallel scene images from the database. The projected RSIR system based on Haar wavelet-LTRP and ANFIS technique are executed in working platform of MATLAB. The performance is measured by utilizing a compilation of remote sensing images taken from the database. In addition the recital is examined by comparing the projected Haar wavelet-LTRP method with the NWSRSIR and the usual SBRSIR method in terms of performance estimate metrics such as precision, recall and F-Measure rate. The implementation effects show the competence of projected Haar wavelet based LTRP method in Remote sensing image retrieval method. © 2016 The Authors.;NOT;NA;NA;Scopus;;;; 749;Philip J., Bharadi V.A.;Signature Verification SaaS Implementation on Microsoft Azure Cloud;10.1016/j.procs.2016.03.053;2016;Signature recognition is one of the important behavioral biometric trait. Signatures recognition systems can be used to identify precisely user identity by making use of signature information such as x, y variations and pressure from a tablet PC. This makes way for using dynamic, i.e., online handwritten signature based biometric system is more accurate than the static ones, hence can be useful for signature verification applications. In this paper new set of features are proposed for online or dynamic signature recognition. In this research, feature vector and their extraction mechanism is implemented using Webber Local Descriptor (WLD). Thus, helping signature verification applications to detect forgery of signatures. The performance of proposed feature vector is further improved by soft biometric traits of the signature. © 2016 The Authors.;NOT;NA;NA;Scopus;;;; 750;Meena M., Bharadi V.A., Vartak K.;Hybrid Wavelet Based CBIR System Using Software as a Service (SaaS) Model on Public Cloud;10.1016/j.procs.2016.03.036;2016;CBIR system is widely used for various commercial and official purposes, where image comparison is required, to fulfill business requirements like geographical information, medical diagnosis, security, authenticity, etc. The main functionality of the CBIR application, in which the image is inserted as query, is to extract the visual property of image and save it for future comparison. The problem involved with the standalone architecture is that the system has to perform multiple operations of feature vector extraction, enrollment and verification. Also any failure occur at any point may cause the whole system down. With the increase in the number of users for such application, we need a scalable solution for such application so the system can be modified based on the user requirements. In this paper, we are going to propose a highly scalable, pluggable and faster cloud based CBIR system, which is capable to store, process and extract and operate large number of images. System can be scalable based on the storage and processing requirements. © 2016 The Authors.;NOT;NA;NA;Scopus;;;; 751;Harsule S.R., Nighot M.K.;N-gram classifier system to filter spam messages from OSN user wall;10.1007/978-981-10-0419-3_3;2016;Online Social Network (OSN) allows users to create, comment, post, and read articles of their own interest within virtual communities. They may allow forming mini-networks within the bigger, more diverse social network service. But still, improper access management of the shared contents on the network may give rise to security and privacy problems like spam messages being generated on someone’s public or private wall through people like friends, unknown persons, and friends of friends. This may also reduce the interest of Internet data surfing and may cause damage to less secure data. To avoid this, there was a need of a system that could remove such unwanted contents, particularly the messages from OSN. Here in this paper, for secure message delivery I have presented a classifier system based on N-gram generated profile. This system consists of ML technique using soft classifier, that is, N-gram which will automatically label the received messages from users in support of content-based filtering. Effectiveness of N-grams is studied in this paper for the purpose of measuring the similarity between test documents and trained classified documents. As an enhancement, N-gram method can also be used to detect and prevent leakage of very sensitive data by using N-grams frequency for document classification. © Springer Science+Business Media Singapore 2016.;NOT;NA;NA;Scopus;;;; 752;Sai N.S.T., Patil R., Sangle S., Nemade B.;Truncated DCT and Decomposed DWT SVD Features for Image Retrieval;10.1016/j.procs.2016.03.073;2016;This paper describes the comparative study of Truncated DCT-SVD and DWT-SVD. In this paper we propose two different approaches to compute the feature vector for content based image retrieval (CBIR) system. SVD feature of successively truncated DCT image and DWT decomposed image computed for grayscale image, RGB and YCbCrcolor image. Truncated DCT and DWT decomposition SVD features of the image computed up to fifth level to compare the performance. Proposed methods incorporate with the multidimensional features vector computed by using SVD of low frequency coefficients of DCT and DWT of image. Similarity between the query image and database image measured here by using simple Euclidean distance and Bray Curtis Distance. The overall average precision and average recall crossover point of each image category. Proposed methods are tested on the augmented image database. © 2016 The Authors.;NOT;NA;NA;Scopus;;;; 753;Guznov S., Lyons J., Nelson A., Woolley M.;The effects of automation error types on operators’ trust and reliance;10.1007/978-3-319-39907-2_11;2016;This study examined the joint effects of automation error type and error severity on operators’ trust and reliance during a simulated unmanned aerial vehicle (UAV) mission. Participants were asked to search for improvised explosive devices (IEDs) with the help of an automated aid (AA). Four combinations of error types (miss and false alarm) and severity (mild and severe) were used, but with the same rate of error across all conditions. The results did not confirm the original hypothesis that severe false alarms would result in the lowest levels of trust and reliance, while the mild miss condition would result in the highest levels. No significant differences in self-reported trust were found among the conditions and the mild false alarm condition resulted in the lowest levels of reliance on the AA. In addition, reported perception of reliability of the AA was significantly lower in the severe miss condition compared to all other conditions. Finally, the mild false alarm condition produced the worst IED search task performance. Overall, results indicate a complex interaction between error types and error severity. © Springer International Publishing Switzerland 2016.;NOT;NA;NA;Scopus;;;; 754;Kadu C.B., Patil C.Y.;Design and Implementation of Stable PID Controller for Interacting Level Control System;10.1016/j.procs.2016.03.097;2016;In this present study a Stability Region Analysis method for designing PID controller for time delay system is validated with real time experimentation with Interacting process. The higher order system is reduced into first order plus time delay (FOPDT) model. A polyhedral sets in the 3D (three dimensional) search band parameter space Kp Ki Kd is resulted from set of stable PID controllers for a fixed value of Kd, and it is faster and simple to identify these regions. The stability region verification is done with dual locus diagram. An approach presented works satisfactorily without sweeping over the parameters, and without any complicated mathematics. While designing optimization method based advanced PID controllers it is beneficial and reliable to determine range of variables. We have presented one simulation example and experimental validation on Interacting Level Control System. © 2016 The Authors.;NOT;NA;NA;Scopus;;;; 755;Schafer S.B.;The media-sphere as dream: Researching the contextual unconscious of collectives;10.4018/978-1-4666-9891-8.ch010;2016;"The psychological nature of the electronic media environment is a virtual reality that-according to Jungian principles-is dreamlike. Perhaps it can be analyzed with Jung's Analytical Psychology. Science is experiencing a paradigm shift into a reality of mediated illusion, and psychological research on this illusion has become the human imperative. It may be stipulated that physics has abolished matter, conceding that ""reality is organized mind stuff."" If cosmos is structured holographically and the brain is structured holonomically, it is probable that ""mind stuff"" is structured holographically. The Jungian concept of Psyche is a good place to begin researching the Media-sphere as mind stuff. Cognitive sciences are probing the brain and nervous system in search of the template for cognitive organization, and the salient features have already emerged. It appears that both conscious and unconsciousness cognitive dimensions have dramatic form. This dreamlike structure can be employed to analyze the media dream, and to foster coherent psychological states in contextual collectives. © 2016 by IGI Global. All rights reserved.";VR;FALSE;NA;Scopus;;;; 756;Benjamin D.P., Lyons D., Yue H.;Progress in building a cognitive vision system;10.1117/12.2229551;2016;We are building a cognitive vision system for mobile robots that works in a manner similar to the human vision system, using saccadic, vergence and pursuit movements to extract information from visual input. At each fixation, the system builds a 3D model of a small region, combining information about distance, shape, texture and motion to create a local dynamic spatial model. These local 3D models are composed to create an overall 3D model of the robot and its environment. This approach turns the computer vision problem into a search problem whose goal is the acquisition of sufficient spatial understanding for the robot to succeed at its tasks. The research hypothesis of this work is that the movements of the robot's cameras are only those that are necessary to build a sufficiently accurate world model for the robot's current goals. For example, if the goal is to navigate through a room, the model needs to contain any obstacles that would be encountered, giving their approximate positions and sizes. Other information does not need to be rendered into the virtual world, so this approach trades model accuracy for speed. © COPYRIGHT SPIE. Downloading of the abstract is permitted for personal use only.;NOT;NA;NA;Scopus;;;; 757;Da Silva Tovo R.L., Vargas F.J.T., Góes L.C.S.;Virtual environment withamesim and its integration with matlab-simulink;10.1115/FPNI2016-1527;2016;Increasingly, the product development industry coexists with highly complex and integrated systems, parallel to the search for engineering tools that are not difficult to use, reduce the complexity and effort to successfully model the systems and, at the same time, provide reliable results. In this context, to demonstrate the differences between the signal-port and the multi-port modeling approaches, and to analyze the modeling effort demanded by each, this work aims at building, in MATLAB/Simulink® and LMS Imagine. Lab AMESim, a model of flight control's electro-hydrostatic actuator (EHA). Further, this same EHA system is built in a model that integrates both environments. Simulations then provided data for performance comparisons and conclusions about the possible gains of this integration, for industrial research & development purpose. Lastly, the physical nonlinear EHA AMESim model is linearized, rendering a transfer function model, available to be used in linear control studies in MATLAB-Simulink. Copyright © 2016 by ASME.;NOT;NA;NA;Scopus;;;; 758;Hernane Y., Hernane S.L., Benyettou M.;Particle Swarm Optimisation algorithm for multi-agent system with dynamic ray (PSORM);10.3233/IDT-160268;2016;This paper deals with the issue of reaching a target within an unknown search space. The target could be a human being, a bomb or any other object and the research space is composed of virtual robots, commonly known as agents that are continuously evolving together with the same purpose. To that aim, we use the bio-inspired Particle Swarm Optimization (PSO) method that we extend to the Particle Swarm Optimization with dynamic ray (PSORM) algorithm. The neighborhood is dynamically adjusted during the research process according to the value of fitness, which helps significantly to escape from local optimums. Despite the same variations we have made in some initial values such as population size and ray intensity, PSORM converges earlier. Our approach has the advantage to be completely distributed and of low-resources consumption. © 2016 - IOS Press and the authors. All rights reserved.;NOT;NA;NA;Scopus;;;; 759;Hilliard T., Swan L., Kavgic M., Qin Z., Lingras P.;Development of a whole building model predictive control strategy for a LEED silver community college;10.1016/j.enbuild.2015.11.051;2016;"A model predictive control strategy method is developed for a LEED silver community college building that contains an advanced common loop heat pump HVAC system. MPC is performed using persistence based climate forecasting with two scenarios examined: fixed temperature setpoint pairs; and a deadband of 1 °C between the heating/cooling setpoint. EnergyPlus acts as the ""real"" building and is linked with R software for model predictive control via the Building Controls Virtual Test Bed. A statistical based building response model is created in R using training data from a calibrated EnergyPlus model. A brute force optimization strategy is used for solving the objective function. A piece-wise objective function maintains thermal comfort during occupied periods with a focus on reducing energy consumption during other periods. Results when using fixed setpoint pairs exhibit a 4% reduction in HVAC energy consumption, and deadband setpoints exhibit a 9% reduction in HVAC energy consumption, compared with reactive rule based control. Of interest is that the type of energy savings (thermal energy vs electricity) varies depending upon the setpoint options. The results are promising given the strict thermal comfort requirement employed, minimal search space, use of simplistic persistence forecasting, and the sophisticated HVAC system. © 2015 Elsevier B.V. All rights reserved.";NOT;NA;NA;Scopus;;;; 760;Neumann D.;Recommender System for Acyclic Graph Generation in Multi-agent Assembly Line Planning;10.1016/j.procir.2016.07.065;2016;Any assembly line planning (ALP) problem requires the knowledge of multitude of planners and is therefore the interface between the product-oriented and process-oriented planning process. The assembly line planning process (i.e., assembly task definition, time analysis, product-oriented assembly task sequencing, assembly line balancing and assembly line sequencing and scheduling) can be associated as the gateway between the fuzzy front end and the fuzzy back end of the innovation process. As ALP can be solved using solution search approaches, the formalization of the required information is the key to be able find at least a feasible, preferably a satisfying at most optimal solution. The input to solve the ALP are optimization objective(s), a precedence graph and further restrictions to consider. As decision making problems are widely researched, the collaboration for the precedence graph and the restriction modeling is regarded for the ALP. As the Collaborative Precedence and Constraint Modeling (CPCM) has also to meet the requirements of the solution method. In this case genetic algorithms (GA) is used for finding solution to the problem. The used algorithm for solution search is fast and state of the art, but also requires uniform input data. Hence, only an acyclic precedence and constraint digraph is computable in an adequate way. As soon multiple planners work jointly together within a virtual environment, only locking or conflict resolution approaches are offered to generate a computable precedence and constraint model for the solving an ALP using GA. As locking is a practical way from the technical point of view, it does not meet the requirements of the planners to model relevant precedence and constraint relations of the regarded elements (tasks, stations, resources and line segments). As a result a recommender system for transforming a cyclic digraph to an acyclic digraph and promoting solution improvements are presented based on network structure metrics of precedence, constraint and solution graph.;NOT;NA;NA;Scopus;;;; 761;Kakde P.M., Gulhane S.M.;A Comparative Analysis of Particle Swarm Optimization and Support Vector Machines for Devnagri Character Recognition: An Android Application;10.1016/j.procs.2016.03.044;2016;Devanagari script is widely used in the Indian subcontinent in several major languages such as Hindi, Sanskrit, Marathi and Nepali. Recognition of unconstrained (Handwritten) Devanagari character is more complex due to shape of constituent strokes. Hence character recognition (CR) has been an active area of research till now and it continues to be a challenging research topic due to its diverse applicable environment. As the size of the vocabulary increases, the complexity of algorithms also increases linearly due to the need for a larger search space. Devnagari script recognition systems using Zernike moments, fuzzy rule and quadratic classifier provide less accuracy and less efficiency. Classification methods based on learning from examples have been widely applied to character recognition from the 1990s and have brought forth significant improvements of recognition accuracies. In this paper techniques like particle swarm optimization and support vector machines are implemented and compared. An android phone is used for taking input character and MATLAB software for showing the recognized Devnagari character. For the connection between android device and MATLAB we are using PHP language. The particle swarm optimization technique provides accuracy up to 90%. © 2016 The Authors.;NOT;NA;NA;Scopus;;;; 762;Meena M., Singh A.R., Bharadi V.A.;Architecture for Software as a Service (SaaS) Model of CBIR on Hybrid Cloud of Microsoft Azure;10.1016/j.procs.2016.03.072;2016;In various areas of government, academia, hospitals and commerce large collections of digital images are produced. Many of these collections are the merchandise of digitizing existing collections of analogue drawings, photographs, paintings and prints. Generally the only way of searching these collections was by basically browsing or keyword indexing. Digital images databases however, open the way to content-based searching. Content Based Image Retrieval (CBIR) is concerned with the retrieval of images similar to a specified image, from an image repository. Content Based Image Retrieval (CBIR) is an efficient retrieval of relevant images from large databases based on features extracted from the image. This paper proposes a system that can be used for retrieving images related to a query image from a large set of distinct images. It follows an image segmentation based approach to extract the different features present in an image. The above features which can be stored in vectors called feature vectors and therefore these are compared to the feature vectors of query image and the image information is sorted in decreasing order of similarity. The processing of the same is done on cloud. The CBIR system is an application built on Windows Azure platform. It is a parallel processing problem where a large set of images have to be operated upon to rank them based on a similarity to a provided query image by the user. Numerous instances of the algorithm run on the virtual machines provided in the Microsoft data centers, which run Windows Azure. Windows Azure Stack is the operating system for the cloud by Microsoft Incorporation. Windows azure Stack is responsible for creating ideal hybrid architecture. © 2016 The Authors.;NOT;NA;NA;Scopus;;;; 763;Ramchurn S.D., Wu F., Jiang W., Fischer J.E., Reece S., Roberts S., Rodden T., Greenhalgh C., Jennings N.R.;Human–agent collaboration for disaster response;10.1007/s10458-015-9286-4;2016;In the aftermath of major disasters, first responders are typically overwhelmed with large numbers of, spatially distributed, search and rescue tasks, each with their own requirements. Moreover, responders have to operate in highly uncertain and dynamic environments where new tasks may appear and hazards may be spreading across the disaster space. Hence, rescue missions may need to be re-planned as new information comes in, tasks are completed, or new hazards are discovered. Finding an optimal allocation of resources to complete all the tasks is a major computational challenge. In this paper, we use decision theoretic techniques to solve the task allocation problem posed by emergency response planning and then deploy our solution as part of an agent-based planning tool in real-world field trials. By so doing, we are able to study the interactional issues that arise when humans are guided by an agent. Specifically, we develop an algorithm, based on a multi-agent Markov decision process representation of the task allocation problem and show that it outperforms standard baseline solutions. We then integrate the algorithm into a planning agent that responds to requests for tasks from participants in a mixed-reality location-based game, called AtomicOrchid, that simulates disaster response settings in the real-world. We then run a number of trials of our planning agent and compare it against a purely human driven system. Our analysis of these trials show that human commanders adapt to the planning agent by taking on a more supervisory role and that, by providing humans with the flexibility of requesting plans from the agent, allows them to perform more tasks more efficiently than using purely human interactions to allocate tasks. We also discuss how such flexibility could lead to poor performance if left unchecked. © 2015, The Author(s).;NOT;NA;NA;Scopus;;;; 764;Qin J., Cao S., Wang X.;User experience design for Green IT products through wearable computing and Quantified Self;10.1007/978-3-319-40355-7_48;2016;Green IT products collect personal small data by wearable computing and Quantified Self, Internet of Things (IoT) and Internet of Everything (IoE) link the small data with the big data, and transform the user experience from User-Centered Design (UCD) into User Participated (Involved or engagement) Design (UPD). To collect the seamless and sustainable UPD small data, we use the wearable computing sensors and applications for small data mining, filter, information visualization and interaction design. By information sorting the wearable computing into five types (in me, on me, with me, around me, beyond me), we intend to design the user experience in a sustainable way by Quantified Self. With the context awareness, conscious awareness and emotion awareness, we use LBS (location-based service) to construct context awareness, set up big five personalities and Enneagram to deal with the data of conscious awareness. For the Green IT Products, we set up the eco system information architecture and agile interaction model for the user experience design, we also use pre-conscious, subconscious and conscious awareness big data to analyze and predict the long-term impaction factors for the user experience and users’ intuitive interaction. From the strategy level, structure level, framework level and visual level, we point out the Meaning-Centered Design methodology to dig out the user experience design for the Green IT Products, green and live information architecture for the life cycle evaluation for the Green IT products, figure out the stakeholder and interaction logic moving line by mapping the mental model for the diversified users’ agile transformation needs, emotions and interaction feedback, provide the mass customization and crowds innovation contents to support the Green IT products and Product Service System (PSS), modify the quality of the real physical products and enrich the virtual reality digital information contents to prolong the life cycle of the Green IT Products. By decreasing the carbon footprint and increasing the three flows (information flow, logistics, financial flow) chain touchpoints, we find the painpoints and design the good user experience for the real people. We construct the user engagement innovation platform and transform the users’ function with duality role player with user and designer. For the evaluation of the user experience, we change the scenario role player design into ‘real design for real people’, and with the agile interaction and intuitive interaction, we modify the user experience with the real time high-fidelity prototype and iterative usability testing. In the pilot study, we design the smart clothes and interactive stage, props to collect the dancer’s small data about the heart-beat, EMG, EEG, motion, body gesture, emotion and the audience feedback such as the sound of clapping, the environment light change, the audience moving line and the air smog haze index. We use the module and separate design for the clothes and sensors, memory metal, fiber-optical to balance the clothes light change, clothes form transformation and small data visualization. On the one hand, the clothes can collect the dancer’s action data in an active way, at the same time, the clothes also interact with the dancer, the audience and the stage environment to support the digital contents of the dance. One clothes can express the five scenes of the dance in a sustainable way. And because of the separate design, the clothes and the sensors play the role in a parallel way to leave the dancer plenty of free uncertainty expression space. That win-win design support the real and virtual parts life cycle for the Green IT Products. We use the expert review, heuristic evaluation, big data visual analytics and usability testing for the user experience design evaluation and design the third version for the smart clothes and interactive stage. © Springer International Publishing Switzerland 2016.;VR;FALSE;NA;Scopus;;;; 765;Hua K.A.;Internet of Things: Challenges and opportunities for collaborative technologies (invited Talk);10.1109/CTS.2016.114;2016;"A study by the consultancy firm Gartner has revealed that the number of connected devices in Internet of Things (IoT) will exceed 28 billion by the year 2020. This poses a new set of challenges and opportunities for collaborative technologies. In this presentation, we discuss ThingStore, an Internet-scale platform for collaboration on IoT applications development and deployment; and Tabletop, a multimodal environment for team collaboration in IoT-enabled workplace of the future. A. ThingStore Today's internet includes not only computers, but devices of all types. IoT is the interconnection of uniquely identifiable devices, such as sensors and cameras, with associated computing services that can be performed on embedded computing devices or external computing servers. IoT merges the physical world with an immersive virtual environment, fusing human and machine intelligence and opening up a host of new opportunities to rethink existing solutions. However, developing IoT applications is challenging due to device heterogeneity (Challenge 1). Great expertise is required to deal with multimodal data such as data streams, images, and videos. The lack of a computational model that would allow applications to share an IoT infrastructure is another great challenge (Challenge 2). The third challenge is dealing with limited communication bandwidth (Challenge 3). ThingStore [1] is a collaborative environment designed to address these challenges. 1) Challenge 1 - Device Heterogeneity To deal with device heterogeneity, ThingStore employs a unified binary interface to abstract 'thing' operations. 'Things' are made intelligent with event detection software routines, referred to as smart services or thing operators. They carry out computation upon raw data, generated by their physically collocated or decoupled sensing components, to detect specific events (outputting a ""1"" if an event is detected, and ""0"" otherwise). The binary abstraction hides complexity due to the heterogeneity of 'things' such as cameras vs. environmental sensors, and provides a unified framework for multimedia data stream processing (i.e., stream processing meets multimedia computing) simplifying complex real-time multimedia applications to event-based processing. The IoT application developers can focus on the application logic and leave coding tedious thing operators to thing providers who are experts of their things. As an example, a specialist in computer vision might want to offer cameras with smart services to detect smoke and gas leaks. 2) Challenge 2 - Sharing IoT Infrastructure To address the second IoT challenge, namely needing a mechanism for applications to share IoT infrastructure, ThingStore provides a Boolean query processing facility. This enables applications to share IoT devices through Event Query Language (EQL). A ""1"" output from a smart service is referred to as an atomic event. EQL allows queries to specify complex events that are logical and temporal combinations of atomic events as illustrated in the following query: SELECT event-handler FROM Thing1 T1 WHEN Before(T1.S3, T1.S1) WITHIN 30 seconds UNTIL 60 minutes In the above EQL query, Thing1 is the uniquely identifiable ID of the connected device, with T1 as its alias. T1 has S1 and S3 as two of its smart services. The WHEN clause specifies a complex event, in which S3 detects an atomic event before S1 detects its atomic event within the last 30 seconds. When this complex event becomes true, the query triggers the event-handler specified in the SELECT clause. Since this is a continuous query, the UNTIL clause can be used to indicate the termination condition. The above query terminates after 60 minutes. Alternatively, one can use ""UNTIL time"" to specify an absolute time for termination. Another option is ""UNTIL forever"". With this termination condition, the query runs indefinitely, or until it is explicitly terminated. With the EQL processor, IoT applications can be developed much like conventional database applications are implemented today using a query language. EQL, however, is fundamentally different from conventional database query languages such as SQL. SQL filters unwanted data using search keys (e.g., age > 45). In contrast, the EQL processor searches for the desired live data based on the specified event. 3) Challenge 3 - Network Communication Bottleneck There is no doubt that IoT will generate more ""big data"" than ever. While cloud computing has been a viable solution for processing and analyzing very large volumes of data, IoT is a different kind of big data. Cloud computing is applicable as long as the data set is relatively stable and already in the cloud data center. IoT, however, deals with potentially billions of live data sources continuously feeding from all across the Internet in real time. To overcome this new challenge, ThingStore is based on Edge Computing. There are three categories of users in ThingStore, namely thing providers, app developers, and end users. Thing providers deploy their 'things' and the associated smart services (thing operators) in their own thing servers. Thing providers may advertise their 'things' in the ThingStore IoT Market Place. An IoT app developer may browse the catalog in the IoT Market Place to subscribe to the desired smart services for their applications. Once an application has been developed and deployed on an app server, the app developer may also advertise this application in the IoT Market Place. The end users may use the IoT applications advertised in the catalog in one of two ways: a user may subscribe to an application running on a remote app server, or a user may purchase an application from the IoT Market Place and download it to run on a private computer. In either scenario, ThingStore hosts the query processing facility (i.e., EQL query processing). In this IoT architecture, event processing is pushed to the edge of the network to run on Thing Servers. In other words, small computing facilities such as small data centers with thing servers are placed at the edge of the Internet in close proximity to the Internet of Things. This new Edge Computing paradigm runs counter to the theme of consolidation and massive data centers that has dominated the discourse on cloud computing. Edge Computing renders continuous transmission of expensive raw data such as non-stop video streaming unnecessary. This advantage addressing the third IoT challenge is particularly important considering that video-on-demand applications such as Netflix, YouTube, and Hulu will use up 84% of Internet bandwidth by 2018 according to Cisco [2]. ThingStore is more than just an IoT market place. It is also a platform for collaboration on software development and IoT deployment. Thing providers are effectively collaborating with the app developers in software development. If ThingStore is deployed by an organization, it provides a framework for the different applications of this organization to share a single IoT infrastructure. A company with a significant data center can deploy ThingStore and host the applications in a cloud to offer IoT services to Internet customers. B. Tabletop While an IoT environment fusing human and machine intelligence opens up a host of new opportunities, the human teams may be overwhelmed trying to keep up with massive amount of real-time information. This calls for more effective communication and collaboration management tools to allow the human teams to deal with information overload in realtime decision making. Tabletop, a multimedia conferencing system, is one such environment to support teamwork in an IoT-enabled workplace. The team members can not only share and discuss multimedia information, but also cooperate on IoT devices as they collaborate. A video presentation [3] will be given to demonstrate the Tabletop system. © 2016 IEEE.";NOT;NA;NA;Scopus;;;; 766;Hassani K., Lee W.-S.;Adaptive animation generation using web content mining;10.1109/EAIS.2015.7368804;2015;Creating 3D animation is a labor-intensive and time-consuming process requiring designers to learn and utilize a complex combination of menus, dialog boxes, buttons and manipulation interfaces for a given stand-alone animation design software. On the other hand, conceptual simplicity and naturalness of visualizing imaginations from lingual descriptions motivates researchers for developing automatic animation generation systems using natural language interfaces. In this research, we introduce an interactive and adaptive animation generation system that utilizes data-driven techniques to extract the required common-sense and domain-specific knowledge from web. This system is capable of creating 3D animation based on user's lingual commands. It uses the user interactions as a relevance feedback to learn the implicit design knowledge, correct the extracted knowledge, and manipulate the dynamics of the virtual world in an active and incremental manner. Moreover, system is designed based on a multi-agent methodology which provides it with distributed processing capabilities and cross-platform characteristics. In this paper, we will focus on information retrieval agent which is responsible for extracting numeric data utilized in object attributes, spatiotemporal relations, and environment dynamics using web mining techniques. © 2015 IEEE.;NOT;NA;NA;Scopus;;;; 767;Park S.Y., Ju H.J., Lee M.S., Song J.W., Park C.G.;Pedestrian motion classification on omnidirectional treadmill;10.1109/ICCAS.2015.7364960;2015;In this paper, the direction integrated pedestrian motion classification method on the omnidirectional treadmill is proposed based on a navigation algorithm. The virtual reality technology is widely applied to a military training in recent years since previous drill conducted outside is relatively cost and time inefficient. Among several roles in training system, motion recognition including direction determination is essential, but the classification result by a classifier only becomes a problem. In order to improve the classification accuracy, navigational error is obtained using an EKF-ZUPT algorithm, and the direction is estimated from the corrected position by previous states. Aside from the determined direction, features are extracted, and the learning and collection steps are conducted. The final recognition results are acquired from the combination of direction and a classifier. The experimental results show that motion classification accuracy of the proposed algorithm has over 90%. © 2015 Institute of Control, Robotics and Systems - ICROS.;VR;FALSE;NA;Scopus;;;; 768;Faria A.L., Cameirao M.S., Paulino T., BermudezBadia S.;The benefits of emotional stimuli in a virtual reality cognitive and motor rehabilitation task: Assessing the impact of positive, negative and neutral stimuli with stroke patients;10.1109/ICVR.2015.7358584;2015;VR-based methods for stroke rehabilitation have mainly focused on motor rehabilitation, but there is increasing interest towards the integration of cognitive training for providing more ecologically valid solutions. However, more studies are needed, especially in the definition of which type of content should be used in the design of these tools. One possibility is the use of emotional stimuli, which are known to enhance attentional processes. According to the Socio-emotional Selectivity Theory, as people age, this emotional salience arises for positive and neutral, but not for negative stimuli. Conversely, negative stimuli can be better remembered. In this study, we investigated the impact of using emotional stimuli with positive, negative and neutral valence in a VR cognitive and motor attention task. Ten stroke patients participated in a within-subjects experiment with four conditions based on the type of stimuli: abstract (control condition), positive, negative and neutral. The main task consisted of finding a target stimulus, shown for only two seconds, among fourteen neutral distractors. Eye movements were recorded with an eye-tracking system to investigate differences between conditions and in search patterns. Subsequently, a recall task took place and the patients had to identify all the target images among a valence-matched number of distractors. Our results corroborate the attention salience effect of positive and neutral stimuli in the VR task performance. Although we found no statistically significant differences between conditions in the recall task, there was a trend for recalling more negative images. This negative advantage comes at the expense of significantly more wrongly identified images/false memories for negative stimuli. Finally, we performed an analysis in which we relate performance scores with well-established cognitive assessment instruments, which supportsG the use of this approach both for assessment and rehabilitation purposes. © 2015 IEEE.;VR;FALSE;NA;Scopus;;;; 769;Sugimoto H., Kourai K., Yamaguchi S.;Host OS page cache hit ratio improvement based on guest OS page drop;10.1145/2837185.2837267;2015;In a virtualized environment, such as a cloud computing environment, guest and host operating systems (OS) run simultaneously. Both of the operating systems have page caches for disk accesses. In such an environment, the second level cache does not work effectively because of negative temporal locality of access and duplicated storing in both the caches. In this paper, we propose a method for increasing the hit ratio of the host operating system page cache. The method monitors pages dropped from the guest operating system page cache and stores the pages into the host operating system cache. After the proposal, we introduce the design and implementation of our system. Our implementation aims to be applicable without modification to the hypervisor, and thus it can be applied for an environment with a proprietary hypervisor. Lastly, we present the evaluation of the hit ratio of the host operating system cache, and then demonstrate that our method can improve the cache hit ratio. © 2015 ACM.;NOT;NA;NA;Scopus;;;; 770;Ji Z., Pang Y., Li X.;Relevance Preserving Projection and Ranking for Web Image Search Reranking;10.1109/TIP.2015.2437198;2015;An image search reranking (ISR) technique aims at refining text-based search results by mining images' visual content. Feature extraction and ranking function design are two key steps in ISR. Inspired by the idea of hypersphere in one-class classification, this paper proposes a feature extraction algorithm named hypersphere-based relevance preserving projection (HRPP) and a ranking function called hypersphere-based rank (H-Rank). Specifically, an HRPP is a spectral embedding algorithm to transform an original high-dimensional feature space into an intrinsically low-dimensional hypersphere space by preserving the manifold structure and a relevance relationship among the images. An H-Rank is a simple but effective ranking algorithm to sort the images by their distances to the hypersphere center. Moreover, to capture the user's intent with minimum human interaction, a reversed $k$-nearest neighbor (KNN) algorithm is proposed, which harvests enough pseudorelevant images by requiring that the user gives only one click on the initially searched images. The HRPP method with reversed KNN is named one-click-based HRPP (OC-HRPP). Finally, an OC-HRPP algorithm and the H-Rank algorithm form a new ISR method, H-reranking. Extensive experimental results on three large real-world data sets show that the proposed algorithms are effective. Moreover, the fact that only one relevant image is required to be labeled makes it has a strong practical significance. © 1992-2012 IEEE.;NOT;NA;NA;Scopus;;;; 771;Suzuki K., Dobashi Y., Yamamoto T.;A sketch-based system for cloud volume retrieval from simulated dataset for realistic image synthesis;10.1145/2817675.2817690;2015;For creating synthetic images of outdoor scenes, clouds play an important role to enhance the realism of the scene. Therefore, many methods have been proposed for visual simulation of clouds. However, in order to generate realistic clouds, the user has to adjust many parameters involved in the methods. Although choosing appropriate parameters is not a difficult task for experienced users, it becomes a serious problem for novice users who have no sufficient prior knowledge on nether the parameters nor the methods. In order to address this problem, we propose a sketch-based retrieval system for cloud volumes by using a precomputed database. The database of cloud volumes is generated in advance by numerical analysis of atmospheric fluid dynamics. Next, the user sketches the desired shape of clouds at the desired position on the screen and then our system searches for the optimal cloud volume from the database. Our system allows the novice users to intuitively design the desired and realistic cloud scene. © 2015 ACM.;NOT;NA;NA;Scopus;;;; 772;Thiengburanathum P., Cang S., Yu H.;A decision tree based recommendation system for tourists;10.1109/IConAC.2015.7313958;2015;Choosing a tourist destination from the information that is available on the Internet and through other sources is one of the most complex tasks for tourists when planning travel, both before and during travel. Previous Travel Recommendation Systems (TRSs) have attempted to solve this problem. However, some of the technical aspects such as system accuracy and the practical aspects such as usability and satisfaction have been neglected. To address this issue, it requires a full understanding of the tourists' decision-making and novel models for their information search process. This paper proposes a novel human-centric TRS that recommends destinations to tourists in an unfamiliar city. It considers both technical and practical aspects using a real world data set we collected. The system is developed using a two-steps feature selection method to reduce number of inputs to the system and recommendations are provided by decision tree C4.5. The experimental results show that the proposed TRS can provide personalized recommendation on tourist destinations that satisfy the tourists. © 2015 Chinese Automation and Computing Society in the UK - CACS.;NOT;NA;NA;Scopus;;;; 773;Mancaş C.;Performance improvement through virtualization;10.1109/RoEduNet.2015.7312005;2015;Virtualization technologies insert an additional abstraction layer between the operating system and the hardware resources. Virtualization proves to be a very efficient solution, to the cost of effective management at the virtualized layer. Although, virtualization promises better resource utilization, it reduces the available computing resources. CPU, memory and hard disk behavior is a factor with a high impact on the performance of the system. The paper searches to understand how performance in virtualized environments can be improved by means of some performance evaluation experiments. Conducted tests include tests for the CPU, memory and HDD performance evaluation, for two top virtualization technologies providers: VMware [1] and KVM [2]. Overall, VMware behaves better than KVM, but regarding the memory and the HDD, KVM overtakes VMware. At a closer observation, interesting conclusions can be drawn. © 2015 IEEE.;NOT;NA;NA;Scopus;;;; 774;Wentzel J., Rea D.J., Young J.E., Sharlin E.;Shared presence and collaboration using a co-located humanoid robot;10.1145/2814940.2814995;2015;"This work proposes the concept of shared presence, where we enable a user to ""become"" a co-located humanoid robot while still being able to use their real body to complete tasks. The user controls the robot and sees with its vision and sen-sors, while still maintaining awareness and use of their real body for tasks other than controlling the robot. This shared presence can be used to accomplish tasks that are difficult for one person alone, for example, a robot manipulating a circuit board for easier soldering by the user, lifting and manipulat-ing heavy or unwieldy objects together, or generally having the robot conduct and complete secondary tasks while the user focuses on the primary tasks. If people are able to over-come the cognitive difficulty of maintaining presence for both themselves and a nearby remote entity, tasks that typi-cally require the use of two people could simply require one person assisted by a humanoid robot that they control. In this work, we explore some of the challenges of creating such a system, propose research questions for shared presence, and present our initial implementation that can enable shared presence. We believe shared presence opens up a new re-search direction that can be applied to many fields, including manufacturing, home-assistant robotics, and education. © 2015 ACM.";NOT;NA;NA;Scopus;;;; 775;Song M.-H., Choi S.-S., Jung J.-S., Choi E.-S., Kim M., Chankhihort-Doung, Lee S.-H., Yoo K.-H.;An ontology navigation system for 3D spinal model;10.1145/2837060.2837115;2015;The Korean Institute of Science and Technology Information (KISTI) has recently constructed a spinal disease ontology, in cooperation with the Catholic University of Korea, to establish a simulation model to support the diagnosis of age-related spinal disorders. Here we present a web-based three-dimensional (3D) navigation system for this spinal disease ontology to enable users to make more accurate diagnoses of vertebral column diseases by enhanced reasoning capabilities, using a 3D virtual human spine. The navigation system is composed of three main modules: a query module, which retrieves the data from the spinal disease ontology via a web page, a 3D rendering module, which displays a 3D virtual spine using a web browser, and a visualization module that represents the ontological information in response to a query by connecting it with the virtual spine. © 2015 ACM.;NOT;NA;NA;Scopus;;;; 776;Song Z., Labalette P., Burger R., Klein W., Nair S., Suresh S., Shen L., Canedo A.;Model-based cyber-physical system integration in the process industry;10.1109/CoASE.2015.7294231;2015;"Process industry's modern process control valves are complex Cyber-Physical Systems (CPS). A valve positioner may be connected to thousands of different types of process valves, and operate under a large variety of environmental conditions; therefore it is unfeasible to conduct exhaustive physical tests. The end user expects the system to work under any conditions and configurations and deliver high performance whenever required. This paper presents a Virtual Testing Environment (VTE) for process industry CPS performance assessment based on Amesim simulation software. A set of innovative techniques are used to effectively search for the best and worst system performances within the unlimited solution space. In order to speed up the simulation, we combine model order reduction techniques with an extensible optimizer using with different solvers as Amesim plug-ins. A Scheduler was designed to execute simulation tasks on multiple servers in parallel. This paper presents the preliminary results based on Particle Swarm Optimization (PSO) and over 5 billion configurations. © 2015 IEEE.";NOT;NA;NA;Scopus;;;; 777;Fei Y., Song Y., Sun G.;Closest distance searching by GPU-based massive parallel computation;10.1109/CYBER.2015.7288261;2015;"A simulation system for real-time closest distance searching is developed using GPU-based massive parallel computation technology. The system can be used for minimum distance detection between two three-dimensional (3-D) objects in a virtual environment. First, two 3-D models are converted into vertex/mesh format; then, CUDA-based GPU parallel computation is performed for the nearest neighbor searching, in order to find the closest separation Euler-distance of two objects; at last, Unity3D game engine is used as a testing platform for visualization. Experimental results indicate that the system not only works for arbitrary complex objects (i.e., non-convex object), but also has good real-time capability and high accuracy. Compared with traditional brute force algorithm, our parallel searching is about 50 times faster. © 2015 IEEE.";VR;FALSE;NA;Scopus;;;; 778;Reynolds C.R., Muggleton S.H., Sternberg M.J.E.;Incorporating Virtual Reactions into a Logic-based Ligand-based Virtual Screening Method to Discover New Leads;10.1002/minf.201400162;2015;The use of virtual screening has become increasingly central to the drug development pipeline, with ligand-based virtual screening used to screen databases of compounds to predict their bioactivity against a target. These databases can only represent a small fraction of chemical space, and this paper describes a method of exploring synthetic space by applying virtual reactions to promising compounds within a database, and generating focussed libraries of predicted derivatives. A ligand-based virtual screening tool Investigational Novel Drug Discovery by Example (INDDEx) is used as the basis for a system of virtual reactions. The use of virtual reactions is estimated to open up a potential space of 1.21×1012 potential molecules. A de novo design algorithm known as Partial Logical-Rule Reactant Selection (PLoRRS) is introduced and incorporated into the INDDEx methodology. PLoRRS uses logical rules from the INDDEx model to select reactants for the de novo generation of potentially active products. The PLoRRS method is found to increase significantly the likelihood of retrieving molecules similar to known actives with a p-value of 0.016. Case studies demonstrate that the virtual reactions produce molecules highly similar to known actives, including known blockbuster drugs. © 2015 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.;NOT;NA;NA;Scopus;;;; 779;Yamamoto M., Suzuki K., Ogawa R., Ito N., Kawabe Y.;Robust location tracking method for mixed reality robots using a rotation search method;10.1109/ICIS.2015.7166638;2015;In the RoboCup Mixed Reality Soccer League, the location and direction of each micro robot on the field are detected by a camera positioned above the field. However, setting and adjusting the camera to achieve greater accuracy takes a very long time. Besides, the detection process is influenced by the surrounding environment, including illuminance of the room and location of the field. Therefore, while the robots are in play, accuracy gradually decreases as the illuminance changes over time and eventually, the robots become invisible to the camera. In these situations, changes in illuminance and motion blur can cause serious issues. To solve this problem, we apply a rotation search method in the detection system, which is a 'vision tracking system'. In addition, we implement a redesigned vision tracking system and evaluate the new system. Our results confirm that the new system is effective. © 2015 IEEE.;AR;NA;NA;Scopus;;;; 780;Calabrese R.L.;In search of lost scent;10.7554/eLife.08715;2015;Three recent studies use optogenetics, virtual ‘odor-scapes’ and mathematical modeling to study how the nervous system of fruit fly larvae processes sensory information to control navigation. © 2015, eLife Sciences Publications Ltd. All rights reserved.;NOT;NA;NA;Scopus;;;; 781;Liu P., Azimi J., Zhang R.;Contextual query intent extraction for paid search selection;10.1145/2740908.2742740;2015;Paid Search algorithms play an important role in online ad- vertising where a set of related ads is returned based on a searched query. The Paid Search algorithms mostly consist of two main steps. First, a given searched query is converted to different sub-queries or similar phrases which preserve the core intent of the query. Second, the generated sub-queries are matched to the ads bidded keywords in the data set, and a set of ads with highest utility measuring relevance to the original query are returned. The focus of this paper is optimizing the first step by proposing a contextual query intent extraction algorithm to generate sub-queries online which preserve the intent of the original query the best. Experimental results over a very large real-world data set demonstrate the superb performance of proposed approach in optimizing both relevance and monetization metrics com- pared with one of the existing successful algorithms in our system.;NOT;NA;NA;Scopus;;;; 782;Ori R., Amos T., Bergman H., Soares-Weiser K., Ipser J.C., Stein D.J.;Augmentation of cognitive and behavioural therapies (CBT) with d-cycloserine for anxiety and related disorders;10.1002/14651858.CD007803.pub2;2015;"Background: A significant number of patients who suffer with anxiety and related disorders (that is post-traumatic stress disorder (PTSD), social anxiety disorder (SAnD), panic disorder with or without agoraphobia (PD), specific phobia (SPh) and obsessive compulsive disorder (OCD)) fail to respond optimally to first-line treatment with medication or cognitive and behavioural therapies. The addition of d-cycloserine (DCS) to cognitive and behavioural therapies may improve treatment response by impacting the glutamatergic system. This systematic review aimed to investigate the effects of adding DCS to cognitive and behavioural therapies by synthesising data from relevant randomised controlled trials and following the guidelines recommended by Cochrane. Objectives: To assess the effect of DCS augmentation of cognitive and behavioural therapies compared to placebo augmentation of cognitive and behavioural therapies in the treatment of anxiety and related disorders. Additionally, to assess the efficacy and tolerability of DCS across different anxiety and related disorders. Search methods: This review fully incorporates studies identified from a search of the Cochrane Depression, Anxiety and Neurosis Controlled Trials Register (CCDANCTR) to 12 March 2015. This register includes relevant randomised controlled trials (RCTs) from: the Cochrane Library (all years), EMBASE (1974 to date), MEDLINE (1950 to date), PsycINFO (1967 to date), the World Health Organizations trials portal (ICTRP) and ClinicalTrials.gov Reference lists from previous meta-analyses and reports of RCTs were also checked. No restrictions were placed on language, setting, date or publication status. Selection criteria: All RCTs of DCS augmentation of cognitive and behavioural therapies versus placebo augmentation of cognitive and behavioural therapies for anxiety and related disorders were included. Data collection and analysis: Two authors (RO and TA) independently assessed RCTs for eligibility and inclusion, extracted outcomes and risk of bias data and entered these into a customised extraction form. Investigators were contacted to obtain missing data. In addition, data entry and analysis were performed by two review authors (KSW and HB). Main results: Twenty-one published RCTs, with 788 participants in outpatient settings, were included in the review. Sixteen studies had an age range of 18 to 75 years, while four investigated paediatric populations aged 8 to 17 years and one included children, adolescents and adults. The 21 RCTs investigated OCD (number of RCTs (N) = 6), PTSD (N = 5), SAnD (N = 5), SPh (N = 3) and PD (N = 2). Most information from the studies was rated as having either low risk or unclear risk of bias. There was no evidence of a difference between DCS augmentation of cognitive and behavioural therapies and placebo augmentation of cognitive and behavioural therapies for the treatment of anxiety and related disorders in adults at the endpoint (treatment responders, N = 9, risk ratio (RR) 1.10; 95% confidence interval (CI) 0.89 to 1.34; number of participants (n) = 449; low quality evidence) and between 1 and 12 months follow-up (N = 7, RR 1.08; 95% CI 0.90 to 1.31; n = 383). DCS augmentation of cognitive and behavioural therapies was not superior to placebo augmentation of cognitive and behavioural therapies for children and adolescents, both at the endpoint (N = 4, RR 1.01; 95% CI 0.78 to 1.31; n = 121; low quality evidence) and between 3 and 12 months follow-up (N = 3, RR 0.86; 95% CI 0.67 to 1.09; n = 91). There was no evidence of a difference in treatment acceptability for DCS augmentation of cognitive and behavioural therapies compared with placebo augmentation of cognitive and behavioural therapies in adults (N = 16, RR 0.88; 95% CI 0.61 to 1.25; n = 740), nor in children and adolescents (N = 4, RR 0.90; 95% CI 0.17 to 4.69; n = 131). These conclusions were based on moderate quality evidence for adults, and very low quality evidence for children and adolescents. Although the observed difference was small, it is noteworthy that there was a high efficacy of exposure-based therapies alone in the included trials. Due to the limited number of studies, subgroup analysis of moderating factors for clinical and methodological effect could not take place. Authors' conclusions: This review found no evidence of a difference between DCS augmentation of cognitive and behavioural therapies and placebo augmentation of cognitive and behavioural therapies for treating anxiety and related disorders in children, adolescents and adults. These findings are based on low quality evidence from heterogenous studies with small sample sizes and incomplete data for clinical response, which precludes us from drawing conclusions on the use of DCS augmentation of cognitive and behavioural therapies at this stage. Given there is some promising preliminary data from individual studies, further research is necessary to assess DCS compared with placebo augmentation of cognitive and behavioural therapies, and determine mechanisms of action as well as magnitude of effect in anxiety and related disorders. © 2015 The Cochrane Collaboration.";NOT;NA;NA;Scopus;;;; 783;Dorsey E.R., Venuto C., Venkataraman V., Harris D.A., Kieburtz K.;Novel methods and technologies for 21st-century clinical trials a review;10.1001/jamaneurol.2014.4524;2015;"IMPORTANCE New technologies are rapidly reshaping health care. However, their effect on drug development to date generally has been limited. OBJECTIVES To evaluate disease modeling and simulation, alternative study design, novel objective measures, virtual research visits, and enhanced participant engagement and to examine their potential effects as methods and tools on clinical trials. EVIDENCE REVIEW We conducted a systematic search of relevant terms on PubMed (disease modeling and clinical trials; adaptive design, clinical trials, and neurology; Internet, clinical trials, and neurology; and telemedicine, clinical trials, and neurology), references of previous publications, and our files. The search encompassed articles published from January 1, 2000, through November 30, 2014, and produced 7976 articles, of which 22 were determined to be relevant and are included in this review. FINDINGS Few of these new methods and technologies have been applied to neurology clinical trials. Clinical outcomes, including cognitive and stroke outcomes, increasingly are captured remotely. Other therapeutic areas have successfully implemented many of these tools and technologies, including web-enabled clinical trials. CONCLUSIONS AND RELEVANCE Increased use of new tools and approaches in future clinical trials can enhance the design, improve the assessment, and engage participants in the evaluation of novel therapies for neurologic disorders. ©2015 American Medical Association.";NOT;NA;NA;Scopus;;;; 784;Muessig K.E., Nekkanti M., Bauermeister J., Bull S., Hightow-Weidman L.B.;A Systematic Review of Recent Smartphone, Internet and Web 2.0 Interventions to Address the HIV Continuum of Care;10.1007/s11904-014-0239-3;2015;eHealth, mHealth and “Web 2.0” social media strategies can effectively reach and engage key populations in HIV prevention across the testing, treatment, and care continuum. To assess how these tools are currently being used within the field of HIV prevention and care, we systematically reviewed recent (2013–2014) published literature, conference abstracts, and funded research. Our searches identified 23 published intervention studies and 32 funded projects underway. In this synthesis we describe the technology modes applied and the stages of the HIV care cascade addressed, including both primary and secondary prevention activities. Overall trends include use of new tools including social networking sites, provision of real-time assessment and feedback, gamification and virtual reality. While there has been increasing attention to use of technology to address the care continuum, gaps remain around linkage to care, retention in care, and initiation of antiretroviral therapy. © 2015, Springer Science+Business Media New York.;VR;FALSE;NA;Scopus;;;; 785;Hayakawa H., Fernando C.L., Saraiji M.Y., Minamizawa K., Tachi S.;Telexistence drone: Design of a flight telexistence system for immersive aerial sports experience;10.1145/2735711.2735816;2015;"In this paper, a new sports genre, ""Aerial Sports"" is introduced where the humans and robots collaborate to enjoy space as a whole new field. By integrating a flight unit with the user's voluntary motion, everyone can enjoy the crossing physical limitations such as height and physique. The user can dive into the drone by wearing a HMD and experience the provided binocular stereoscopic visuals and sensation of flight using his limbs effectively. In this paper, the requirements and design steps for a Synchronization of visual information and physical motion in a flight system is explained mainly for aerial sports experience. The requirements explained in this paper can be also adapted to the purpose such as search and rescue or entertainment purposes where the coupled body motion has advantages.";VR;FALSE;NA;Scopus;;;; 786;Ren S., Zhang D., Liu K., Lu T., Song G.;Research on Web Intelligent Robot Based on Virtual Reality;10.1109/3PGCIC.2015.126;2015;With the development of Internet +, information retrieval, information analysis and intelligent decision support system are also undergoing a rapid development. Intelligent interaction is a key problem for the popularization and application of these systems. Web intelligent robots can solve this problem well. In this paper, Web intelligent robot technology based on Virtual Reality is further studied and a web intelligent robot is designed and developed by using Unity3D technology. In the virtual scene, the robot can interact with the third person perspective. This interactive feature allows the user to experience the perfect state of immersion and interaction. At the same time, the users' need for intelligent interaction in the network world has been a perfect embodiment. © 2015 IEEE.;VR;TRUE;NA;Scopus;TRUE;;FALSE;No IR in VR 787;Martin-Martin J., Cuesta-Vargas A.I., Labajos-Manzanares M.T.;Clinical effectiveness of the therapeutic intervention on the hand with virtual reality in hemiplegic subjects: A systematic review [Efectividad clínica de la intervención terapéutica sobre la mano con realidad virtual en sujetos hemipléjicos: Revisión sistemática];10.1016/j.ft.2014.02.002;2015;Objective: To make a systematic review and critical assessment of the different existing publications on the use of virtual reality as an element in rehabilitation of the hand. Search Method: A search was made in the Medline database completed with searches in Google Schoolar. The search was limited to a period of ten years, and English and Spanish languages. Study selection: The study was focused on those articles related to virtual reality and the functional rehabilitation of the hand in stroke. Synthesis of results: It was not possible to perform a methodological evaluation using the Caspe instrument due to lack of homogeneity. Two hundred 200 articles were found. Of these, 12 met the criteria for their selection. These articles were grouped in relation to different criteria such as: type of study, assessment system used, hardware used or outcomes results obtained, among others. Conclusions: Joint homogeneity was not obtained for the articles. Therefore, progress must still be made in this area. In spite of this, virtual reality environments can be a valid tool for functional recovery of the hand in strokes but they are not adequate for use as a single rehabilitative treatment element. © 2013 Asociación Española de Fisioterapeutas.;NULL;NA;non-English;Scopus;;;; 788;Macedo M., Marques A., Queirós C.;Virtual reality in assessment and treatment of schizophrenia: A systematic review [Realidade virtual na avaliação e no tratamento da esquizofrenia: Uma revisão sistemática];10.1590/0047-2085000000059;2015;"Objective: To conduct a systematic review about the use of virtual reality (VR) for evaluation, treatment and/or rehabilitation of patients with schizophrenia, focused on: areas, felds and objectives; methodological issues; features of the VR used; viability and eficiency of this resource. Methods: Searches were performed about schizophrenia and virtual reality in Psy-cINFO, Academic Search Complete, MEDLINE Complete, CINAHL with Full Text, Web of Science and Business Source Premier databases, using the following keywords: [“schizophrenia”] AND [“virtual reality” OR “serious game”] AND [“treatment” OR “therapy” OR “rehabilitation”]. The search was carried out between November 2013 and June 2014 without using any search limiters. results: A total of 101 papers were identifed, and after the application of exclusion criteria, 33 papers remained. The studies analysed focused on the use of VR for the evaluation of cognitive, social, perceptual and sensory skills, and the vast majority were experimental studies, with virtual reality specifically created for them. All the reviewed papers point towards a reliable and safe use of VR for evaluating and treating cognitive and social deficits in patients with schizophrenia, with diferent results in terms of generalisation, motivation, as-sertiveness and task participation rate. Some problems were highlighted, such as its high cost and a constant need for software maintenance. Conclusion: The studies show that using the virtual reality may streamline traditional evaluation/rehabilitation programmes, allowing to enhance the results achieved, both in the cognitive and in the social feld, helping for the legitimisation of this population’s psycho-social inclusion. © 2015, Editora Cientifica Nacional Ltda. All Rights Reserved.";VR;FALSE;NA;Scopus;;;; 789;Van Den Heuvel R., Lexis M., De Witte L.;ICT based technology to support play for children with severe physical disabilities;10.3233/978-1-61499-566-1-573;2015;"Introduction: Play is important for a child's development. Children with severe physical disabilities experience difficulties engaging in play. With the progress of technology the possibilities to support play are increasing. The purpose of this review was to gain insight into the possibilities and availability of ICT based technology to support play in children with severe physical disabilities. Methods: A systematic literature search within the databases PubMed, CINAHL, IEEE and ERIC was carried out. Three reviewers assessed titles and abstracts independently. Additionally, Google Scholar, conference proceedings and reference lists were used. Results and conclusion: The included publications reported on 27 different technologies, which can be classified into three main groups; robots, virtual reality systems and computer systems. There are several options that may have great potential in supporting play for this target group. © 2015 The authors and IOS Press. All rights reserved.";VR;FALSE;NA;Scopus;;;; 790;Ktena S.I., Abbott W., Faisal A.A.;A virtual reality platform for safe evaluation and training of natural gaze-based wheelchair driving;10.1109/NER.2015.7146603;2015;The importance of ensuring user safety throughout the training and evaluation process of brain-machine interfaces is not to be neglected. In this study, a virtual reality software system was built with the intention to create a safe environment, where the performance of wheelchair control interfaces could be tested and compared. We use this to evaluate our eye tracking input methodology, a promising solution for hands-free wheelchair navigation, because of the abundance of control commands that it offers and its intuitive nature. Natural eye movements have long been considered to reflect cognitive processes and are highly correlated with user intentions. Therefore, the sequence of gaze locations during navigation is recorded and analyzed, in order to search and unveil patterns in saccadic movements. Moreover, this study compares different eye-based solutions that have previously been implemented, and proposes a new, more natural approach. The preliminary results on N = 6 healthy subjects indicate that the proposed free-view solution leads to 18.4% faster completion of the task (440 sec) benchmarked against a naive free-view approach. © 2015 IEEE.;VR;FALSE;NA;Scopus;;;; 791;Zha X., Zhang J., Yan Y., Zha D.;Sound information seeking in Web 2.0 virtual communities: The moderating effect of mindfulness;10.1080/0144929X.2015.1027876;2015;Virtual communities are a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0. Information seeking has been demonstrated to be a main motivator driving web use. Given the challenge brought by quality in the early stage, the healthy development of virtual communities relies on sound information seekers. Mindfulness, which is regarded as a psychological state of consciousness, is an important factor for individuals to make a sound decision. This study develops a research model by extending the updated information systems success model with the consideration of the moderating effect of mindfulness. Data collected from users of virtual communities were used to test the model. The findings suggest that mindfulness negatively moderates the effects of information quality, system quality and service quality on perceived usefulness, which further impacts information seeking in virtual communities. The findings and the implications for theory and practice are discussed. © 2015 Taylor & Francis.;NOT;NA;NA;Scopus;;;; 792;Feng F., Li R., Wang X.;Deep correspondence restricted Boltzmann machine for cross-modal retrieval;10.1016/j.neucom.2014.12.020;2015;The task of cross-modal retrieval, i.e., using a text query to search for images or vice versa, has received considerable attention with the rapid growth of multi-modal web data. Modeling the correlations between different modalities is the key to tackle this problem. In this paper, we propose a correspondence restricted Boltzmann machine (Corr-RBM) to map the original features of bimodal data, such as image and text in our setting, into a low-dimensional common space, in which the heterogeneous data are comparable. In our Corr-RBM, two RBMs built for image and text, respectively are connected at their individual hidden representation layers by a correlation loss function. A single objective function is constructed to trade off the correlation loss and likelihoods of both modalities. Through the optimization of this objective function, our Corr-RBM is able to capture the correlations between two modalities and learn the representation of each modality simultaneously. Furthermore, we construct two deep neural structures using Corr-RBM as the main building block for the task of cross-modal retrieval. A number of comparison experiments are performed on three public real-world data sets. All of our models show significantly better results than state-of-the-art models in both searching images via text query and vice versa. © 2014 Elsevier B.V.;NOT;NA;NA;Scopus;;;; 793;Liu W., Cai W., Cui B., Wang M.;Synthetic evaluation method of electronic visual display terminal visual performance based on the letter search task;10.1007/978-3-319-21067-4_4;2015;Today the electronic visual display terminal (VDT) plays an indispensable role in people’s life, so the visual performance of VDT is very important. In order to evaluate the visual performance of VDT from the perspective of user experience more accurately and reliably, we synthesize three kinds of commonly used visual performance assessment techniques, i.e. main task measure method, physiology measure method and subjective evaluate method, and establish a system to evaluate the visual performance of VDT. We use pseudo-text letter search task as the main task, analyze and extract suitable evaluation indicators, and calculate the weight of these evaluation indicators by the entropy method. At last, a qualification visual performance evaluation value of each VDT is got. The experimental result shows that this evaluation value is consistent with the subjective score in general. The evaluation system is combined with present main evaluation methods of visual performance and utilizes their advantages. The evaluation result can be quantified more directly and clearly. It provides a reference for the visual performance evaluation from the perspective of user experience. © Springer International Publishing Switzerland 2015.;NOT;NA;NA;Scopus;;;; 794;Textor A., Sikora T.;An ontology-based architecture for storage management;10.1007/978-3-319-21545-7_6;2015;Management of block storage virtualization systems in large environments can become very complex. For standard management tasks, such as the creation and maintenance of disk arrays, and problem isolation, specialized storage management tools are used. Such tools must query the storage virtualization system for topologies and performance statistics, correlating this information with external sources and defined policies, and providing an interface for the storage administrators. By using ontologies as information models in a storage management tool, correlation of elements, aggregation and querying becomes a lot more flexible and configurable. In this paper we present an ontology-based architecture that serves as backend for a storage management tool. We describe the approach and performance optimizations and give an evaluation of the prototypical implementation. © Springer International Publishing Switzerland 2015.;NOT;NA;NA;Scopus;;;; 795;Li N., Zhou T., Zhou L., Wu Z.;Action recognition by Huffman coding and implicit action model;10.1109/CIVEMSA.2015.7158603;2015;"Human action recognition is at the core of computer vision, and has great application value in intelligent human-computer interactions. On the basis of Bag-of-Words (BoW), this work presents a Huffman coding and Implicit Action Model (IAM) combined framework for action recognition. Specifically, Huffman coding, which outperforms naïve Bayesian method, is a robust estimation of visual words' conditional probabilities; whereas IAM captures the spatio-temporal relationships of local features and outperforms most other common machine learning methods. Spatio-Temporal Interest Points (STIPs) and Harris corners are employed as local features, and multichannel feature description is adopted to exploit the complementarity among different features. Experiments on UCF-YouTube and HOHA2 datasets systematically compare the performance of various feature channels and machine learning methods, demonstrating the effectiveness of the approaches proposed by this paper. Finally, multiple augment mechanisms such as feature fusion, hierarchical codebooks and sparse coding are integrated into the recognition system, achieving the best ever performance comparing with the state-of-the-art. © 2015 IEEE.";NOT;NA;NA;Scopus;;;; 796;Povar D., Saibharath, Geethakumari G.;Real-time digital forensic triaging for cloud data analysis using MapReduce on Hadoop framework;10.1504/IJESDF.2015.069602;2015;Cloud computing is a relatively new model in the computing world after several computing paradigms like personal, ubiquitous, grid, mobile, and utility computing. Cloud computing is synonymous with virtualisation which is about creating virtual versions of the hardware platform, the operating system or the storage devices. Virtualisation is omnipresent in the cloud environment that poses challenges to implementation of security as well as cybercrime investigation. Techniques used in traditional digital forensics may not be appropriate for timely analysis of large capacity virtual hard disk files. Hence, there is a need for reducing analysis time for cloud crime cases like child pornography, financial frauds, etc. In this paper, we designed and developed a new 'real-time digital forensic analysis process' to minimise the overall processing time of evidence. Using this approach, the investigator can search user specified patterns (for example headers, footers), which can also be used for carving files from evidence data. Copyright © 2015 Inderscience Enterprises Ltd.;NOT;NA;NA;Scopus;;;; 797;Feng D., Lau C., Ng L., Li Y., Kuan L., Sunkin S.M., Dang C., Hawrylycz M.;Exploration and visualization of connectivity in the adult mouse brain;10.1016/j.ymeth.2015.01.009;2015;The Allen Mouse Brain Connectivity Atlas is a mesoscale whole brain axonal projection atlas of the C57Bl/6J mouse brain. All data were aligned to a common template in 3D space to generate a comprehensive and quantitative database of inter-areal and cell-type-specific projections. A suite of computational tools were developed to search and visualize the projection labeling experiments, available at http://connectivity.brain-map.org. We present three use cases illustrating how these publicly-available tools can be used to perform analyses of long range brain region connectivity. The use cases make extensive use of advanced visualization tools integrated with the atlas including projection density histograms, 3D computed anterograde and retrograde projection paths, and multi-specimen projection composites. These tools offer convenient access to detailed axonal projection information in the adult mouse brain and the ability to perform data analysis and visualization of projection fields and neuroanatomy in an integrated manner. © 2015 Elsevier Inc.;NOT;NA;NA;Scopus;;;; 798;Shen D., Luo J., Dong F., Fei X., Wang W., Jin G., Li W.;Stochastic modeling of dynamic right-sizing for energy-efficiency in cloud data centers;10.1016/j.future.2014.09.012;2015;"Large data centers are usually built to support increasing computational and data storage demand of growing global business and industry, which consume an enormous amount of energy, at a huge cost to both business and the environment. However, much of that energy is wasted to maintain excess service capacity during periods of low load. In this paper, we investigate the problem of ""right-sizing"" data center for energy-efficiency through virtualization which allows consolidation of workloads into smaller number of servers while dynamically powering off the idle ones. In view of the dynamic nature of data centers, we propose a stochastic model based on Queueing theory to capture the main characteristics. Solving this model, we notice that there exists a tradeoff between the energy consumption and performance. We hereby develop a BFGS based algorithm to optimize the tradeoff by searching for the optimal system parameter values for the data center operators to ""right-size"" the data centers. We implement our Stochastic Right-sizing Model (SRM) and deploy it in the real-world cloud data center. Experiments with two real-world workload traces show that SRM can significantly reduce the energy consumption while maintaining high performance. © 2014 Elsevier B.V. All rights reserved.";NOT;NA;NA;Scopus;;;; 799;Miandehi E.E., Aazami M.H., Niazmand H., Mesri Y., Deyranlou A., Eslami S.;Clinical simulation of aortic valve: A narrative review;10.3233/978-1-61499-512-8-612;2015;Introduction: About 30 percent of the worldwide death is due to cardiovascular diseases. Clinical simulation is a promising filed that can help to understand diseases, their nature and intervention's effects. The simulated models are flexible and make it easy to study the changes effects and help to select the appropriate interventions. This narrative review aims to report common methods for the clinical simulation and its merits focusing on the cardiovascular field especially those pertaining to the aortic valve. Method: The search was conducted on google scholar and PubMed in August and September of 2014 with three queries categories. We searched among English papers with no limitation on the published year. A qualitative-interpretive approach was used for data extraction. Results: Computational fluid dynamic (CFD) is used to simulate and study body structures, systems and their common phenomena. Its two common methods for cardiovascular simulations are Finite Element Method (FEM) and Finite Volume Method (FVM). There were two kinds of the aortic valve simulation: dry models and Fluid-Structure Interaction (FSI) models. Unlike the dry model, FSI models consider the interaction between blood flow and tissue. Clinical simulation is a promising field allowing statistical analysis and can be used in clinical decision support systems (CDSS) or as a virtual experimental platform as a training system. © 2015 European Federation for Medical Informatics (EFMI).;NOT;NA;NA;Scopus;;;; 800;Jing X.;Research on anthropometry information obtaining system in garment MTM on the network mode;10.1108/IJCST-03-2014-0032;2015;Purpose-The research is made in view of the anthropometry information obtaining problem in garment MTM on the network mode. The purpose of this paper is to obtain anthropometry information in a convenient and detailed way in garment MTM on the network mode. Design/methodology/approach-First of all, 24 main measurement sizes of 427 young females are collected to constitute the measurement database. The database is used as background data support of the system. The images are captured to simplify the way of inputting the anthropometry information to the system. Through the 2D feature sizes extracted from body image and the basic dimensions provided by customer input to the system, so that to gain the body sample which is closest to the customer body type through query matching in the database. The detailed anthropometry information of the closest sample is used to describe the customer. The human body measurement database and the technology of body image acquisition are used to extract the feature sizes to achieve obtaining the anthropometry information in a convenient and detailed way. Findings-Through query matching to the customer in a test, the body sample closest to the customer is gained, and the matching error rate is 0.0132. In the end, some customer samples are input to test the system, in order to verify the effectiveness of system functions. The matching error rates of five bodytypes are gained all less than 0.006. The error is small, and the matching result is ideal. Research limitations/implications-The size of database established in the paper can be increased constantly in the future to obtain the more accurately matching result. Practical implications-The research of anthropometry information obtaining system in garment MTM on the network mode is the basis to achieve gaining the anthropometry information in a convenient and detailed way. Social implications-Applying the established system of human body measurement information acquisition in this paper, it can achieve to obtain the detailed measurement information of customer through a convenient way, combining the method of human body parameter model establishment in the existing research, it can achieve the complete network tailored mode with detailed measurement information acquisition and 3D virtual fitting functions. And it can provide the most convenient experience and the most ideal garment MTM effect to the customer. This mode can be forecast to be an ideal form of garment MTM on the network in the future. Originality/value-The anthropometry information obtaining system is the important part of garment MTM system on the network mode. It should be applied to the network mode and can obtain the detailed measurements for garment MTM. In this paper, the human body measurement database and the technology of body image acquisition are used in order to extract the feature size to obtain the anthropometry information in a convenient and detailed way. © Emerald Group Publishing Limited.;NOT;NA;NA;Scopus;;;; 801;Kannas C.C., Kalvari I., Lambrinidis G., Neophytou C.M., Savva C.G., Kirmitzoglou I., Antoniou Z., Achilleos K.G., Scherf D., Pitta C.A., Nicolaou C.A., Mikros E., Promponas V.J., Gerhauser C., Mehta R.G., Constantinou A.I., Pattichis C.S.;LiSIs: An online scientific workflow system for virtual screening;10.2174/1386207318666150305123341;2015;"Modern methods of drug discovery and development in recent years make a wide use of computational algorithms. These methods utilise Virtual Screening (VS), which is the computational counterpart of experimental screening. In this manner the in silico models and tools initial replace the wet lab methods saving time and resources. This paper presents the overall design and implementation of a web based scientific workflow system for virtual screening called, the Life Sciences Informatics (LiSIs) platform. The LiSIs platform consists of the following layers: the input layer covering the data file input; the pre-processing layer covering the descriptors calculation, and the docking preparation components; the processing layer covering the attribute filtering, compound similarity, substructure matching, docking prediction, predictive modelling and molecular clustering; post-processing layer covering the output reformatting and binary file merging components; output layer covering the storage component. The potential of LiSIs platform has been demonstrated through two case studies designed to illustrate the preparation of tools for the identification of promising chemical structures. The first case study involved the development of a Quantitative Structure Activity Relationship (QSAR) model on a literature dataset while the second case study implemented a docking-based virtual screening experiment. Our results show that VS workflows utilizing docking, predictive models and other in silico tools as implemented in the LiSIs platform can identify compounds in line with expert expectations. We anticipate that the deployment of LiSIs, as currently implemented and available for use, can enable drug discovery researchers to more easily use state of the art computational techniques in their search for promising chemical compounds. The LiSIs platform is freely accessible (i) under the GRANATUM platform at: http://www.granatum.org and (ii) directly at: http://lisis.cs.ucy.ac.cy. © 2015 Bentham Science Publishers.";NOT;NA;NA;Scopus;;;; 802;Wang J., Hou L., Wang Y., Wang X., Simpson I.;Integrating augmented reality into building information modeling for facility management case studies;10.1061/9780784413982.ch11;2015;The management of complex information flow can be a crucial aspect of Facility Management (FM). Because of the increasing complexity of the present-day building projects, FM activities, for example, maintaining a building facility or a system, normally involve enormous human multitasking across different knowledge domains. Lessons learned from the present successful FM instances manifest that the FM teams are increasingly interested in applying more viable technologies to achieve the effective management of massive information. Building Information Modelling (BIM) technology is one of the promising approaches, as it forms a platform for the users to manage the information of a facility and leverages virtual digital representations as a reliable basis for decisions during its life-cycle. Nevertheless, the fully immersive environments produced by BIM still lack the capability of mapping a virtual world into a real world, or vice versa. Augmented Reality (AR) is emerging as an advanced visualization which is possible to bridge the gap. It enables the demonstration of BIM context into the real world, and is envisaged to effectively improve the way of how information is displayed. Meanwhile, the virtuality-toreality changeover from BIM to AR is conductive to a better understanding of information about a facility from the human perception perspective. The objective of the study is to explore that the merging of AR with BIM is a way for improving the information search and management in FM applications. This chapter firstly brief what is FM and how it is generally implemented. Followed by the state-of-the-art review of BIM/AR aided FM research, the chapter then proposes the viability of integrating BIM and AR and demonstrates its efficacy of processing complex onsite information based on four BIM+AR case studies. Finally, the chapter discusses the technological transferability issues in terms of deploying more and more BIM+AR scenarios in the prospective FM process. © 2015 by the American Society of Civil Engineers.;AR;NA;NA;Scopus;;;; 803;Sergi F., O'Malley M.K.;On the stability and accuracy of high stiffness rendering in non-backdrivable actuators through series elasticity;10.1016/j.mechatronics.2015.01.007;2015;This paper addresses the problem of accuracy and coupled stability of stiffness-controlled series elastic actuators, where the motor is modeled as a non-backdrivable velocity source, and the desired value of virtual stiffness is above the physical stiffness of the compliant element. We first demonstrate that, in the mentioned conditions, no linear outer-loop force control action can be applied on the velocity-sourced motor to passify the system. Relaxing the constraint of passivity, we exhaustively search the control design space defined by parametric force and stiffness controllers, expressed in a general lead-lag form, and define a lead-type stiffness compensator that results in acceptable conditions for both coupled stability and accuracy. We also address the effect of a non-ideality in the velocity control loop, such as limited-bandwidth velocity control, and derive relationships between the value of the inner velocity loop time constant and parameters of the stiffness compensator that provide the best performance in terms of both stability and accuracy of haptic display. We show that the parameters of a simple outer-loop stiffness compensator can be optimized to result in a stable and accurate display of virtual environments with stiffness values in a large range, that also comprises values of virtual stiffness higher than the physical stiffness of the compliant element. A requirement for coupled stability is that the actuator is designed such that the minimum value of inertia connected to the compliant actuator load is higher than a control-defined threshold. Finally, we extensively analyze how the minimum value of interaction mass for coupled stability can be minimized through modulation of the stiffness compensator zeros and poles, considering realistic limitations in the velocity control bandwidth of non-backdrivable motors. Our analysis, validated through both numerical simulations and experiments, opens the possibility for alternative approaches to the design of compliant actuators, whereby rendering of high stiffness is possible if the load mass is always higher than a determined threshold. © 2015 Elsevier Ltd.;NOT;NA;NA;Scopus;;;; 804;Gao J., Teng Y.;Prediction model for fundamental frequency of low frequency bending vibration piezoelectric vibrator of ultrasonic atomizing nozzle;10.3969/j.issn.1002-6819.2015.04.008;2015;"Ultrasonic atomization had been paid so much attention as a new spraying technique recently. With such advantages as small droplets, uniform size distribution, high roundness, large atomization quantity and low liquid delivery pressure, ultrasonic atomization is widely used in aeroponic, agricultural humidifying fields, reagents atomization treatment, semiconductor etching and so on. According to different the working frequency, the current ultrasonic atomizer mainly includes high-frequency (working frequency is greater than 1 MHz) and low-frequency (working frequency is in the range between 20 kHz and 100 kHz). Application of high-frequency ultrasonic atomizer was highly limited for such disadvantages as low reliability, high driving voltage, short continuous working time, high energy consuming, failing in atomizing high viscosity liquids, small and unstable atomization amount. Above all, chemical structures of liquids atomized by high frequency ultrasonic atomizer would be changed, so this kind of atomizer was just suitable for atomizing water. Current actuators of low-frequency ultrasonic nozzles were mainly made of Langevin piezoelectric actuators, which included piezoelectric discs, front covers and rear covers. Such disadvantages as high driving working voltage, low efficiency, severe heat, large volume and uneven distribution of droplets limited this kind of low-frequency ultrasonic nozzles to be spread. In order to develop a low frequency ultrasonic nozzle with such advantages as low driving working voltage, high working efficiency, small feat, fine and uneven distribution of droplets, a novel low frequency ultrasonic nozzle, whose actuator was an axial symmetry bending composite piezoelectric actuator, was proposed and designed in this paper. While the core component of this ultrasonic nozzle, namely, an axial symmetry bending composite piezoelectric actuator was composed of a piezoelectric ceramic ring and a metal disc. At the present, the fundamental vibration frequency of this kind of actuator was mainly applying Rayleigh-Ritz theory based on the minimal energy principle to search an approximate value without considering electronic-mechanical coupling. Because Rayleigh-Ritz theory ignored the effect of t electronic-mechanical, the calculation result error was too bigger. At the same time, this method was so complicated that it's not suitable for engineering calculation. So it's necessary to find a simple calculation formulation for engineering application. In order to find out how key structural parameters of axial symmetry bending composite piezoelectric actuators influence on their fundamental frequencies, a virtual testing system based on finite element method was established. In this virtual testing system, element Solid 98, an tetrahedral coupled-field solid element in ANSYS software was used to mesh the prototype of axial symmetry bending composite piezoelectric actuator. Combined with an orthogonal experimental design method, an orthogonal protocol of four factors and five levels was proposed. Based on virtual test data, a regression model between fundamental frequency and key structural parameters of piezoelectric vibrators (significance level α=0.05) was established. The regression model indicated that: i) P-values of outer diameters, inner diameters of nozzle's piezoelectric discs and diameters of metal discs were 1.2×10-8, 9.97×10-6, 2.093×10-3 respectively. It indicated that fundamental frequencies of axial symmetry bending composite piezoelectric actuator were affected by outer diameters, inner diameters of nozzle's piezoelectric discs and diameters of metal discs highly significantly; ii) P-value of piezoelectric disc thickness was 0.012813. It indicated that fundamental frequencies were influenced by piezoelectric disc thickness significantly; iii) outer diameter, inner diameter, thickness of nozzle's piezoelectric ceramic and diameter of metal disc influence frequencies of those actuators in turn. Tests of the nozzle's acoustic impedance were conducted too by PV 70A, an instrument used for measuring piezoelectric part's acoustic impedance parameters. Compared fitting results with test results, fitting errors are nearly all less than 5%, so the regression model was verified. This regression model made it easier to optimize axial symmetry bending composite piezoelectric actuator design. ©, 2015, Chinese Society of Agricultural Engineering. All right reserved.";NULL;NA;non-English;Scopus;;;; 805;De Melo L.F., Rodrigues E.J., Rosário J.M.;Wheelchair secure navigation with RF signal triangulation and genetic algorithm optimization;10.4018/978-1-4666-7387-8.ch024;2014;"This chapter describes an approach of secure navigation systems for wheelchairs and mobile robots platforms, using RF signal triangulation and Extended Kalman Filter in conjunction with Genetic Algorithm for indoor trajectory optimization. Initial systems are implemented and tested at virtual environment with conception of supervision and control systems for mobile robots, which are capable of operating and adapting in different environments and conditions. Validation of this environment is made in a nonholonomic mobile robot and in a wheelchair; both used an embedded control rapid prototyping technical for best navigation strategy implementation. ToF (Time-of-Flight) of the RF digital signal interacting with beacons for computational triangulation in the way to provide a pose estimative at bi-dimensional indoor environment, where GPS system is out of range, are depicted. A non-linear filter based on a genetic algorithm as an emerging optimization method to search for optimal positions is described. © 2015, IGI Global. All rights reserved.";NOT;NA;NA;Scopus;;;; 806;Murwantara I.M., Bordbar B., Minku L.L.;Measuring energy consumption for web service product configuration;10.1145/2684200.2684314;2014;Because of the economies of scale that Cloud provides, there is great interest in hosting web services on the Cloud. Web services are created from components such as Database Management Systems and HTTP servers. There is a wide variety of components that can be used to configure a web service. The choice of components influences the performance and energy consumption. Most current research in the web service technologies focuses on system performance, and only small number of researchers give attention to energy consumption. In this paper, we propose a method to select the web service configurations which reduce energy consumption. Our method has capabilities to manage feature configuration and predict energy consumption of web service systems. To validate, we developed a technique to measure energy consumption of several web service configurations running in a Virtualized environment. Our approach allows Cloud companies to provide choices of web service technology that consumes less energy. Copyright 2014 ACM.;NOT;NA;NA;Scopus;;;; 807;Yang Z., Wu Q., Fu S.;Simulation and optimization of cockpit based on three-dimensional localization algorithm;10.6125/14-0410-792;2014;Virtual prototyping develops as a new technology to replace existing physical prototypes for product evaluation, which are dear and time-consuming from design to manufacture. This paper presents a measurement-driven, musculoskeletal, full body simulation model for biomechanical analysis when the pilots are operating in the cockpit. A simulation model is implemented in the AnyBody Modeling System based on the measurement data. Digital Human Modelling (DHM) software packages such as AnyBody Modelling System, often integrate with CAD systems to provide a virtual environment which allows investigation of operator and product compatibility. This model makes it possible to optimize where the most comfortable location of the cockpit instruments is. Answers to such problems are not easily got by the traditional experiments. In this paper, a three-dimensional localization algorithm based on Particle Swarm Optimization is presented to search out the optimal location. The method finds the optimal localization results on the basis of the volume from anchor nodes to unknown nodes. ©, 2014, The Aeronautical and Astronautical Society of the Republic of China. All right reserved.;NOT;NA;NA;Scopus;;;; 808;Zhou X., Wu S., Chen G., Shou L.;KNN processing with co-space distance in SoLoMo systems;10.1016/j.eswa.2014.06.008;2014;"With the increasing popularity of smart phones, SoLoMo (Social-Location- Mobile) systems are expected to be fast-growing and become a popular mobile social networking platform. A main challenge in such systems is on the creation of stable links between users. For each online user, the current SoLoMo system continuously returns his/her kNN (k Nearest Neighbor) users based on their geo-locations. Such a recommendation approach is simple, but fails to create sustainable friendships. Instead, it would be more effective to tap onto the existing social relationships in conventional social networks, such as Facebook and Twitter, to provide a ""better"" friend recommendations. To measure the similarity between users, we propose a new metric, co-space distance, by considering both the user distances in the real world (physical distance) and the virtual world (social distance). The co-space distance measures the similarity of two users in the SoLoMo system. We compute the social distances between users based on their public information in the conventional social networks, which can be achieved by a few MapReduce jobs. To facilitate efficient computation of the social distance, we build a distributed index on top of the key-value store, and maintain the users' geo-locations using an R-tree. For each query on finding potential friends around a location, we return kNN neighbors to each user based on their co-space distances. We propose a progressive top-k processing strategy and an adaptive-caching strategy to facilitate efficient query processing. Experiments with Gowalla dataset1 show the effectiveness and efficiency of our recommendation approach. © 2014 Elsevier Ltd. All rights reserved.";NOT;NA;NA;Scopus;;;; 809;Li D., Rong W., Song J., Sun L., You B., Wang D.;SEM image-based 3-D nanomanipulation information extraction and closed-loop probe control;10.1109/TNANO.2014.2353612;2014;To achieve a scanning electron microscope (SEM) and virtual reality-based nanomanipulation system, this paper addresses 3-D nanomanipulation information extraction based on 2-D SEM images, after briefly explaining how to establish the 3-D virtual environment. An image border repair algorithm based on an eight-neighboring method is proposed to obtain the accurate 2-D coordinates of the probe and nanowire even when they are in contact. To determine the coordinates of the Z probe, a method based on the grayscale standard deviation of 2-D SEM images is proposed. Through these converted coordinates, the model can be updated and controlled in a virtual environment. Finally, a fuzzy proportional-integral-derivative (PID) controller is designed to control the actual probe position and to improve the system accuracy. Simulations and experimental results demonstrate that the system exhibits good output characteristics in either dynamic-state or steady-state, when controlled with the fuzzy PID. © 2002-2012 IEEE.;VR;FALSE;NA;Scopus;;;; 810;Kim K., Lee J.;Nonlinear dynamic projection for noise reduction of dispersed manifolds;10.1109/TPAMI.2014.2318727;2014;The search for a low-dimensional structure in high-dimensional data is one of the fundamental tasks in machine learning and pattern recognition. Manifold learning algorithms have recently emerged as alternatives to traditional linear dimension reduction techniques. In this paper, we propose a novel projection method that can be combined with any manifold learning methods to improve their dimension reduction performance when applied to high-dimensional data with a high level of noise. The method first builds a dispersion function that describes the distribution of dispersed manifold where the data lie. It then projects the noisy data onto a region wrapping the true manifold sufficiently close to it by applying a dynamical projection system associated with the constructed dispersion function. The effectiveness of the proposed projection method is validated by applying it to some real-world data sets with promising results. © 2014 IEEE.;NOT;NA;NA;Scopus;;;; 811;Xing K., Yang P., Huang J., Wang Y., Zhu Q.;A real-time EMG pattern recognition method for virtual myoelectric hand control;10.1016/j.neucom.2013.12.010;2014;This study proposes a real-time electro-myogram (EMG) pattern recognition approach for the control of multifunction myoelectric hands. In techniques, time and frequency information is extracted by wavelet packet transform (WPT) and the node energy of the WPT coefficients is selected as the feature of the EMG signals. Then a novel feature selection method based on a depth recursive search algorithm is developed so that the high-dimensional features can be reduced by a supervised feature reduction algorithm. Consequently, the support vector machine (SVM) is adopted to give the recognition result. In the experiment, a real-time EMG pattern recognition system is developed to control a virtual hand with EMG signals from antebrachium. The experimental results show both the high accuracy and better real-time performance of the proposed method. © 2014 Elsevier B.V.;NOT;NA;NA;Scopus;;;; 812;Liu P., Azimi J., Zhang R.;Automatic Keywords generation for contextual advertising;10.1145/2567948.2577361;2014;Contextual Advertising (CA) is an important area in the industry of online advertising. Typically, CA algorithms re- Turn a set of related ads based on some keywords extracted from the content of webpages. Therefore, extracting the best set of representative keywords from a given webpage is the key to the success of CA. In this paper, we introduce a new keywords generation approach that uses some novel NLP features including POS and named-entities tagging. Unlike most of the existing keyword extraction algorithms, our pro- posed framework is able to generate some related keywords which do not exist in the webpage. A monetization parame- Ter, predicted from historical search keyword performance, is also used to rank potential keywords in order to balance the RPM (Revenue Per 1000 Matches) and relevance. Exper- imental results over a very large real-world data set shows that the proposed approach can outperform the state-of-the- Art system in both relevance and monetization metrics. © Copyright 2014 by the International World Wide Web Conferences Steering Committee.;NOT;NA;NA;Scopus;;;; 813;Lacić E., Kowald D., Parra D., Kahr M., Trattner C.;Towards a scalable social recommender engine for online marketplaces: The case of apache solr;10.1145/2567948.2579245;2014;Recent research has unveiled the importance of online social networks for improving the quality of recommenders in several domains, what has encouraged the research community to investigate ways to better exploit the social information for recommendations. However, there is a lack of work that offers details of frameworks that allow an easy integration of social data with traditional recommendation algorithms in order to yield a straight-forward and scalable implementation of new and existing systems. Furthermore, it is rare to find details of performance evaluations of recommender systems such as hardware and software specifications or benchmarking results of server loading tests. In this paper we intend to bridge this gap by presenting the details of a social recommender engine for online marketplaces built upon the well-known search engine Apache Solr. We describe our architecture and also share implementation details to facilitate the re-use of our approach by people implementing recommender systems. In addition, we evaluate our framework from two perspectives: (a) recommendation algorithms and data sources, and (b) system performance under server stress tests. Using a dataset from the SecondLife virtual world that has both trading and social interactions, we contribute to research in social recommenders by showing how certain social features allow to improve recommendations in online marketplaces. On the platform implementation side, our evaluation results can serve as a baseline to people searching for performance references in terms of scalability, model training and testing tradeoffs, real-time server performance and the impact of model updates in a production system. © Copyright 2014 by the International World Wide Web Conferences Steering Committee.;NOT;NA;NA;Scopus;;;; 814;Kim Y.-G., Kim W.-J.;Implementation of augmented reality system for smartphone advertisements;10.14257/ijmue.2014.9.2.39;2014;The recent development and popularization of personal mobile devices has brought a lot of changes into information search and offering. In particular, the newly emerged augmented reality system made possible an innovative way of information acquisition by providing additional information of the virtual world to the real world. This work used the markerless augmented reality system on smartphones to design and implement the smartphone application service aimed at efficiently conveying information on advertisements to users. The conventional advertising applications simply introduce and explain goods by inducing consumers to have an interest, whereas the markerless application service developed in this work interacts with the augmented reality system and database management system to quickly provide more accurate and diversified information to users. © 2014 SERSC.;AR;NA;NA;Scopus;;;; 815;Baser O., Konukseven E.I.;Optimal posture control algorithm to improve the stability of redundant haptic devices;10.1177/0954406213489067;2014;Stability is indispensable to haptic interfaces for the simulation of a large variety of virtual environments. On a multi-degree of freedom (multi-DOF) haptic device, the passivity condition must be satisfied in both end-effector and joint space to achieve stable interaction. In this study, a conservative passivity condition is utilized for the stability such that guaranteeing the passivity at all joints is a sufficient condition for the passivity and then stability of the whole haptic system. An optimal posture control algorithm is developed to satisfy this passivity condition and maximize the stability performance of a redundant haptic device. The algorithm optimally adjusts the device postures, which are estimated by a Golden Section Search algorithm. The proposed control algorithm was experimentally implemented on a virtual sphere by using a 7-DOF redundant haptic device. Z-width stability metric was used to evaluate the performance of the proposed algorithm. The results show that the optimal posture control approach significantly improves the stability of the redundant haptic devices. © IMechE 2013 Reprints and permissions: sagepub.co.uk/journalsPermissions.nav.;NOT;NA;NA;Scopus;;;; 816;O'Connor N.E., Alexiadis D., Apostolakis K., Daras P., Izquierdo E., Li Y., Monaghan D.S., Rivera F., Stevens C., Van Broeck S., Wall J., Wei H.;Tools for user interaction in immersive environments;10.1007/978-3-319-04117-9_41;2014;REVERIE - REal and Virtual Engagement in Realistic Immersive Environments - is a large scale collaborative project co-funded by the European Commission targeting novel research in the general domain of Networked Media and Search Systems. The project aims to bring about a revolution in 3D media and virtual reality by developing technologies for safe, collaborative, online environments that can enable realistic interpersonal communication and interaction in immersive environments. To date, project partners have been developing component technologies for a variety of functionalities related to the aims of REVERIE prior to integration into an end-to-end system. In this demo submission, we first introduce the project in general terms, outlining the high-level concept and vision before briefly describing the suite of demonstrations that we intend to present at MMM 2014. © 2014 Springer International Publishing.;VR;TRUE;NA;Scopus;;;FALSE;No search functionality mentioned 817;Veerbeek J.M., Van Wegen E., Van Peppen R., Van Der Wees P.J., Hendriks E., Rietberg M., Kwakkel G.;What is the evidence for physical therapy poststroke? A systematic review and meta-analysis;10.1371/journal.pone.0087987;2014;"Background: Physical therapy (PT) is one of the key disciplines in interdisciplinary stroke rehabilitation. The aim of this systematic review was to provide an update of the evidence for stroke rehabilitation interventions in the domain of PT. Methods and Findings: Randomized controlled trials (RCTs) regarding PT in stroke rehabilitation were retrieved through a systematic search. Outcomes were classified according to the ICF. RCTs with a low risk of bias were quantitatively analyzed. Differences between phases poststroke were explored in subgroup analyses. A best evidence synthesis was performed for neurological treatment approaches. The search yielded 467 RCTs (N = 25373; median PEDro score 6 [IQR 5-7]), identifying 53 interventions. No adverse events were reported. Strong evidence was found for significant positive effects of 13 interventions related to gait, 11 interventions related to arm-hand activities, 1 intervention for ADL, and 3 interventions for physical fitness. Summary Effect Sizes (SESs) ranged from 0.17 (95%CI 0.03-0.70; I2 = 0%) for therapeutic positioning of the paretic arm to 2.47 (95%CI 0.84-4.11; I 2 = 77%) for training of sitting balance. There is strong evidence that a higher dose of practice is better, with SESs ranging from 0.21 (95%CI 0.02-0.39; I2 = 6%) for motor function of the paretic arm to 0.61 (95%CI 0.41-0.82; I2 = 41%) for muscle strength of the paretic leg. Subgroup analyses yielded significant differences with respect to timing poststroke for 10 interventions. Neurological treatment approaches to training of body functions and activities showed equal or unfavorable effects when compared to other training interventions. Main limitations of the present review are not using individual patient data for meta-analyses and absence of correction for multiple testing. Conclusions: There is strong evidence for PT interventions favoring intensive high repetitive task-oriented and task-specific training in all phases poststroke. Effects are mostly restricted to the actually trained functions and activities. Suggestions for prioritizing PT stroke research are given. © 2014 Veerbeek et al.";NOT;NA;NA;Scopus;;;; 818;Harbaoui A., Sidhom S., Ghenima M., Ben Ghezala H.;Personalized information retrieval: Application to virtual communities;10.1007/978-3-319-07731-4_43;2014;Internet has become the largest library through the history of humanity. Having such a big library made the search process more complicated. In fact, traditional search engines answer users by sending back the same results to different users having expressed different information needs and different preferences. A significant part of difficulties [1],[4] is due to vocabulary problems (polysemy, synonymy...). Such problems trigger a strong need for personalizing the search results based on user preferences. The goal of personalized information [11] is to generate meaningful results to a collection of information users that may interest them using user's profile. This paper presents a personalized information retrieval approach based on user profile. User profile is built from the acquisition of explicit and implicit user data. The proposed approach also presents a semantic-based optimization method for user query. The system uses user profile to construct virtual communities. Moreover, it uses the user's navigation data to predict user's preferences in order to update virtual communities. © 2014 Springer International Publishing.;NOT;NA;NA;Scopus;;;; 819;Peng C.;The research and design of 3D Web guide system based on WebGL;10.1109/CCDC.2014.6852890;2014;The development of virtual reality technology made it possible to run 3D program on the Web. This 3D guide system used three. Js class library based on WebGL to import 3D model into this system to build 3D scenes, then controlled the scene through the Javascript, and calculated the optimal path between scenes and scenes in the system by combining A* algorithm with the breadth-first search algorithm to enrich the function of the application system. This system can be applied to guide in the large amusement parks and large shopping malls. It is a new kind of advertising for enterprises and also a new attempt of 3D Web application. © 2014 IEEE.;VR;FALSE;NA;Scopus;;;; 820;Young M.K., Gaylor G.B., Andrus S.M., Bodenheimer B.;A comparison of two cost-differentiated virtual reality systems for perception and action tasks;10.1145/2628257.2628261;2014;Recent advances in technology and the opportunity to obtain commodity-level components have made the development and use of three-dimensional virtual environments more available than ever before. How well such components work to generate realistic virtual environments, particularly environments suitable for perception and action studies, is an open question. In this paper we compare two virtual reality systems in a variety of tasks: distance estimation, virtual object interaction, a complex search task, and a simple viewing experiment. The virtual reality systems center around two different head-mounted displays, a low-cost Oculus Rift and a high-cost Nvis SX60, which differ in resolution, field-of-view, and inertial properties, among other factors. We measure outcomes of the individual tasks as well as assessing simulator sickness and presence. We find that the low-cost system consistently outperforms the high-cost system, but there is some qualitative evidence that some people are more subject to simulator sickness in the low-cost system. © 2014 ACM.;VR;FALSE;NA;Scopus;;;; 821;Li J.Q., Yang J.-J., Liu C., Zhao Y., Liu B., Shi Y.;Exploiting semantic linkages among multiple sources for semantic information retrieval;10.1080/17517575.2013.879923;2014;The vision of the Semantic Web is to build a global Web of machine-readable data to be consumed by intelligent applications. As the first step to make this vision come true, the initiative of linked open data has fostered many novel applications aimed at improving data accessibility in the public Web. Comparably, the enterprise environment is so different from the public Web that most potentially usable business information originates in an unstructured form (typically in free text), which poses a challenge for the adoption of semantic technologies in the enterprise environment. Considering that the business information in a company is highly specific and centred around a set of commonly used concepts, this paper describes a pilot study to migrate the concept of linked data into the development of a domain-specific application, i.e. the vehicle repair support system. The set of commonly used concepts, including the part name of a car and the phenomenon term on the car repairing, are employed to build the linkage between data and documents distributed among different sources, leading to the fusion of documents and data across source boundaries. Then, we describe the approaches of semantic information retrieval to consume these linkages for value creation for companies. The experiments on two real-world data sets show that the proposed approaches outperform the best baseline 6.3-10.8% and 6.4-11.1% in terms of top five and top 10 precisions, respectively. We believe that our pilot study can serve as an important reference for the development of similar semantic applications in an enterprise environment. © 2014 © 2014 Taylor & Francis.;NOT;NA;NA;Scopus;;;; 822;Song Y., Wang H., He X.;Adapting deep RankNet for personalized search;10.1145/2556195.2556234;2014;RankNet is one of the widely adopted ranking models for web search tasks. However, adapting a generic RankNet for personalized search is little studied. In this paper, we first continue-trained a variety of RankNets with different number of hidden layers and network structures over a previously trained global RankNet model, and observed that a deep neural network with five hidden layers gives the best performance. To further improve the performance of adaptation, we propose a set of novel methods categorized into two groups. In the first group, three methods are proposed to properly assess the usefulness of each adaptation instance and only leverage the most informative instances to adapt a user-specific RankNet model. These assessments are based on KL-divergence, click entropy or a heuristic to ignore top clicks in adaptation queries. In the second group, two methods are proposed to regularize the training of the neural network in RankNet: one of these methods regularize the error back-propagation via a truncated gradient approach, while the other method limits the depth of the back propagation when adapting the neural network. We empirically evaluate our approaches using a large-scale real-world data set. Experimental results exhibit that our methods all give significant improvements over a strong baseline ranking system, and the truncated gradient approach gives the best performance, significantly better than all others. © 2014 ACM.;NOT;NA;NA;Scopus;;;; 823;Lin P.-J., Chen S.-C., Li Y.-H., Wu M.-S., Chen S.-Y.;An implementation of augmented reality and location awareness services in mobile devices;10.1007/978-3-642-40675-1_76;2014;The popularization of smartphones and advances in location-based technology have led to the creation of many applications and diverse mobile cloud technologies. Augmented reality (AR), which integrates virtual reality with the real world, is one of the mobile service technologies that have been receiving considerable attention in recent years. This study focuses on AR technology, which in conjunction with point of interest (POI) information established in a cloud database, enables users to instantly obtain services with the camera lenses of their mobile devices. The developed system allows users to quickly share AR images and information with others in their social networks from their current locations. This work includes social communities, photographing, radar detection, and GPS positioning that facilitate various human-machine interactions and information searches. © Springer-Verlag Berlin Heidelberg 2014.;AR;NA;NA;Scopus;;;; 824;Zampoglou M., Malamos A.G., Kapetanakis K., Kontakis K., Sardis E., Vafiadis G., Moulos V., Doulamis A.;ipromotion: A cloud-based platform for virtual reality internet advertising;10.1007/978-3-319-05029-4_19;2014;We present a large-scale platform for distributing Virtual Reality advertisements over theWorldWideWeb. The platform aims at receiving and transmitting large amounts of data overmobile and desktop devices in SmartCity contexts, is based on a modular and distributed architecture to allow for scalability, and incorporates content-based search capabilities for Virtual Reality (VR) scenes to allow for content management. Data is stored on a cloud repository, to allow for a large amount of VR material to be kept and distributed, and follows a service-based approach of independent subsystems for the management, conversion and streaming of information. In order to function over a wide range of used end-devices, from mobile phones to high-end desktop PCs, the system is based on HTML5 technologies, and implements a remote rendering server to alleviate the computational burden on the end device. Furthermore, an extension of the MPEG-7 standard is used for the description and retrieval of 3D scenes from the cloud, and we have further ensured compliance of our system with a number of other structure and communication standards, to ensure extensibility and reusability of the sub-modules. The platform is a research work in progress: we present the subsystems already implemented, plan our next steps and describe our contributions to research. © Springer International Publishing Switzerland 2014.;VR;FALSE;NA;Scopus;;;; 825;Hastings L., Riecke B.E.;The influence of shading, display size and individual differences on navigation in virtual reality;10.1145/2628257.2628265;2014;Despite extensive usability research on virtual reality (VR) within academia and the increasing use of VR within industry, there is little research evaluating the usability and benefits of VR in applied settings. This is problematic for individuals desiring design principals or best practices for incorporating VR into their business. Furthermore, the literature that does exist often doesn't account for the characteristics of intended users. This shortage is problematic because individual differences have been shown to have a significant impact on performance in spatial tasks. The research presented here is an evaluation of a VR system in use at The Boeing Company, with 28 employees performing navigation and wayfinding tasks across two shading conditions (flat/smooth) and two display conditions (desktop/immersive). Performance was measured based on speed and accuracy. Individual difference factors were used as covariates. Results showed that women and those with high spatial orientation ability performed faster in smooth shading conditions, while flat shading benefited those with low spatial ability particularly for the navigation task. Unexpectedly, immersive presentation did not improve performance significantly. These results demonstrate the impact of individual differences on spatial performance and help determine appropriate tasks, display parameters, and suitable users for the VR system. © 2014 ACM.;VR;FALSE;NA;Scopus;;;; 826;Hou X., Sourina O., Klimenko S.;Visual Haptic-Based collaborative molecular docking;10.1007/978-3-319-02913-9_92;2014;In this paper, we propose a novel approach to search for protein-protein complementary pairs in collaborative virtual environment. This method employs visual and force feedback tools to search for the optimal interaction between proteins. The search is manual with force feedback consisting of a repulsion or attraction force. We developed a prototype system that allows real-time interactive visualization and manipulation of molecules with force feedback in virtual collaborative environment. In our system, we implemented haptic interface to facilitate the exploration and analysis of molecular docking. Haptic device enables both users to manipulate the molecules and feel its interaction during the docking process in collaborative virtual experiment on computer. In future, these techniques could help the user to understand molecular interactions, and could be used both in research and e-learning. © Springer International Publishing Switzerland 2014.;VR;FALSE;NA;Scopus;;;; 827;Laufer S., Cohen E.R., Maag A.-L.D., Kwan C., Vanveen B., Pugh C.M.;Multimodality approach to classifying hand utilization for the clinical breast examination;10.3233/978-1-61499-375-9-238;2014;The clinical breast examination (CBE) is performed to detect breast pathology. However, little is known regarding clinical technique and how it relates to diagnostic accuracy. We sought to quantify breast examination search patterns and hand utilization with a new data collection and analysis system. Participants performed the CBE while the sensor mapping and video camera system collected performance data. From this data, algorithms were developed that measured the number of hands used during the exam and active examination time. This system is a feasible and reliable method to collect new information on CBE techniques. © 2014 The authors and IOS Press. All rights reserved.;NOT;NA;NA;Scopus;;;; 828;Wu L., Ackland R.;How Web 1.0 fails: the mismatch between hyperlinks and clickstreams;10.1007/s13278-014-0202-8;2014;The core of the Web is a hyperlink navigation system collaboratively set up by webmasters to help users find desired information. While it is well known that search engines are important for navigation, the extent to which search has led to a mismatch between hyperlinks and the pathways that users actually take has not been quantified. By applying network science to publicly available hyperlink and clickstream data for approximately 1,000 of the top Web sites, we show that the mismatch between hyperlinks and clickstreams is indeed substantial. We demonstrate that this mismatch has arisen because webmasters attempt to build a global virtual world without geographical or cultural boundaries, but users in fact prefer to navigate within more fragmented, language-based groups of Web sites. We call this type of behavior “preferential navigation” and find that it is driven by “local” search engines. © 2014, Springer-Verlag Wien.;NOT;NA;NA;Scopus;;;; 829;García-Peñalvo F.J., Cruz-Benito J., Maderuelo C., Pérez-Blanco J.S., Martín-Suárez A.;Usalpharma: A cloud-based architecture to support quality assurance training processes in health area using virtual worlds;10.1155/2014/659364;2014;This paper discusses how cloud-based architectures can extend and enhance the functionality of the training environments based on virtual worlds and how, from this cloud perspective, we can provide support to analysis of training processes in the area of health, specifically in the field of training processes in quality assurance for pharmaceutical laboratories, presenting a tool for data retrieval and analysis that allows facing the knowledge discovery in the happenings inside the virtual worlds. © 2014 Francisco J. García-Peñalvo et al.;NOT;NA;NA;Scopus;;;; 830;Kerdvibulvech C.;A methodology for hand and finger motion analysis using adaptive probabilistic models;10.1186/s13639-014-0018-7;2014;"A methodology for motion analysis and hand tracking based on adaptive probabilistic models is presented. This is done by integrating a deterministic clustering framework and a particle filter together in real time. The skin color of a human hand is firstly segmented. A Bayesian classifier and an adaptive process are utilized for determining skin color probabilities. The methodology enables us to deal with luminance changes. After that, we determine the probabilities of the fingertips by using semicircle models for fitting curves to fingertips. Following this, the deterministic clustering algorithm is utilized to search for regions of interest, and then the Sequential Monte Carlo is also performed to track the fingertips efficiently. Representative experimental results are also included to ensure workability of the proposed framework. Several issues about using the presented method in embedded systems are discussed. The method presented can be used to further develop the associated applications of embedded robotic and virtual reality. © 2014, Kerdvibulvech; licensee Springer.";VR;FALSE;NA;Scopus;;;; 831;Wu J., Teregowda P., Williams K., Khabsa M., Jordan D., Treece E., Wu Z., Giles C.L.;Migrating a digital library to a private cloud;10.1109/IC2E.2014.77;2014;A private cloud deployment of an infrastructure as a service (IaaS) clusteris a cost effective solution to many small and intermediate digital libraries and maybe companies. As a working online digital library search engine, the physical infrastructure of CiteSeerX represents many of the clusters for a typical digital library in terms of size and functionalities. CiteSeerX used to run on a cluster consisting of eighteen loosely coupled physical machines. In this work we share the experiences and lessons learned through migrating CiteSeerX into a private cloud environment using virtualization technique. We also discuss alternative solutions including a public cloud deployment using Amazon EC2 and EBS services. We found that the private cloud via virtualization is a better model for a digital library system like CiteSeerX. We also report system status, activities and proposed variations after the new system has been running for over half a year. © 2014 IEEE.;NOT;NA;NA;Scopus;;;; 832;Le T.-N., Le Y.-T., Tran M.-T.;Applying saliency-based region of interest detection in developing a collaborative active learning system with augmented reality;10.1007/978-3-319-07464-1_5;2014;Learning activities are not necessary to be only in traditional physical classrooms but can also be set up in virtual environment. Therefore the authors propose a novel augmented reality system to organize a class supporting real-time collaboration and active interaction between educators and learners. A pre-processing phase is integrated into a visual search engine, the heart of our system, to recognize printed materials with low computational cost and high accuracy. The authors also propose a simple yet efficient visual saliency estimation technique based on regional contrast is developed to quickly filter out low informative regions in printed materials. This technique not only reduces unnecessary computational cost of keypoint descriptors but also increases robustness and accuracy of visual object recognition. Our experimental results show that the whole visual object recognition process can be speed up 19 times and the accuracy can increase up to 22%. Furthermore, this pre-processing stage is independent of the choice of features and matching model in a general process. Therefore it can be used to boost the performance of existing systems into real-time manner. © 2014 Springer International Publishing.;AR;NA;NA;Scopus;;;; 833;Luo Q., Zhou Y., Xie J., Ma M., Li L.;Discrete bat algorithm for optimal problem of permutation flow shop scheduling;10.1155/2014/630280;2014;A discrete bat algorithm (DBA) is proposed for optimal permutation flow shop scheduling problem (PFSP). Firstly, the discrete bat algorithm is constructed based on the idea of basic bat algorithm, which divide whole scheduling problem into many subscheduling problems and then NEH heuristic be introduced to solve subscheduling problem. Secondly, some subsequences are operated with certain probability in the pulse emission and loudness phases. An intensive virtual population neighborhood search is integrated into the discrete bat algorithm to further improve the performance. Finally, the experimental results show the suitability and efficiency of the present discrete bat algorithm for optimal permutation flow shop scheduling problem. © 2014 Qifang Luo et al.;NOT;NA;NA;Scopus;;;; 834;Baričević D., Höllerer T., Sen P., Turk M.;User-perspective augmented reality magic lens from gradients;10.1145/2671015.2671027;2014;In this paper we present a new approach to creating a geometricallycorrect user-perspective magic lens and a prototype device implementing the approach. Our prototype uses just standard color cameras, with no active depth sensing. We achieve this by pairing a recent gradient domain image-based rendering method with a novel semi-dense stereo matching algorithm inspired by PatchMatch. Our stereo algorithm is simple but fast and accurate within its search area. The resulting system is a real-time magic lens that displays the correct user perspective with a high-quality rendering, despite the lack of a dense disparity map. Copyright © 2014 by the Association for Computing Machinery, Inc (ACM).;AR;NA;NA;Scopus;;;; 835;Cao N., Wang C., Li M., Ren K., Lou W.;Privacy-preserving multi-keyword ranked search over encrypted cloud data;10.1109/TPDS.2013.45;2014;"With the advent of cloud computing, data owners are motivated to outsource their complex data management systems from local sites to the commercial public cloud for great flexibility and economic savings. But for protecting data privacy, sensitive data have to be encrypted before outsourcing, which obsoletes traditional data utilization based on plaintext keyword search. Thus, enabling an encrypted cloud data search service is of paramount importance. Considering the large number of data users and documents in the cloud, it is necessary to allow multiple keywords in the search request and return documents in the order of their relevance to these keywords. Related works on searchable encryption focus on single keyword search or Boolean keyword search, and rarely sort the search results. In this paper, for the first time, we define and solve the challenging problem of privacy-preserving multi-keyword ranked search over encrypted data in cloud computing (MRSE). We establish a set of strict privacy requirements for such a secure cloud data utilization system. Among various multi-keyword semantics, we choose the efficient similarity measure of ""coordinate matching,"" i.e., as many matches as possible, to capture the relevance of data documents to the search query. We further use ""inner product similarity"" to quantitatively evaluate such similarity measure. We first propose a basic idea for the MRSE based on secure inner product computation, and then give two significantly improved MRSE schemes to achieve various stringent privacy requirements in two different threat models. To improve search experience of the data search service, we further extend these two schemes to support more search semantics. Thorough analysis investigating privacy and efficiency guarantees of proposed schemes is given. Experiments on the real-world data set further show proposed schemes indeed introduce low overhead on computation and communication. © 2014 IEEE.";NOT;NA;NA;Scopus;;;; 836;Baumann T., Hackländer T., Kotter E.;Current reporting in radiology. What will happen tomorrow? [Befundung in der Radiologie heute. Was kommt morgen?];10.1007/s00117-013-2540-3;2014;Clinical/methodical issue. Reporting in radiology faces considerable changes in the near future that will be influenced by a broader understanding of the task and increasing technological possibilities. Standard radiological methods. Until now a radiological report could be regarded as a text phrased by a radiologist after viewing imaging data. Methodical innovations. New solutions will be accessed by advances in visualization of large datasets, in extracting, analyzing, and communicating metadata as well as by improved integration and interpretation of clinical information. Performance. Virtual reality, texture analysis, growing networks, semantic annotation, data mining and context based presentation have the potential to extensively change the everyday working routine. Achievements. Although many of these developments are still in a laboratory phase, the impact on the process of reporting can already be predicted. Practical recommendations. As the leading community in information analysis and technology, radiology as a subject should strive to lead and shape these impending changes. © Springer-Verlag Berlin Heidelberg 2014.;NULL;NA;non-English;Scopus;;;; 837;Lawrence R.;Integration and virtualization of relational SQL and NoSQL systems including MySQL and MongoDB;10.1109/CSCI.2014.56;2014;NoSQL databases are growing in popularity for Big Data applications in web analytics and supporting large web sites due to their high availability and scalability. Since each NoSQL system has its own API and does not typically support standards such as SQL and JDBC, integrating these systems with other enterprise and reporting software requires extra effort. In this work, we present a generic standards-based architecture that allows NoSQL systems, with specific focus on MongoDB, to be queried using SQL and seamlessly interact with any software supporting JDBC. A virtualization system is built on top of the NoSQL sources that translates SQL queries into the source-specific APIs. The virtualization architecture allows users to query and join data from both NoSQL and relational SQL systems in a single SQL query. Experimental results demonstrate that the virtualization layer adds minimal overhead in translating SQL to NoSQL APIs, and the virtualization system can efficiently perform joins across sources. © 2014 IEEE.;NOT;NA;NA;Scopus;;;; 838;Joshi V., Bhatnagar R.;eSelect: Effective subspace selection for detection of anomalies;10.1007/978-3-319-09912-5_21;2014;Anomaly detection is used for many applications such as detection of credit card fraud, medical diagnosis and computer system intrusion detection. Many interesting real-world data sets are high dimensional. Detection of anomalies in such datasets is hampered due to the curse of dimensionality. In such datasets the anomalies are hidden in smaller subspaces of attributes. However the number of subspaces possible from a given attribute set increases in a combinatorial fashion. Consequently an exhaustive search through all possible subspaces for anomalies is not computationally feasible. In this paper we propose a method for exploring the subspaces in a high dimensional data set in an effective and organized way to detect anomalies within them while avoiding an exhaustive search over all possible subspaces. The new method is called eSelect. Through extensive experimentation we compare eSelect to a well-established subspace selection method and demonstrate that our newly proposed method attains marked improvements. © 2014 Springer International Publishing.;NOT;NA;NA;Scopus;;;; 839;Koutny R., Miesenberger K.;Virtual mobility trainer for visually impaired people;10.3233/TAD-140420;2014;This paper presents a prototype [1] of a location-based and context aware system supporting blind and visually impaired people to improve their mobility skills and in particular enhancing traditional mobility training. The system supports annotating pre-defined routes with information provided in standard mobility training sessions for blind people. This allows later on to reuse the information provided in a person to person session and even to share this expertise with other people. People in need of knowing by heart a certain route can go back to the stored mobility training information to better remember and learn how to manage this route independently. The virtual mobility trainer allows making repeatedly, time independent and location-based use of information provided from a human instructor. This paper presents a first prototype which allows designing routes, accessible to blind and visually impaired people so that it can be used for mobility training. Furthermore, this tool allows performing advanced orientation tasks assisting blind people in an unknown environment. The Digital Graffiti framework [9] was used as underlying framework, which supports the needed annotation of maps with virtual landmarks. © 2014 - IOS Press and the authors. All rights reserved.;NOT;NA;NA;Scopus;;;; 840;Friston S., Steed A.;Measuring latency in virtual environments;10.1109/TVCG.2014.30;2014;Latency of interactive computer systems is a product of the processing, transport and synchronisation delays inherent to the components that create them. In a virtual environment (VE) system, latency is known to be detrimental to a user's sense of immersion, physical performance and comfort level. Accurately measuring the latency of a VE system for study or optimisation, is not straightforward. A number of authors have developed techniques for characterising latency, which have become progressively more accessible and easier to use. In this paper, we characterise these techniques. We describe a simple mechanical simulator designed to simulate a VE with various amounts of latency that can be finely controlled (to within 3ms). We develop a new latency measurement technique called Automated Frame Counting to assist in assessing latency using high speed video (to within 1ms). We use the mechanical simulator to measure the accuracy of Steed's and Di Luca's measurement techniques, proposing improvements where they may be made. We use the methods to measure latency of a number of interactive systems that may be of interest to the VE engineer, with a significant level of confidence. All techniques were found to be highly capable however Steed's Method is both accurate and easy to use without requiring specialised hardware. © 2014 IEEE.;NOT;NA;NA;Scopus;;;; 841;Omedas P., Betella A., Zucca R., Arsiwalla X.D., Pacheco D., Wagner J., Lingenfelser F., Andre E., Mazzei D., Lanatá A., Tognetti A., De Rossi D., Grau A., Goldhoorn A., Guerra E., Alquezar R., Sanfeliu A., Verschure P.F.M.J.;XIM-Engine: A software framework to support the development of interactive applications that uses conscious and unconscious reactions in immersive mixed reality;10.1145/2617841.2620714;2014;The development of systems that allow multimodal interpretation of human-machine interaction is crucial to advance our understanding and validation of theoretical models of user behavior. In particular, a system capable of collecting, perceiving and interpreting unconscious behavior can provide rich contextual information for an interactive system. One possible application for such a system is in the exploration of complex data through immersion, where massive amounts of data are generated every day both by humans and computer processes that digitize information at different scales and resolutions thus exceeding our processing capacity. We need tools that accelerate our understanding and generation of hypotheses over the datasets, guide our searches and prevent data overload. We describe XIM-engine, a bio-inspired software framework designed to capture and analyze multi-modal human behavior in an immersive environment. The framework allows performing studies that can advance our understanding on the use of conscious and unconscious reactions in interactive systems.;AR;NA;NA;Scopus;;;; 842;Hara S., Sato N., Morita Y.;Verification of usability of teleoperation system using past image records by sharing information obtained from external cameras;10.1109/ICCAS.2014.6987962;2014;In recent years, teleoperated robots have been used for various tasks. In conventional methods for remotely controlling a robot, an operator uses images obtained from a camera mounted on the robot. However, because the view in this case is a first-person's view, it is difficult for the operator to recognize the robot's position and the distance between the robot and obstacles. We have previously proposed a teleoperation system that presents a virtual bird's-eye view to the operator. The scene displayed to the operator is generated by superimposing a virtual model of the robot on a past real image, called a 'background image'. In this paper, we propose a method of selecting an optimal background image from past real image records by sharing information obtained from external cameras. We verified the usability of the teleoperation system with the proposed method. © 2014 Institute of Control, Robotics and Systems (ICROS).;VR;FALSE;NA;Scopus;;;; 843;Booth T., Sridharan S., Bethamcherla V., Bailey R.;Gaze3D: Framework for gaze analysis on 3D reconstructed scenes;10.1145/2628257.2628274;2014;An ongoing challenge with head-mounted eye-trackers is how to analyze the data from multiple individuals looking at the same scene. Our work focuses on static scenes. Previous approaches involve capturing a high resolution panorama of the scene and then mapping the fixations from all viewers onto this panorama. However such approaches are limited as they typically restrict all viewers to observe the scene from the same stationary vantage point. We present a system which incorporates user-perspective gaze data with a 3D reconstruction of the scene. The system enables the visualization of gaze data from multiple viewers on a single 3D model of the scene instead of multiple 2D panoramas. The subjects are free to move about the scene as they see fit which leads to more natural task performance. Furthermore since it is not necessary to warp the scene camera video into a flat panorama, our system preserves the relative positions of the objects in the scene during the visualization process. This gives better insight into the viewer's problem solving and search task strategies. Our system has high applicability in complex static environments such as crime scenes and marketing studies in retail stores. © 2014 ACM.;VR;FALSE;NA;Scopus;;;; 844;Wyatt M.C., Hendrickson R.C., Ames M., Bondy J., Ranauro P., English T.M., Bobitt K., Davidson A., Houston T.K., Embi P.J., Berner E.S.;Federated Aggregate Cohort Estimator (FACE): An easy to deploy, vendor neutral, multi-institutional cohort query architecture;10.1016/j.jbi.2013.11.009;2014;Highlights: Cross-institutional data sharing for cohort discovery is critical to enabling future research. While particularly useful in rare diseases, the ability to target enrollment and to determine if an institution has a sufficient number of patients is valuable in all research, particularly in the initiation of projects and collaborations. An optimal technology solution would work with any source database with minimal resource investment for deployment and would meet all necessary security and confidentiality requirements of participating organizations. We describe a platform-neutral reference implementation to meet these requirements: the Federated Aggregate Cohort Estimator (FACE). FACE was developed and implemented through a collaboration of The University of Alabama at Birmingham (UAB), The Ohio State University (OSU), the University of Massachusetts Medical School (UMMS), and the Denver Health and Hospital Authority (DHHA) a clinical affiliate of the Colorado Clinical and Translational Sciences Institute. The reference implementation of FACE federated diverse SQL data sources and an i2b2 instance to estimate combined research subject availability from three institutions. It used easily-deployed virtual machines and addressed privacy and security concerns for data sharing. © 2013 Elsevier Inc.;NOT;NA;NA;Scopus;;;; 845;Upadhyay P., Kar R., Mandal D., Ghoshal S.P.;A novel social emotional optimisation algorithm for iir system identification problem;10.1504/IJMIC.2014.063878;2014;In this paper an evolutionary optimisation methodology based on social emotional optimisation algorithm (SEOA) is applied to the infinite impulse response (IIR) system identification problem. In SEOA methodology, behaviour of human beings for achieving higher social status in society is structured. In this virtual world, the individual with the highest rank in society gives the optimal solution in multidimensional search space. Earning the highest social status by means of cooperation and competition with others not only results in better exploration and exploitation of problem space but also ensures faster convergence to optimal solution. The proposed SEOA based system identification approach has resolved the inherent drawbacks of premature convergence and stagnation, unlike genetic algorithm (GA), particle swarm optimisation (PSO) and differential evolution (DE). The simulation results obtained for some well known benchmark examples justify the efficacy of the proposed system identification approach using SEOA over GA, PSO and DE in terms of convergence speed, unknown plant coefficients and mean square error (MSE) values produced for both the same order and reduced order models of adaptive IIR filters. © 200x Inderscience Enterprises Ltd.;NOT;NA;NA;Scopus;;;; 846;Moin S., Muhamamd A., Martinez-Enriquez A.M.;Agent based mobile recommender system;10.1109/ICEEE.2014.6978332;2014;Social networking websites (SNS) are attaining a lot of recognition by researchers as they prove to be a reservoir of huge amount of data. These sites have revolutionized the world of technology by allowing their users to form a virtual world of their own. The main notion behind building the social networking websites is to bring people from all walks of life together, having some link with each other either on the base of their philosophies or ideas about life, or belonging to same occupational class, or sharing same thoughts and views, in a form of virtual community. SNSs provide a medium for people to remain in contact with their beloved ones, get global as well as local updates, and share their feelings with others. Additionally, these sites have also been used effectively for marketing and advertising almost every kind of products. Companies announce their pages while giving demonstrations of their items. Thus, SNS have basically emerged most common recommender engines. However, most of the times, unnecessary and irrelevant information are displayed on these social interaction pages which causes high data traffic and distract of user concentration. This issue becomes severe in case a user visits multiple social websites frequently. Thus, a personalized system is needed that could provide a single platform to make recommendations based on user's friends circle on different SNS sites. Different multi agent system architectures have been proposed to efficiently carryout different search and recommendation procedure but, little attention was given to the user interface. In this research, we solve this issue by the design and development of adaptable intelligent agent based interface. The objective is to intelligently present the personalize recommendations help a user to get what he needs from his social Web site in a blink of eye without wasting time in dealing with a complex search procedures. © 2014 IEEE.;NOT;NA;NA;Scopus;;;; 847;Caridá V.F., Morandin O., Jr., Cerioni P.R., Tuma C.C.M.;Prediction model using coverability tree from a modeling in Petri nets applied in AGVs dispatching;10.1109/BRACIS.2014.35;2014;In the last years, the industries are applying automation techniques with the aim to increase their efficiency to remain competitive. Due to this fact, there is an intensive search for techniques and methods applied to manufacturing systems for improvements, whether in quality, service deadlines and / or increased production. Several studies and practical applications have indicated that the Automated Guided Vehicles (AGVs) are efficient for transport task in industries and warehouses. The management of these AGVs is the key to a transportation system that ensures the improvements envisioned by industries. One of the main problems encountered in the management of AGVs is the decision to dispatch. Some authors suggest that a weak point of dispatching rules, even the multi-attributes, is to consider only the values of variables in current time for decision-making. This paper proposes a prediction model in which one achieves an improvement in the optimization objective by reading from specific states of the factory in the near future. The proposal is based on the use of cover ability tree from modelling in Petri nets with ability to provide important data for AGVs dispatch system. From these data, the dispatch system can take more assertive decisions to optimize the performance of Flexible Manufacturing Systems (FMS). The tests are performed using the software CPNtools, to model Petri nets, and Simio software to build the virtual environment, thereby having two different levels of abstraction. The validation is done through the analysis of scenarios that can happen in a production system, and with the use of the proposal of prediction is verified that in these scenarios is possible to extract important information. © 2014 IEEE.;NOT;NA;NA;Scopus;;;; 848;Pourmirza S., Gardner M., Callaghan V.;Integrating a social network group with a 3D collaborative learning environment;10.1109/IE.2014.65;2014;Although extensive research has been carried out on virtual learning environments and the role of groups and communities in social networks, few studies exist which adequately cover the relationship between these two domains. In this paper, the authors demonstrate the effectiveness of integrating these two environments by creating a novel prototype and conducting a preliminary pilot evaluation session. For the prototype system, a Facebook Group was utilised as a repository for learning content and the Open Wonderland platform was selected as a mixed reality intelligent environment for 3D virtual collaborative activities. Since tacit knowledge can be gained via collaborative group-based activities and discussions, a new Wonderland module was developed to integrate this platform with the Facebook group. Similarly, explicit knowledge can be learned directly via the prepared materials which are provided within the group repository. We hope to demonstrate that this approach can provide greater accessibility to the learning content since it can be accessed from both the 3D world and the 2D Facebook Group. In other words, this system can support both synchronous interaction as well as asynchronous data retrieval. Finally, the prototype system was evaluated by means of a two-hour task-based assessment and user-satisfaction questionnaire. We present the key findings from this pilot study (which were very encouraging), and propose further ideas for the future refinement of the concepts presented in this paper. © 2014 IEEE.;NOT;NA;NA;Scopus;;;; 849;Vyas R., Goel P., Karthikeyan M., Tambe S.S., Kulkarni B.D.;Pharmacokinetic modeling of caco-2 cell permeability using genetic programming (GP) method;10.2174/1570180811666140610213438;2014;An accurate prediction of the pharmacokinetic properties of orally administered drugs is of paramount importance in pharmaceutical industry. Caco-2 cell permeability is a well established parameter for assessing the drug absorption profiles of lead molecules. Due to the restrictions on animal testing, prohibitive in situ models and ethical issues, the development of predictive models is essential. Genetic programming (GP) is an artificial intelligence (AI)-based exclusively data driven modeling paradigm. Given an example input-output data, it searches and optimizes, both the structure and parameters of a well fitting linear/non-linear input-output model. Despite this novelty, GP has not been widely exploited in drug design. Accordingly, in this study we propose a GP based approach for the in silico prediction of Caco-2 cell permeability using a diverse set of molecules. The predictions yielded a high magnitude for the training and test set correlation coefficient with low RMSE, indicating accurate Caco-2 permeability prediction and generalization performance by the GP model. The predictions were better or comparable to artificial neural networks (ANN) and support vector regression (SVR) methods. The GP based modeling approach illustrated will find diverse applications in (QSAR, QSPR and QSTR) modeling for the virtual screening of large libraries. © 2014 Bentham Science Publishers.;NOT;NA;NA;Scopus;;;; 850;Stokbro K., Aagaard E., Torkov P., Bell R.B., Thygesen T.;Virtual planning in orthognathic surgery;10.1016/j.ijom.2014.03.011;2014;"Numerous publications regarding virtual surgical planning protocols have been published, most reporting only one or two case reports to emphasize the hands-on planning. None have systematically reviewed the data published from clinical trials. This systematic review analyzes the precision and accuracy of three-dimensional (3D) virtual surgical planning of orthognathic procedures compared with the actual surgical outcome following orthognathic surgery reported in clinical trials. A systematic search of the current literature was conducted to identify clinical trials with a sample size of more than five patients, comparing the virtual surgical plan with the actual surgical outcome. Search terms revealed a total of 428 titles, out of which only seven articles were included, with a combined sample size of 149 patients. Data were presented in three different ways: intra-class correlation coefficient, 3D surface area with a difference <2 mm, and linear and angular differences in three dimensions. Success criteria were set at 2 mm mean difference in six articles; 125 of the 133 patients included in these articles were regarded as having had a successful outcome. Due to differences in the presentation of data, meta-analysis was not possible. Virtual planning appears to be an accurate and reproducible method for orthognathic treatment planning. A more uniform presentation of the data is necessary to allow the performance of a meta-analysis. Currently, the software system most often used for 3D virtual planning in clinical trials is SimPlant (Materialise). More independent clinical trials are needed to further validate the precision of virtual planning. © 2014 International Association of Oral and Maxillofacial Surgeons.";NOT;NA;NA;Scopus;;;; 851;Meng F., Zhang W.;Way-finding during a fire emergency: An experimental study in a virtual environment;10.1080/00140139.2014.904006;2014;The way-finding behaviour and response during a fire emergency in a virtual environment (VE) was experimentally investigated. Forty participants, divided into two groups, were required to find the emergency exit as soon as possible in a virtual hotel building because of a fire escape demand under condition 1 (VE without virtual fire, control group) and condition 2 (VE with virtual fire, treatment group). Compared to the control group, the treatment group induced significantly higher skin conductivity and heart rate, experienced more stress, took longer time to notice the evacuation signs, had quicker visual search and had a longer escape time to find the exit. These results indicated that the treatment condition induced higher physiological and psychological stress, and had influenced the escape behaviour compared to the control group. In practice, fire evacuation education and fire evacuation system design should consider the response characteristics in a fire emergency. Practitioner Summary: This article studied people's way-finding behaviour and response during a fire emergency in a virtual environment. People in fire emergency experienced higher physiological and psychological stress, had different perception style, accordingly had different behaviour patterns and poorer way-finding performance, as compared with people in normal condition. © 2014 © 2014 Taylor & Francis.;NOT;NA;NA;Scopus;;;; 852;Ashrafuzzaman M.;Aptamers as Both Drugs and Drug-Carriers;10.1155/2014/697923;2014;Aptamers are short nucleic acid oligos. They may serve as both drugs and drug-carriers. Their use as diagnostic tools is also evident. They can be generated using various experimental, theoretical, and computational techniques. The systematic evolution of ligands by exponential enrichment which uses iterative screening of nucleic acid libraries is a popular experimental technique. Theory inspired methodology entropy-based seed-and-grow strategy that designs aptamer templates to bind specifically to targets is another one. Aptamers are predicted to be highly useful in producing general drugs and theranostic drugs occasionally for certain diseases like cancer, Alzheimer's disease, and so on. They bind to various targets like lipids, nucleic acids, proteins, small organic compounds, and even entire organisms. Aptamers may also serve as drug-carriers or nanoparticles helping drugs to get released in specific target regions. Due to better target specific physical binding properties aptamers cause less off-target toxicity effects. Therefore, search for aptamer based drugs, drug-carriers, and even diagnostic tools is expanding fast. The biophysical properties in relation to the target specific binding phenomena of aptamers, energetics behind the aptamer transport of drugs, and the consequent biological implications will be discussed. This review will open up avenues leading to novel drug discovery and drug delivery. © 2014 Md. Ashrafuzzaman.;NOT;NA;NA;Scopus;;;; 853;Dehabadi M., Fernando B., Berlingieri P.;The use of simulation in the acquisition of laparoscopic suturing skills;10.1016/j.ijsu.2014.01.022;2014;"Objective: Laparoscopic suturing is recognised as one of the most difficult laparoscopic skills to master. With the use of simulation increasing in the training of future surgeons, a comprehensive literature review was carried out to evaluate the current evidence for the role of simulators in facilitating the acquisition of this particular skill. Method: A PubMed search was performed using terms 'laparoscopy', 'suturing', and 'simulation'. The resulting literature was then analysed for relevance and summarised. Results: A total of 68 relevant articles were found and evaluated; despite the relatively small sample size in most studies, simulation has been proven to provide an effective method for the tuition of surgical trainees in laparoscopic suturing. Furthermore, the skills acquired through simulator training appear to be successfully transferable to the operating room environment. Simulators have also shown potential as valuable tools in the assessment of proficiency in trainees, with their evaluation of individuals correlating well with expert observer ratings in complex laparoscopic tasks such as suturing. Questions regarding the type of simulator to be used, the nature of the training curriculum, and how such a curriculum can practically be integrated into current surgical training programmes remain to be answered. Conclusions: Simulation is an integral tool in the training of future laparoscopic surgeons, and further research is required to answer the question of how to maximise benefit from these invaluable training implements. © 2014 Surgical Associates Ltd.";NOT;NA;NA;Scopus;;;; 854;Hofmann D., Huang H., Reinhart G.;Automated shape optimization of orienting devices for vibratory bowl feeders;10.1115/1.4025089;2013;Orienting devices for vibratory bowl feeders are still the most widely used system for the automated sorting and feeding of small parts. The design process of these orienting devices has recently been supported by simulation methods. However, this merely shifts the well-known trial-and-error-based adaption of the orienting device's geometry into virtual world. Yet, this does not provide optimal design and, furthermore, requires strong involvement of the developer due to manual shape variation. This paper proposes an optimization algorithm for the automated simulation-based shape optimization of orienting devices for vibratory bowl feeders. First, general formalisms to state the multiobjective optimization problem for arbitrary types of orienting devices and feeding parts are provided. Then, the implementation of the algorithm is described based on Bullet Physics Engine and random search optimization technique. Finally, comparison of simulation results with experimental data point out good accuracy and, thus, great potential of the developed shape optimization software. © 2014 by ASME.;NOT;NA;NA;Scopus;;;; 855;Cha M.-H., Huh Y.-C.;An application of haptic and locomotion interfaces in a virtual training environment;10.1109/ISR.2013.6695624;2013;VR (virtual reality)-based training simulators provide wide-ranging second-hand experience and physical activities for the specific training scenario. Therefore computer-human interaction technology plays an important role in such a training system. We are developing a VR training simulator for emergency response training in a hazardous process plant facility, involving operations of plant machinery, search or evacuation tasks. This paper introduces an application of haptic and locomotion interfaces that support haptic interactions with virtual object and space navigation task using physical human walking. © 2013 IEEE.;VR;FALSE;NA;Scopus;;;; 856;Xu L.-W., Wang P.-Q., Chen S.-L., Zhong X.-L.;Simulation and optimization of the steel enterprise raw material system;10.1007/978-3-642-38391-5-157;2013;This paper uses discrete system simulation method to simulate the production scheduling material factory, verify the feasibility of the material factory system design, find out the system weakness, optimize the design and scheduling schemes, save investment, reduce the cost of operation. With the understanding of production and operation in detailed, we use system simulation to build material factory simulation model, the system simulation not only provides a powerful data analysis, and supports virtual reality 3D animation. On the optimization problem of belt conveyor route, we compare the A*algorithm and depth-first recursion algorithm, the best algorithm was obtained. About the yard optimization problem, we use unfixed type and variable tonnage stock pile, and use search mechanism to dispatch belt conveyor route and reclaimer, combining Optimization module to optimize the yard. At the same time we can get the input of coal field to formulate purchase plan. © 2013 Springer-Verlag Berlin Heidelberg.;VR;FALSE;NA;Scopus;;;; 857;Sameh A.;Developing an M-learning pilot for Qur'an and its sciences;10.1109/ECONF.2013.14;2013;In this project we use the technologies of virtual reality, conversional interfaces, animated touch screens, metro-style navigation to allow users to immerse inside Qur'an and some of its related sciences. The goal is to build a small scale implementation of only Part 30 'ÌÒÁ Úã' of a Conversional, Animated Qur'an Memorizer application. The implementation is ported on major smart phones and here w describe the system model and design decisions. Major features of the application are demonstrated and explained. The animated conversional interface is described with its options to change view and customize its drop down menus locations and contents. The flexible indexing of both Qur'an, its narrators, types of recitation, links to Tafseers and glossaries along with the metro-style touch screen navigation and book marking are demonstrated. The search capability of both text and audio has been demonstrated. Tracking of what one has memorized from each Surah so far with ability to change text display through the Qur'an viewer (e.g. display movement characters (ÇáÊÔßíá)) are demonstrated. The bi-lingual display of Qur'an Tafseers and glossaries are also demonstrated. Changing setting and getting help are also demonstrated. Audi recording is implemented but audio voice recognition, correction and teach exams have not been implemented completely yet in the current small scale implementation. In fact the usability of the conversional, animated, immersive interface screens allows easy interaction with the application. Also on-line help is extensive and allow easy navigation among various interface screens. © 2013 IEEE.;VR;TRUE;NA;Scopus;FALSE;;FALSE;It is unclear if the application is meant for VR or its design merely inspired, however it doesn’t feature an search interface as well 858;Sahal R., Khattab S.M., Omara F.A.;GPSO: An improved search algorithm for resource allocation in cloud databases;10.1109/AICCSA.2013.6616472;2013;The Virtual Design Advisor (VDA) has addressed the problem of optimizing the performance of Database Management System (DBMS) instances running on virtual machines that share a common physical machine pool. In this work, the search algorithm in the optimization module of the VDA is improved. The particle swarm optimization (PSO) heuristic is used as a controller of the greedy heuristic algorithm to reduce trapping into local optima. Our proposed algorithm, called Greedy Particle Swarm Optimization (GPSO), was evaluated using prototype experiments on TPC-H benchmark queries against PostgreSQL instances in Xen virtualization environment. Our results show that the GPSO algorithm required more computation but in many test cases have succeeded to escape local optima and reduced the cost as compared to the greedy algorithm alone. © 2013 IEEE.;NOT;NA;NA;Scopus;;;; 859;Jaballah K., Jemni M.;Towards indexing of Web3D signing avatars;10.1007/978-3-642-41398-8_21;2013;Signing avatars are becoming common and being published on the World Wide Web at an incredible rate. They are actually used in education to help deaf children and their parents to learn sign language thanks to many 3D signing avatars systems. In Tunisia, signing avatars have been used since several years as part of the WebSign project. During the last few years, thousands of 3D signing avatars have been recorded using WebSign and few other systems. One of the major challenges that we was facing is how to index and retrieve efficiently this huge quantity of 3D signed scenes. Indexing and cataloging these signed scenes is beyond the capabilities of current text-based search engines. In this paper, we describe a system that collects 3D signed scenes, processes and recognizes the signed words inside them. The processed scenes are then indexed for later retrieval. We use a novel approach for sign language recognition from 3D scenes based on the Longest Common Subsequence algorithm. Our system is able to recognize signs inside 3D scenes at a rate of 96.5 % using a 3D model dictionary. We present also a novel approach for search and results ranking based on the similarity rates between 3D models. Our method is more efficient than Hidden Markov Models in term of recognition time and in the case of co-articulated signs. © 2013 Springer-Verlag.;VR;TRUE;NA;Scopus;FALSE;;TRUE;Applicable in VR but not focused at all 860;Cowgill Jr. J.L., Gilkey R.H., Simpson B.D.;The VERITAS facility: A virtual environment platform for human performance research;10.3182/20130811-5-US-2037.00047;2013;The Virtual Environment Research, Interactive Technology, And Simulation (VERITAS) facility is designed to support basic and applied research in complex multisensory environments including: 3D audio displays for improving safety in general aviation flight operations, advanced audio displays for improving performance in combat search and rescue missions, basic and applied research on multisensory (audio/visual/haptic) interactions, and displays for instrument landing systems. The central component of the facility is a CAVE®, a room-sized virtual environment presentation system. Several of our multi-user distributed experiments also utilized a virtual environment display system in the Appenzeller Visualization Laboratory (AVL). The facilities include a set of commercial-off-the-shelf (COTS) software solutions that work together with custom applications developed by our team to create immersive virtual environments. To facilitate software development and coherence, we created the Integrated Virtual Platform (IVP) as a flexible, expandable, and portable software platform for human performance experimentation. The experiments, experiences, and results in the VERITAS facility presented here, provide an example of a VE platform being actively used for human performance experimentation. The success of the research we have completed suggests that immersive virtual environments are useful tools in investigating complex human performance tasks. Copyright © 2013 IFAC.;NOT;NA;NA;Scopus;;;; 861;Radkowski R., Oliver J.;Natural feature tracking augmented reality for on-site assembly assistance systems;10.1007/978-3-642-39420-1-30;2013;We introduce a natural feature tracking approach that facilitates the tracking of rigid objects for an on-site assembly assistance system. The tracking system must track multiple circuit boards without added fiducial markers, and they are manipulated by the user. We use a common SIFT feature matching detector enhanced with a probability search. This search estimates how likely a set of query descriptors belongs to a particular object. The method was realized and tested. The results show that the probability search enhanced the identification of different circuit boards. © 2013 Springer-Verlag Berlin Heidelberg.;AR;NA;NA;Scopus;;;; 862;Gupta K., Erdem U.M., Hasselmo M.E.;Modeling of grid cell activity demonstrates in vivo entorhinal 'look-ahead' properties;10.1016/j.neuroscience.2013.04.056;2013;Recent in vivo data show ensemble activity in medial entorhinal neurons that demonstrates 'look-ahead' activity, decoding spatially to reward locations ahead of a rat deliberating at a choice point while performing a cued, appetitive T-Maze task. To model this experiment's look-ahead results, we adapted previous work that produced a model where scans along equally probable directions activated place cells, associated reward cells, grid cells, and persistent spiking cells along those trajectories. Such look-ahead activity may be a function of animals performing scans to reduce ambiguity while making decisions. In our updated model, look-ahead scans at the choice point can activate goal-associated reward and place cells, which indicate the direction the virtual rat should turn at the choice point. Hebbian associations between stimulus and reward cell layers are learned during training trials, and the reward and place layers are then used during testing to retrieve goal-associated cells based on cue presentation. This system creates representations of location and associated reward information based on only two inputs of heading and speed information which activate grid cell and place cell layers. We present spatial and temporal decoding of grid cell ensembles as rats are tested with perfect and imperfect stimuli. Here, the virtual rat reliably learns goal locations through training sessions and performs both biased and unbiased look-ahead scans at the choice point. Spatial and temporal decoding of simulated medial entorhinal activity indicates that ensembles are representing forward reward locations when the animal deliberates at the choice point, emulating in vivo results. © 2013 IBRO.;NOT;NA;NA;Scopus;;;; 863;Israel J.H., Mauderli L., Greslin L.;Mastering digital materiality in immersive modelling;10.1145/2487381.2487388;2013;In theory, the potential to use virtual reality systems for creating visually rich and free-spirited models and prototypes is high. In contrast, immersive modelling is not relevant in today's design practice and design researchers are often sceptical if it will ever be possible to use virtual environments (i.e. virtual material) with the same fidelity as physical materials. The aim of this paper is to search for bridges which allow designers to use the potential of immersive modelling even though no materiality (i.e. no touchable material) is present. It describes four approaches of mastering digital materiality which emerged during a design study among four design students who used an immersive modelling system for two weeks all day long. All approaches imply different means of substituting the missing material constraints. Furthermore the results of a post-study survey among the participants are discussed. The results of this study suggest that designers can find individual ways to handle digital material in immersive environments which may satisfy their professional expectations and standards. They may possibly be able to develop a professional level of manipulative skills within virtual environments comparable to their work with physical material. It can be expected that more approaches to immersive modelling appear as the technology advances and designers become engaged with it.;VR;FALSE;NA;Scopus;;;; 864;Carchiolo V., Longheu A., Di Martino V., Malgeri M., Mangioni G.;Connecting relatives in virtual worlds: The kinship networks;10.1177/1063293X13493451;2013;"The effect of the Internet on everyday life is huge, especially for what concerns the number and quality of our social relationships, including friendships and kinship. Fortunately, the complex network theory recently made it feasible to analyze real and large social networks, making it possible to understand their behavior and dynamics, including why and how social connections are established and what actually imply in the real world, the attitudes toward collaboration, and many other issues. In this article, a proposal for building and enhancing personal kinship networks is presented; this Kinship Search System allows each user to craft his or her genealogical tree by exploring and searching existing acquaintances and friendship relations that connect relatives among themselves and with other people. © The Author(s) 2013.";NOT;NA;NA;Scopus;;;; 865;Chendeb S., Fawaz M., Guitteny V.;Calibration of a moving zoom-lens camera for Augmented Reality applications;10.1109/ISIE.2013.6563797;2013;In Augmented Reality systems, real time integrating 3D virtual objects into the real environment requires camera calibration techniques for spatial alignement. The accuracy of the parameters is then a crutial task for designing an effective Augmented Reality (AR) systems, and the challenge to meet this requirement is made harder when dealing with moving zoom-lens cameras. Although recent approaches have been proposed using 2D/3D patterns, the use of zooming lens cameras brings new problems for robust and continuous estimation of the intrinsic parameters. This paper propose a robust algorithm for variable focal length calibration combining interferometry and 2D pattern detection to tackle the problem. A global optimization routine is driven to search for the best calibration parameters that fit the system. After a description of the different methods involved in each step of the process, the approach is validated with AR experimental results on a real time AR touristic application. © 2013 IEEE.;AR;NA;NA;Scopus;;;; 866;Li J., Tavakoli M., Huanq Q.;Stability analysis of trilateral haptic collaboration;10.1109/WHC.2013.6548478;2013;"This paper presents a criterion for absolute stability of a general class of three-port networks. Trilateral haptic systems, which have recently found many interesting applications, can be modeled as three-port networks. Traditionally, existing criteria (Llewellyn's criterion) have facilitated the stability analysis of bilateral haptic systems modeled as two-port networks. If the same criteria were to be used for stability analysis of a three-port network, its third port would need to be assumed known for it to reduce to a two-port network. However, this is restrictive because, according to the definition of absolute stability, all three terminations of the three-port network must be allowed to be arbitrary (while passive). In this paper, extending Llewellyn's criterion, we present closed-form necessary and sufficient conditions for absolute stability of a general class of three-port networks - the three terminations need to be passive but are otherwise arbitrary. To this end, we first find a symmetrization condition under which a general asymmetric impedance (or admittance) matrix Z3×3 has an equivalent symmetric counterpart Zeq; this Zeq models a reciprocal three-port network with the same stability characterization as the general nonreciprocal three-port network modeled by Z. Then, based on the equivalence of passivity and absolute stability for the equivalent reciprocal network, an absolute stability condition for the original nonreciprocal network is derived. To show how the resulting absolute stability criterion can be utilized at the system design stage, we have applied it to the problem of designing controllers for triple-user collaborative haptic virtual environment systems. The validity of the resulting absolute stability conditions have been verified via simulations. © 2013 IEEE.";NOT;NA;NA;Scopus;;;; 867;Benjamin D.P., Funk C., Lyons D.;A cognitive approach to vision for a mobile robot;10.1117/12.2018856;2013;We describe a cognitive vision system for a mobile robot. This system works in a manner similar to the human vision system, using saccadic, vergence and pursuit movements to extract information from visual input. At each fixation, the system builds a 3D model of a small region, combining information about distance, shape, texture and motion. These 3D models are embedded within an overall 3D model of the robot's environment. This approach turns the computer vision problem into a search problem, with the goal of constructing a physically realistic model of the entire environment. At each step, the vision system selects a point in the visual input to focus on. The distance, shape, texture and motion information are computed in a small region and used to build a mesh in a 3D virtual world. Background knowledge is used to extend this structure as appropriate, e.g. if a patch of wall is seen, it is hypothesized to be part of a large wall and the entire wall is created in the virtual world, or if part of an object is recognized, the whole object's mesh is retrieved from the library of objects and placed into the virtual world. The difference between the input from the real camera and from the virtual camera is compared using local Gaussians, creating an error mask that indicates the main differences between them. This is then used to select the next points to focus on. This approach permits us to use very expensive algorithms on small localities, thus generating very accurate models. It also is task-oriented, permitting the robot to use its knowledge about its task and goals to decide which parts of the environment need to be examined. The software components of this architecture include PhysX for the 3D virtual world, OpenCV and the Point Cloud Library for visual processing, and the Soar cognitive architecture, which controls the perceptual processing and robot planning. The hardware is a custom-built pan-tilt stereo color camera. We describe experiments using both static and moving objects. © 2013 SPIE.;NOT;NA;NA;Scopus;;;; 868;Kadenbach D., Kleiner C.;Project awareness system - Improving collaboration through visibility;10.1007/978-3-642-39371-6-19;2013;This paper proposes and describes the Project Awareness System (PAS) which is designed to improve the awareness of projects and project participants within and beyond organizational borders. The aim of this system is to increase the visibility of projects, so that users can easily find interesting ones and contact their participants to increase communication, collaboration and reuse of project results. The system enables an organizational unit to easily store project information at a central place. It does not impose strict rules regarding what data about projects can be stored. In this way strongly heterogeneous project environments can be mapped. The system offers its users extensive search mechanisms to find the projects they are looking for. The PAS additionally supports federation of multiple instances. The user can browse through the projects of multiple organizational units and organizations at one place, while each unit stays in full control of its data. © 2013 Springer-Verlag Berlin Heidelberg.;NOT;NA;NA;Scopus;;;; 869;Fields C.;Metaphorical motion in mathematical reasoning: Further evidence for pre-motor implementation of structure mapping in abstract domains;10.1007/s10339-013-0555-3;2013;"The theory of computation and category theory both employ arrow-based notations that suggest that the basic metaphor ""state changes are like motions"" plays a fundamental role in all mathematical reasoning involving formal manipulations. If this is correct, structure-mapping inferences implemented by the pre-motor action planning system can be expected to be involved in solving any mathematics problems not solvable by table lookups and number line manipulations alone. Available functional imaging studies of multi-digit arithmetic, algebra, geometry and calculus problem solving are consistent with this expectation. © 2013 Marta Olivetti Belardinelli and Springer-Verlag Berlin Heidelberg.";NOT;NA;NA;Scopus;;;; 870;Buttin R., Zara F., Shariat B., Redarce T., Grangé G.;Biomechanical simulation of the fetal descent without imposed theoretical trajectory;10.1016/j.cmpb.2013.04.005;2013;"The medical training concerning childbirth for young obstetricians involves performing real deliveries, under supervision. This medical procedure becomes more complicated when instrumented deliveries requiring the use of forceps or suction cups become necessary. For this reason, the use of a versatile, configurable childbirth simulator, taking into account different anatomical and pathological cases, would provide an important benefit in the training of obstetricians, and improve medical procedures. The production of this type of simulator should be generally based on a computerized birth simulation, enabling the computation of the reproductive organs deformation of the parturient woman and fetal interactions as well as the calculation of efforts produced during the second stage of labor.In this paper, we present a geometrical and biomechanical modeling of the main parturient's organs involved in the birth process, interacting with the fetus. Instead of searching for absolute precision, we search to find a good compromise between accuracy and model complexity. At this stage, to verify the correctness of our hypothesis, we use finite element analysis because of its reliability, precision and stability. Moreover, our study improves the previous work carried out on childbirth simulators because: (a) our childbirth model takes into account all the major organs involved in birth process, thus potentially enabling different childbirth scenarios; (b) fetal head is not treated as a rigid body and its motion is computed by taking into account realistic boundary conditions, i.e. we do not impose a pre-computed fetal trajectory; (c) we take into account the cyclic uterine contractions as well as voluntary efforts produced by the muscles of the abdomen; (d) a slight pressure is added inside the abdomen, representing the residual muscle tone. The next stage of our work will concern the optimization of our numerical resolution approach to obtain interactive time simulation, enabling it to be coupled to our haptic device. © 2013 Elsevier Ireland Ltd.";NOT;NA;NA;Scopus;;;; 871;Pissaloux E.E., Maybank S., Velázquez R.;On image matching and feature tracking for embedded systems: A state-of-the-art;10.1007/978-3-642-37880-5_16;2013;This chapter presents a state-of-the-art on image and feature matching in 2D and 3D. Only methods suitable for embedded or wearable real-time system implementation are considered. The implementation may be supported by a dedicated VLSI system. Heuristic guided predictive approaches to image matching are classified as area-based or feature-based. Correlation-based matching, Fourier matching, and mutual information approaches are area-based. Graph, series, and their combinations, including pyramidal or multiresolution algorithms, are feature-based. First, relaxation, maximal clique, tree search, region growing, and dynamic programming methods are briefly described. Next, the correlation-based methods, with a fixed size or adaptive sized window, pyramidal methods, the iterative closest point (ICP) algorithm, and probability (saliency)-based approaches are sketched. Some hardware architectures which support these methods offer new computational models for image matching and image processing. Methods for feature tracking are split into two classes: correlation-based methods and Bayesian methods. Kanade-Lucas-Tomassini (KLT), three-steps/new-three-steps, four-steps, diamond efficient search, and some of their new extensions with inertial data represent the first class, while Kalman and other filters, and their recent improvements represent the second class. The importance of matching is attested by the wide number of applications which include robot navigation, navigation assistance for impaired people, navigation in virtual systems, the processing of medical, satellite and urban imagery, human computer interaction, stereo vision, 3D reconstruction, multimodal fusion. processing, remote sensing, etc. © 2013 Springer-Verlag Berlin Heidelberg. All rights are reserved.;NOT;NA;NA;Scopus;;;; 872;Corazza O., Assi S., Simonato P., Corkery J., Bersani F.S., Demetrovics Z., Stair J., Fergus S., Pezzolesi C., Pasinetti M., Deluca P., Drummond C., Davey Z., Blaszko U., Moskalewicz J., Mervo B., Furia L.D., Farre M., Flesland L., Pisarska A., Shapiro H., Siemann H., Skutle A., Sferrazza E., Torrens M., Sambola F., Van Der Kreeft P., Scherbaum N., Schifano F.;Promoting innovation and excellence to face the rapid diffusion of novel Psychoactive substances in the EU: The outcomes of the reDNet project;10.1002/hup.2299;2013;"Objectives: The recent emergence of new psychoactive compounds (novel psychoactive substances (NPS)) has raised prominent challenges in the fields of drug policy, substance use research, public health and service provision. The Recreational Drugs European Network project, funded by the European Commission, was implemented to improve the information stream to young people and professionals about effects/risks of NPS by identifying online products and disseminating relevant information through technological tools. Methods: Regular multilingual qualitative assessments of websites, drugs fora and other online resources were carried out using the Google search engine in eight languages from collaborating countries. These included the following: the UK, Norway, Belgium, Germany, Hungary, Poland, Italy and Spain. Products were tested and prevention messages were developed and disseminated via technological tools such as interactive websites, SMS alert, social networking (Facebook, Twitter), Multimedia (You Tube), Smartphone applications (iPhone) and virtual learning environments (Second Life). Results: The Recreational Drugs European Network project established itself as the first Europe-wide prevention programme designed for NPS based on the efficacy of novel information and communication technology-based forms of intervention. More than 650 NPS products and combinations were identified; relevant information was disseminated to target population and advice was given to both European Union/international agencies and national policy makers. Conclusions: Web-monitoring activities are essential for mapping the diffusion of NPS and the use of technological tools can be successfully incorporated in specific prevention programmes. Furthermore, the involvement of multi-disciplinary international partnerships was and continues to be fundamental for responding to such a prominent challenge. Copyright © 2013 John Wiley & Sons, Ltd.";NOT;NA;NA;Scopus;;;; 873;Carneiro D., Novais P., Neves J.;Using genetic algorithms to create solutions for conflict resolution;10.1016/j.neucom.2012.03.024;2013;The process of devising solutions for conflict resolution generally configures a challenging task. There exist different approaches to address the problem, namely the use of case-based models or even relying on the parties themselves to perform the task. From a computational point of view, these problems generally represent a NP-complete problem. In order to surpass this shortcoming, in this paper it is presented a biologically inspired method to deal with the problem in which genetic algorithms are used to create possible solutions for a given dispute. The approach presented is able to generate a broad number of diverse solutions that cover virtually the whole search space for a given problem. This approach provides better results than a case-based approach since: (1) it is independent of the legal domain and (2) it does not depend on the number and quality of cases present in a database. The results of this work are being applied in a negotiation tool that is part of the UMCourt conflict resolution platform. © 2012 Elsevier B.V.;NOT;NA;NA;Scopus;;;; 874;Noorshams Q., Bruhn D., Kounev S., Reussner R.;Predictive performance modeling of virtualized storage systems using optimized statistical regression techniques;10.1145/2479871.2479910;2013;Modern virtualized environments are key for reducing the operating costs of data centers. By enabling the sharing of physical resources, virtualization promises increased resource efficiency with decreased administration costs. With the increasing popularity of I/O-intensive applications, however, the virtualized storage used in such environments can quickly become a bottleneck and lead to performance and scalability issues. Performance modeling and evaluation techniques applied prior to system deployment help to avoid such issues. In current practice, however, virtualized storage and its performance-influencing factors are often neglected or treated as a black-box. In this paper, we present a measurement-based performance prediction approach for virtualized storage systems based on optimized statistical regression techniques. We first propose a general heuristic search algorithm to optimize the parameters of regression techniques. Then, we apply our optimization approach and create performance models using four regression techniques. Finally, we present an in-depth evaluation of our approach in a real-world representative environment based on IBM System z and IBM DS8700 server hardware. Using our optimized techniques, we effectively create performance models with less than 7% prediction error in the most typical scenario. Furthermore, our optimization approach reduces the prediction error by up to 74%. © 2013 ACM.;NOT;NA;NA;Scopus;;;; 875;Zaalberg R., Midden C.J.H.;Living behind dikes: Mimicking flooding experiences;10.1111/j.1539-6924.2012.01868.x;2013;Delta areas like the Netherlands are threatened by global climate change. Awareness is, however, rather low. Our research objective was to investigate whether coping responses to flooding risks could be enhanced in a virtual environment (VE). A laboratory experiment was conducted in which participants were exposed to a simulated dike breach and consequent flooding of their virtual residence. We tested the hypothesis that an interactive 3D flood simulation facilitates coping responses compared to noninteractive film and slide simulations. Our results showed that information search, the motivation to evacuate, and the motivation to buy flood insurance increased after exposure to the 3D flood simulation compared to the film and slide simulations. Mediation analyses revealed that some of these presentation mode effects were mediated by a greater sense of being present in the VE. Implications to use high-end flood simulations in a VE to communicate real-world flooding risks and coping responses to threatened residents will be discussed. © 2012 Society for Risk Analysis.;NOT;NA;NA;Scopus;;;; 876;Vyas V.K., Ghate M., Goel A.;Pharmacophore modeling, virtual screening, docking and in silico ADMET analysis of protein kinase B (PKB β) inhibitors;10.1016/j.jmgm.2013.01.010;2013;Protein kinase B (PKB) is a key mediator of proliferation and survival pathways that are critical for cancer growth. Therefore, inhibitors of PKB are useful agents for the treatment of cancer. Herein, we describe pharmacophore-based virtual screening combined with docking study as a rational strategy for identification of novel hits or leads. Pharmacophore models of PKB β inhibitors were established using the DISCOtech and refined with GASP from compounds with IC50 values ranging from 2.2 to 246 nM. The best pharmacophore model consists of one hydrogen bond acceptor (HBA), one hydrogen bond donor (HBD) site and two hydrophobic (HY) features. The pharmacophore models were validated through receiver operating characteristic (ROC) and Güner-Henry (GH) scoring methods indicated that the model-3 was statistically valuable and reliable in identifying PKB β inhibitors. Pharmacophore model as a 3D search query was searched against NCI database. Several compounds with different structures (scaffolds) were retrieved as hits. Molecules with a Qfit value of more than 95 and three other known inhibitors were docked in the active site of PKB to further explore the binding mode of these compounds. Finally in silico pharmacokinetic and toxicities were predicted for active hit molecules. The hits reported here showed good potential to be PKB β inhibitors. © 2013 Elsevier Inc.;NOT;NA;NA;Scopus;;;; 877;Kumar S., Reddy P.K., Reddy V.B., Suri M.;Finding similar legal judgements under common law system;10.1007/978-3-642-37134-9-9;2013;"Legal judgements are complex in nature and contain citations of other judgements. Research efforts are going on to develop methods for efficient search of relevant legal information by extending the popular approaches used in information retrieval and web searching research areas. In the literature, it was shown that it is possible to find similar judgements by exploiting citations or links. In this paper, an approach has been has been proposed using the notion of ""paragraph-link"" to improve the efficiency of link-based similarity method. The experiments on real-world data set and user evaluation study show the encouraging results. © 2013 Springer-Verlag Berlin Heidelberg.";NOT;NA;NA;Scopus;;;; 878;Gebhardt S., Pick S., Leithold F., Hentschel B., Kuhlen T.;Extended pie menus for immersive virtual environments;10.1109/TVCG.2013.31;2013;Pie menus are a well-known technique for interacting with 2D environments and so far a large body of research documents their usage and optimizations. Yet, comparatively little research has been done on the usability of pie menus in immersive virtual environments (IVEs). In this paper we reduce this gap by presenting an implementation and evaluation of an extended hierarchical pie menu system for IVEs that can be operated with a six-degrees-of-freedom input device. Following an iterative development process, we first developed and evaluated a basic hierarchical pie menu system. To better understand how pie menus should be operated in IVEs, we tested this system in a pilot user study with 24 participants and focus on item selection. Regarding the results of the study, the system was tweaked and elements like check boxes, sliders, and color map editors were added to provide extended functionality. An expert review with five experts was performed with the extended pie menus being integrated into an existing VR application to identify potential design issues. Overall results indicated high performance and efficient design. © 2013 IEEE.;VR;FALSE;NA;Scopus;;;; 879;Francischetti-Corrêa M.;Molecular visualization with supports of interaction, immersion, and collaboration among geographically separated research groups;10.4018/978-1-4666-3667-5.ch017;2013;In the search for new drug and medication discovery, especially related to drug-receptor interaction, the importance of interaction among researchers is essential, either within the same room or dispersed throughout the world. The interaction in an online environment through the molecule shared view and information and ideas exchange via text and/or voice enable researchers to discuss molecule aspects under study, increasing the chances of reaching the new compound's identification. In subsequent sections an architecture that uses concepts of Distributed Multiuser Virtual Reality, Computer-Supported Collaborative Work, and world-wide network communication techniques for creating a high performance system that allows real-time interaction among various geographically dispersed research groups studying molecular visualization and using hardware systems ranging from desktop to immersive systems as CAVEs is presented. Its construction was made possible by defining a structure based on local servers to each group, which communicate with each other on a remote network, and creating a protocol for communication among these servers that seeks agility to minimize the negative effects of packet loss and delay delivery, Internet characteristic problems. © 2013, IGI Global.;VR;FALSE;NA;Scopus;;;; 880;Beer M.D., Alboul L., Norling E., Wallis P.;Using agents in virtual environments to assist controllers to manage multiple assets;10.1007/978-3-642-36444-0_4;2013;Search and rescue operations often require complex coordination of a range of resources, including human and robotic resources. This paper discusses a proposed new framework that allows agent technology to be used in conjunction with a virtual environment to provide a human controller with an effective visualisation of the distribution of a collection of autonomous objects, in our case, Unmanned Aerial Vehicles (UAVs) so that they can be managed in a way that allows them to successfully complete the task in the minimum possible time. It is our contention that to do this effectively there needs to be two-way initiation of verbal conversations, but that it is not necessary for the system to completely understand the conversations required. An example scenario is presented that illustrates how such a system would be used in practice, illustrating how a single human can communicate with a swarm of semi-autonomous actors verbally and envisage their activities in a swarm based on the visual cues provided within the virtual environment. An agent-based solution is proposed that meets the requirements and provides a command station that can manage a search using a collection of UAVs effectively. © 2013 Springer-Verlag.;NOT;NA;NA;Scopus;;;; 881;Louloudi A., Klügl F.;Visualisation on demand for agent-based simulation;10.1007/978-3-642-36444-0_7;2013;Agent-based simulation can be a useful tool when analysing complex systems such as real world scenarios. In multi-agent models when no quantitative data are available we have to search for new solutions in order to verify that the simulated model is appropriate with respect to the real one. Typical solutions approach the problem of missing data by considering contributions of human experts. In our work, we enhance the transparency of the simulation via a detailed visualisation in order to enable an immersive evaluation of the simulated model. We initially identify several conceptual and technical problems regarding the combination of a multi-agent simulation system with a game engine. We then propose a framework which implements a solution for generic processing and communication of information while maintaining consistency between the two systems. The end result automates several processes in a context independent manner and minimises the overall modeller's effort. © 2013 Springer-Verlag.;NOT;NA;NA;Scopus;;;; 882;Avram S.I., Crisan L., Bora A., Pacureanu L.M., Avram S., Kurunczi L.;Retrospective group fusion similarity search based on eROCE evaluation metric;10.1016/j.bmc.2012.12.041;2013;In this study, a simple evaluation metric, denoted as eROCE was proposed to measure the early enrichment of predictive methods. We demonstrated the superior robustness of eROCE compared to other known metrics throughout several active to inactive ratios ranging from 1:10 to 1:1000. Group fusion similarity search was investigated by varying 16 similarity coefficients, five molecular representations (binary and non-binary) and two group fusion rules using two reference structure set sizes. We used a dataset of 3478 actives and 43,938 inactive molecules and the enrichment was analyzed by means of eROCE. This retrospective study provides optimal similarity search parameters in the case of ALDH1A1 inhibitors. © 2012 Elsevier Ltd. All rights reserved.;NOT;NA;NA;Scopus;;;; 883;Yin D., Guo S., Chidlovskii B., Davison B.D., Archambeau C., Bouchard G.;Connecting comments and tags: Improved modeling of social tagging systems;10.1145/2433396.2433466;2013;Collaborative tagging systems are now deployed extensively to help users share and organize resources. Tag prediction and recommendation can simplify and streamline the user experience, and by modeling user preferences, predictive accuracy can be significantly improved. However, previous methods typically model user behavior based only on a log of prior tags, neglecting other behaviors and information in social tagging systems, e.g., commenting on items and connecting with other users. On the other hand, little is known about the connection and correlations among these behaviors and contexts in social tagging systems. In this paper, we investigate improved modeling for predictive social tagging systems. Our explanatory analyses demonstrate three significant challenges: coupled high order interaction, data sparsity and cold start on items. We tackle these problems by using a generalized latent factor model and fully Bayesian treatment. To evaluate performance, we test on two real-world data sets from Flickr and Bibsonomy. Our experiments on these data sets show that to achieve best predictive performance, it is necessary to employ a fully Bayesian treatment in modeling high order relations in social tagging system. Our methods noticeably outperform state-of-the-art approaches. © 2013 ACM.;NOT;NA;NA;Scopus;;;; 884;Akaishi M.;A Meme Media Based Application Framework for Context-Driven Information Access;10.1007/978-3-642-38836-1_1;2013;This paper introduces several information access methods constructed by Meme Media systems. A context-based information access space provides users with a component-based interactive 3D virtual environment for the information access based on the context model. A chronicle analysis tool provides several views of records from different viewpoints. To construct such systems, Meme Media system provides powerful environment. This paper shows several application frameworks and implementation examples. © Springer-Verlag Berlin Heidelberg 2013.;NOT;NA;NA;Scopus;;;; 885;Wagner R., Piovesan S.D., Passerino L.M., De Lima J.V.;Using 3D virtual learning environments in new perspective of education;10.1109/ITHET.2013.6671019;2013;The Technologies of Information and Communication, through the use of softwares developed for specific environment has been helping the education through the search for new technologies that provides to the students the disciplinary contents in a way closer to the real world, as well as on the meaning of seeking for tools that came to expand the current learning ways, making the education to have more dynamic aspects. This paper was developed by the research group Immersive Environments and aims to present a metaverse that provides students with vocational courses, delivered through programs like PRONATEC and System S, a support through the technologies used in distance education courses and MOOCs. Search also the integration of learning objects in this environment to be able to assist content taught in an even more dynamic. © 2013 IEEE.;NOT;NA;NA;Scopus;;;; 886;Mei B., Yu R.;Virtual machine resource allocation strategy based on the resource utilization;10.1109/ANTHOLOGY.2013.6785010;2013;How to meet the QoS of the applications and improve resource utilization is a great challenge in virtualized environment. This paper proposes a resource allocation policy based on resource utilization in virtualized environment. In order to meet the goal of QoS, we build a mapping table reflecting the mapping relation between resource and service performance through web server benchmarking experiments firstly, then we detect current request rate in the workload and search the maximum resource utilization of the virtual machine which could meet the QoS goal from the mapping table, and finally take advantage of the control model designed in this paper to maintain the utilization of the virtual machine's allocated resource near the maximum. Our experimental results showed that the resource allocation policy could meet the QoS goal for the virtual machine and improve the resource utilization of physical resource in the virtualized system. © 2013 IEEE.;NOT;NA;NA;Scopus;;;; 887;Moreno S., Bedia M.G., Serón F.J., Castillo L.F., Isaza G.;Associative learning for enhancing autonomous bots in videogame design;10.1007/978-3-319-00551-5_44;2013;The Today's video games are highly technologically advanced, giving users the ability to step into virtual realities and play games from the viewpoint of highly complex characters. Most of the current efforts in the development of believable bots in videogames - bots that behave like human players - are based on classical AI techniques. Specifically, we design virtual bots using Continuous- Time Recurrent Neural Network (CTRNNs) as the controllers of the non-player characters, and we add a learning module to make an agent be capable of relearning during its lifetime. Agents controlled by CTRNNs are evolved to search for the base camp and the enemy's camp and associate them with one of two different altitudes depending on experience. We analyze the best-evolved agent's behavior and explain how it arises from the dynamics of the coupled agentenvironment system. The ultimate goal of the contest would be to develop a computer game bot able to behave the same way humans do. © Springer International Publishing Switzerland 2013.;NOT;NA;NA;Scopus;;;; 888;Egan P.F., Cagan J., Schunn C., LeDuc P.R.;Utilizing emergent levels to facilitate complex systems design: Demonstrated in a synthetic biology domain;10.1115/DETC2013-12072;2013;"Designing complex systems often requires consideration of many components interacting across vast scales of space and time, thus producing highly challenging design spaces to search. In particular, nano-based technologies may require considerations of how nanoscale (10-9) embodiments affect macroscale (∼100) systems and typically have multiple layers of emergent behavior. It is frequently cited that counterintuitive properties of emergence complicates design tasks; however, we investigate whether some multiscale emergent systems have organizational levels that may inform more effective design methods and searches. Investigations are conducted by extending an agentbased simulation that predicts the emergent interactions of myosin motors interacting with a motile actin filament. Both the behaviors of individual motors and an ensemble of motors are stochastic, therefore analytical methods are often unable to form accurate design evaluations and computationally intensive simulations are required for investigation. Our modification of the simulation enables the prediction of the duration of time that motors will carry an actin filament before system dissociation (termed its processive life-time), which is a vital performance metric for future nanotechnology designs such as molecular sorters. Virtual experiments were conducted that determines how perturbations of synthetic myosin design configurations, and the number of myosins present, affects emergent ensemble performance with respect to run-length and energy usage. It is found that all systems have nearly identical average processive life-times for a given input energy regardless of how much energy individual myosins utilize. Such a finding reduces the total information that a designer must consider, since it is a fundamental relationship that holds regardless of lower level component configurations. Such relationships may occur in complex systems in additional domains, and knowledge of these emergent relationships could greatly facilitate the efficiencies of design methods and automated searches for future technologies. Copyright © 2013 by ASME.";NOT;NA;NA;Scopus;;;; 889;Sung R.C.W., Ritchie J.M., Lim T., Sivanathan A., Chantler M.J.;The evaluation of a virtual-aided design engineering review (VADER) system for automated knowledge capture and reuse;10.1115/DETC2013-12030;2013;"Conducting knowledge capture and embedding it into a products' through lifecycle remains a key issue in engineering industries; particularly with regard to rationale associated knowledge emanating during formal design reviews. Manual, and often interruptive, methods with associated costly overheads, exacerbate the already time consuming process. As well as these disadvantages, manual methods can potentially capture the wrong data due to human error or not fully-capturing all the pertinent information and associated relationships. Consequently, industries are seeking automated engineering knowledge capture and rationale that adds value to product and processes, potentially reaping the benefits of time and cost. Previous work by the authors proved how user-logging in virtual environments aid unobtrusive capture of engineering knowledge and rationale in design tasks. This paper advances the work further through a Virtual Aided Design Engineering Review (VADER) system developed to automatically and unobtrusively capture both multimodal human-computer and human-human interactivity during design reviews via the synchronous time-phased logging of software interactions, product models, audio, video and input devices. By processing the captured data review reports and records can be automatically generated as well as allowing fast knowledge retrieval. The backbone of VADER is a multimodal device and data fusion architecture to capture and synchronise structured and unstructured data in real-time. Visualisation is through a 3D virtual environment. In addition to allowing engineers to visualise and annotate 3D design models, the system provides a timeline interface to search and visualise the captured decisions from a design review. The VADER system has been put through its initial industrial trial and reported herein. Objective and subjective analysis indicate the VADER system is intuitive to use and can lead to savings in both time and cost with regard to project reviews. Copyright © 2013 by ASME.";VR;TRUE;NA;Scopus;TRUE;;FALSE;System doesn’t feature search 890;V Komianos, K Oikonomou - VIPERC@ IRCDL, 2019 - ceur-ws.org; A Prototype System for Automatic Design of Virtual Exhibitions Integrating Cultural Assets From Public Repositories.;NA;2019;NA;VR;TRUE;;Google Scholar;;;; 891;B Waghmare Amit, S Sonawane Kunal, A Chavan Puja… - system, 2014 - academia.edu; Augmented Reality for Information Kiosk;NA;2014;NA;AR;;;Google Scholar;;;; 892;D Amin, S Govilkar - International Journal on Computational …, 2015 - researchgate.net; Comparative study of augmented reality SDKs;NA;2015;NA;AR;;;Google Scholar;;;; 893;HC Jang, YN Lien - … on e-Commerse, e-Administration, e …, 2014 - cherry.cs.nccu.edu.tw; Educational Exhibition System and the Application of APP on Museum Mobile Learning–National Palace Museum as an Example;NA;2014;NA;NOT;;;Google Scholar;;;; 894;K Wu, Y Tang, C Tsai - Visualization in Engineering, 2014 - biomedcentral.com; Graphical interface design for children seeking information in a digital library;NA;2014;NA;VR;TRUE;NA;Google Scholar;FALSE;;;Miss-use of the term VR, not a VR system 895;SM Kodeboyina, K Varghese - ISARC. Proceedings of …, 2016 - pdfs.semanticscholar.org; Low cost augmented reality framework for construction applications;NA;2016;NA;AR;;;Google Scholar;;;; 896;L Kaliciak, H Myrhaug, A Goker - 21st WMSCI, 2017 - researchgate.net; Unified hybrid image retrieval system with continuous relevance feedback;NA;2017;NA;NOT;;;Google Scholar;;;; 897;R Däßler, A Otto - … Organization: Proceedings of the 20th Annual …, 2013 - books.google.com;3D-Navigation in Virtual Information Spaces: From Text-Based Retrieval to Cognitive User;NA;2013;NA;VR;;Publication from 1996;Google Scholar;;;; 898;VT Ninh, TK Le, L Zhou, G Healy, MT Tran… - The Fourteenth …, 2019 - research.nii.ac.jp;A Baseline Interactive Retrieval Engine for the NTICR-14 Lifelog-3 Semantic Access Task;NA;2019;NA;NOT;;;Google Scholar;;;; 899;W Wu, D Wang, T Wang, M Liu - 2016 IEEE International …, 2016 - ieeexplore.ieee.org;A personalized limb rehabilitation training system for stroke patients;NA;2016;NA;VR;FALSE;NA;Google Scholar;;;; 900;KC Wu - Information processing & management, 2015 - Elsevier;Affective surfing in the visualized interface of a digital library for children;NA;2015;NA;NOT;;;Google Scholar;;;; 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908;G Guo - … of the 7th ACM conference on Recommender systems, 2013 - dl.acm.org;Integrating trust and similarity to ameliorate the data sparsity and cold start for recommender systems;NA;2013;NA;VR;FALSE;NA;Google Scholar;;;; 909;M Dragoni - International semantic web conference, 2015 - Springer;Multilingual ontology mapping in practice: a support system for domain experts;NA;2015;NA;NOT;;;Google Scholar;;;; 910;M Fiorentino, AE Uva, G Monno… - … Journal of Computer …, 2016 - inderscienceonline.com;Natural interaction for online documentation in industrial maintenance;NA;2016;NA;AR;;;Google Scholar;;;; 911;T Ando, T Ishida, N Uchida… - 2015 9th International …, 2015 - ieeexplore.ieee.org;Proposal of the digital contents management system utilizing the AR technology;NA;2015;NA;AR;;;Google Scholar;;;; 912;D Geszten, BP Hámornik, A Komlodi… - Proceedings of the 78th …, 2015 - dl.acm.org;Qualitative analysis of user experience in a 3D virtual environment;NA;2015;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Not about a search interface 913;M Ma, S Coward, C Walker - Serious Games and Edutainment Applications, 2017 - Springer;Question-answering virtual humans based on pre-recorded testimonies for holocaust education;NA;2017;NA;AR;;;Google Scholar;;;; 914;B Huang, G Yu - Neurocomputing, 2015 - Elsevier;Research and application of public opinion retrieval based on user behavior modeling;NA;2015;NA;NOT;;;Google Scholar;;;; 915;HL Chi, SC Kang, X Wang - Automation in construction, 2013 - Elsevier;Research trends and opportunities of augmented reality applications in architecture, engineering, and construction;NA;2013;NA;AR;;;Google Scholar;;;; 916;L Rossetto, R Gasser, S Heller, M Amiri Parian… - … on Lifelog Search …, 2019 - dl.acm.org;Retrieval of Structured and Unstructured Data with vitrivr;NA;2019;NA;NOT;;;Google Scholar;;;; 917;RCW Sung, JM Ritchie, T Lim… - Asme 2013 …, 2014 - asmedigitalcollection.asme.org;The evaluation of a virtual-aided design engineering review (VADER) system for automated knowledge capture and reuse;NA;2014;NA;NOT;;;Google Scholar;;;; 918;RP Spicer, SM Russell… - Next-Generation Analyst …, 2017 - spiedigitallibrary.org;The mixed reality of things: emerging challenges for human-information interaction;NA;2017;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;Theory paper on IR in VR 919;D Geszten, BP Hámornik… - 2015 6th IEEE …, 2015 - ieeexplore.ieee.org;User experience in a collaborative 3D virtual environment: A framework for analyzing user interviews;NA;2015;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Not about a search interface 920;A Duane, C Gurrin - International Conference on Multimedia Modeling, 2019 - Springer;User interaction for visual lifelog retrieval in a virtual environment;NA;2019;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;See other entry 921;D Kužnar, A Tavčar, J Zupančič, M Duguleana - Informatica, 2016 - informatica.si;Virtual assistant platform;NA;2016;NA;NOT;;;Google Scholar;;;; 922;M Cook - The Journal of Academic Librarianship, 2018 - Elsevier;Virtual serendipity: preserving embodied browsing activity in the 21st century research library;NA;2018;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;See other entry 923;A McNamara, K Boyd, J George… - … 3D User Interfaces  …, 2019 - ieeexplore.ieee.org;Information Placement in Virtual Reality;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 924;J Lee, J Kim, J Ahn, W Woo - ISPRS International Journal of Geo …, 2019 - mdpi.com;Remote Diagnosis of Architectural Heritage Based on 5W1H Model-Based Metadata in Virtual Reality;NA;2019;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;System could have search in VR but that is not discussed in the paper 925;J Lee, J Kim, J Ahn, W Woo - Journal of Cultural Heritage, 2019 - Elsevier;Context-aware risk management for architectural heritage using historic building information modeling and virtual reality;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 926;MH Mengerink - 2019 - dspace.library.uu.nl;Geospatial Image Browsing in Virtual Reality;NA;2019;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;Image IR in VR 927;F Banville, P Nolin, T Rosinvil, E Verhulst… - Virtual Reality for …, 2019 - Springer;Assessment and Rehabilitation after Traumatic Brain Injury Using Virtual Reality: A Systematic Review and Discussion Concerning Human-Computer Interactions;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 928;E Magalhães, ER Høeg, G Bernardes… - 2019 - researchgate.net; COMBINING TEXTURE-DERIVED VIBROTACTILE FEEDBACK, CONCATENATIVE SYNTHESIS AND PHOTOGRAMMETRY FOR VIRTUAL REALITY …;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 929;F Banville, P Nolin, T Rosinvil… - Virtual Reality for …, 2019 - books.google.com;Traumatic Brain Injury Using Virtual Reality: A Systematic Review and Discussion Concerning Human-Computer Interactions;NA;2019;NA;VR;FALSE;NA;Google Scholar;;;; 930;AJ Zhou, GH Yang - … Research & Development in Information Retrieval, 2018 - dl.acm.org;Minority Report by Lemur: Supporting Search Engine with Virtual Reality;NA;2018;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;See other entry 931;W Hürst, K Ouwehand, M Mengerink, A Duane… - … on The Lifelog Search …, 2018 - dl.acm.org;Geospatial access to lifelogging photos in virtual reality;NA;2018;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;IR in VR 932;BY Gao, HS Kim, B Kim, JI Kim - 2018 IEEE International …, 2018 - ieeexplore.ieee.org;Artificial Landmarks to Facilitate Spatial Learning and Recalling for Curved Visual Wall Layout in Virtual Reality;NA;2018;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Filter is not about searching 933;O Barkova, N Pysarevska, O Allenin… - arXiv preprint arXiv …, 2018 - arxiv.org;Gamification for Education of the Digitally Native Generation by Means of Virtual Reality, Augmented Reality, Machine Learning, and Brain-Computing Interfaces in …;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 934;A McNamara, K Boyd, D Oh, R Sharpe… - … Symposium on Mixed …, 2018 - ieeexplore.ieee.org;Using Eye Tracking to Improve Information Retrieval in Virtual Reality;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 935;J Roettl, R Terlutter - PloS one, 2018 - journals.plos.org;The same video game in 2D, 3D or virtual reality–How does technology impact game evaluation and brand placements?;NA;2018;NA;VR;FALSE;NA;Google Scholar;;;; 936;J Vincur, I Polasek, P Navrat - … 23rd ACM Symposium on Virtual Reality …, 2017 - dl.acm.org;Searching and exploring software repositories in virtual reality;NA;2017;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;Search in VR 937;FM Caputo, M Emporio, A Giachetti - Eurographics Italian Chapter …, 2017 - researchgate.net; Single-Handed vs. Two Handed Manipulation in Virtual Reality: A Novel Metaphor and Experimental Comparisons.;NA;2017;NA;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;IR not focus 938;M Prpa, K Tatar, BE Riecke, P Pasquier - International Conference on …, 2017 - Springer;The pulse breath water system: exploring breathing as an embodied interaction for enhancing the affective potential of virtual reality;NA;2017;NA;VR;FALSE;NA;Google Scholar;;;; 939;R Graham - Leonardo Music Journal, 2017 - MIT Press;Environmental Histories and Personal Memory: Collaborative Works in Sonification and Virtual Reality;NA;2017;NA;VR;FALSE;NA;Google Scholar;;;; 940;S Khanwalkar, S Balakrishna, R Jain - Proceedings of the 24th ACM …, 2016 - dl.acm.org;Exploration of large image corpuses in virtual reality;NA;2016;NA;VR;TRUE;NA;Google Scholar;TRUE;;TRUE;See other entry 941;J Lee, M Cheon, SE Moon, JS Lee - … Symposium on User Interface …, 2016 - dl.acm.org;Peripersonal space in virtual reality: navigating 3D space with different perspectives;NA;2016;NA;VR;FALSE;NA;Google Scholar;;;; 942;M Schoeffler, JL Gernert, M Neumayer, S Westphal… - Virtual Reality, 2015 - Springer; On the validity of virtual reality-based auditory experiments: A case study about ratings of the overall listening experience;NA;2015;NA;VR;FALSE;NA;Google Scholar;;;; 943;A Kanamgotov - 2015 - uobrep.openrepository.com;A framework for immersion in virtual reality;NA;2015;NA;VR;FALSE;NA;Google Scholar;;;; 944;J Guo - 2015 - shark.lib.kagawa-u.ac.jp; Study on a Virtual Reality-based Training System for the Vascular Interventional Surgery;NA;2015;NA;VR;FALSE;NA;Google Scholar;;;; 945;LL Baken - 2014 - repub.eur.nl;Normal and Abnormal Embryonic Development in Virtual Reality;NA;2014;NA;VR;FALSE;NA;Google Scholar;;;; 946;孫磊 - 2014 - ir.library.osaka-u.ac.jp; Improvement of Landscape Community Design Support System by Virtual Reality;NA;2014;NA;NOT;FALSE;No content available;Google Scholar;;;; 947;J Stone - EC-TEL Doctoral Consortium, 2013 - ceur-ws.org; Immersive Virtual Reality, Presence and Engagement: What is the pedagogic value of immersive virtual worlds?;NA;2013;NA;VR;FALSE;NA;Google Scholar;;;; 948;M Tymczyoska, M Kajzer-Wietrzny, S Braun, C Slater… - 2013 - researchgate.net; IVY–INTERPRETING IN VIRTUAL REALITY;NA;2013;NA;VR;FALSE;NA;Google Scholar;;;; 949;(Schaefer et al., 2017);Immersive Browsing in an Image Sphere ;;2017;;VR;TRUE;NA;Ref from #347;TRUE;;FALSE;Browsing not searching 950;Martins, 2015;Virtual Reality Lifelog Explorer: Lifelog Search Challenge at ACM ICMR 2018;;2015;NA;VR;TRUE;NA;Ref from #622;TRUE;;TRUE; 951;Henriques et al., 2014;Poster: Evaluation of immersive visualization techniques for 3D object retrieval;;2014;NA;VR;TRUE;NA;Ref from #950;TRUE;;TRUE; 953;Duane et al., 2018;Virtual Reality Lifelog Explorer: Lifelog Search Challenge at ACM ICMR 2018;10.1145/3210539.3210544;2018;NA;VR;TRUE;NA;Reference of #430;TRUE;;TRUE;Filter system in VR 956;Giunchi et al., 2019;Mixing realities for sketch retrieval in Virtual Reality;NA;2019;NA;VR;TRUE;NA;Reference of #617;TRUE;;TRUE; 967;Martins, 2015;Air-Sketching for Object Retrieval;NA;2015;NA;VR;TRUE;NA;Other work from author;TRUE;;TRUE;Current get VR search system (3d sketching) 968;Duane & Gurrin, 2020;Baseline Analysis of a Conventional and Virtual Reality Lifelog Retrieval System;NA;2020;NA;VR;TRUE;NA;Other work from authors;TRUE;;TRUE; 969;"Duane, Aaron; Gurrin, Cathal";Lifelog Exploration Prototype in Virtual Reality;NA;2018;NA;VR;TRUE;NA;Other work from authors;TRUE;;TRUE;See other entry 970;Duane, Aaron;Visual Access to Lifelog Data in a Virtual Environment;NA;2019;NA;VR;TRUE;NA;Other work from authors;TRUE;;TRUE;Same work as others 971;[No author name available];AHFE Virtual Conference on Human Factors and Simulation and the International Conference on Digital Human Modeling and Applied Optimization, 2020;NA;2021;"The proceedings contain 44 papers. The special focus in this conference is on Human Factors and Simulation. The topics include: Overcoming Inconvenience: How Society Can Incentivize Individual Recycling Behavior; An Agent-Based Model; identifying New Team Trust and Team Cohesion Metrics that Support Future Human-Autonomy Teams; Feature Selection Modeling on Predicting EV Charging Station Coverage Rate in Southern California; psychophysiological Predictors of Motion Sickness in the Driving Simulator; characterizing Driver Workload and Attention in a Simulated Automated Vehicle; comparative Analysis to the Performance of Three Mobile Ad-Hoc Network Routing Protocols in Time-Critical Events of Search and Rescue Missions; the Two-Level Complex of Traffic Behavior Assessment Focused on Driving Skills in the Context of Autonomous Driving; validation of Immersive Design Parameters in Driving Simulation Environments; driving Simulator Validation of Machine Learning Classification for a Surface Electromyography-Based Steering Assistance Interface; conducting Polyphonic Human-Robot Communication: Mastering Crescendos and Diminuendos in Transparency; building Narrative Scenarios for Human-Autonomous Vehicle Interaction Research in Simulators; gamification of Hazards Recognition in Mining with a Tabletop Card Game; simulation-Based Safety Training for Plant Maintenance in Virtual Reality; biomechanical Modeling and 3D Simulation of Firefighting Tasks; Tangible VR Multi-user Simulation Methodology for a Balanced Human System Integration; MiNDesign: Toward a Modeling, Simulation and Evaluation Platform for Human Cognitive Performance; perception of Terrain Slope in Real and Virtual Environments; an Exploratory Analysis of User Needs and Design Issues of Wearable Technology for Monitoring Running Performances; how to Enhance Aging People’s Wellness by Means of Human Centered and Co-design Methodology.";NOT;;Proceedings summary;Scopus;;;; 972;Duane A., Jónsson B.P., Gurrin C.;VRLE: Lifelog Interaction Prototype in Virtual Reality: Lifelog Search Challenge at ACM ICMR 2020;10.1145/3379172.3391716;2020;The Lifelog Search Challenge (LSC) invites researchers to share their prototypes for interactive lifelog retrieval and encourages competition to develop and evaluate effective methodologies to achieve this. With this paper we present a novel approach to visual lifelog exploration based on our research to date utilising virtual reality as a medium for interactive information retrieval. The prototype discussed is an iteration on a previous system which participated in the first LSC which occurred at ACM ICMR in 2018 where it ranked first place. Copyright © 2020 by the Association for Computing Machinery, Inc. (ACM).;VR;TRUE;NA;Scopus;TRUE;;TRUE; 973;Pedersen T.A., Glomsrud J.A., Ruud E.-L., Simonsen A., Sandrib J., Eriksen B.-O.H.;Towards simulation-based verification of autonomous navigation systems;10.1016/j.ssci.2020.104799;2020;Autonomous ships are expected to change water-based transport of both cargo and people, and large investments are being made internationally. There are many reasons for such transformation and interest, including shifting transport of goods from road to sea, reducing ship manning costs, reduced dangerous exposure for crew, and reduced environmental impact. Situational awareness (SA) systems and Autonomous navigation systems (ANS) are key elements of autonomous ships. Safe deployment of ANS will not be feasible based on real-life testing only, but will require large-scale, systematic simulation-based testing in addition to assurance of the development process. DNV GL proposes to use a digital twin, meaning a digital representation of key elements of the autonomous ship as a key tool for simulation-based testing. The digital twin contains comprehensive mathematical models of the ship and its equipment, including all sensors and actuators. The complete simulation-based test system complementing the digital twin should consist of a virtual world to simulate environmental conditions, geographical information and interaction with other maritime traffic. Finally, the test system must include a test management system that controls simulation of the digital twin and the virtual world, generates test scenarios as well as evaluates the test scenario results. An automatic scenario generation tool should search for low ANS performance, and ultimately establish sufficient coverage of the possible scenario space. The test scenario evaluation should automatically consider safety, conformance to collision regulations at sea (COLREG), and possibly also the efficiency of the ship navigation. This paper presents a comprehensive prototype of a test system for ANS. Key topics are simulation-based testing, interfacing the simulator and ANS, cooperation with ANS manufacturers, dynamic test scenario generation, automatic assessment towards COLREG and experiences from the cooperation with The Norwegian Defense Establishment (FFI). © 2020 Elsevier Ltd;NOT;;NA;Scopus;;;; 974;Chen N., Zhao M., Gao K., Zhao J.;The physiological experimental study on the effect of different color of safety signs on a virtual subway fire escape—an exploratory case study of zijing mountain subway station;10.3390/ijerph17165903;2020;Safety signs play a very important role in people’s evacuation during emergencies. In order to explore the appropriate color for subway safety signs, four safety signs of different color combinations are designed, and the virtual reality, eye-tracking technology, and physiological indicator measurement are used in a virtual subway fire escape experiment. A total of 96 participants with equal distribution in gender and four different color combination groups were recruited. Participants’ eye-tracking and physiological data (heart rate, skin conductance) were real-time recorded through ErgoLAB V3.0 in the whole experiment. The relationship between Color_of_safety_sign and escape performance, eye-tracking indicators, and physiological indicators is discussed respectively through SPSS. The results show that “Green and black” group has the best evacuation escape performance, low cognitive load, high search efficiency on safety signs, and the highest stress level and immersion and “Green and black” can be the most appropriate color for safety sign. This research is of certain significance for improving the function of subway fire-fighting infrastructure and the resilience of the metro system. Moreover, it can provide references and advice on risk management, emergency evacuation, and so on. © MDPI AG. All rights reserved.;VR;FALSE;NA;Scopus;;;; 975;Reinhard M.A., Dewald-Kaufmann J., Wüstenberg T., Musil R., Barton B.B., Jobst A., Padberg F.;The vicious circle of social exclusion and psychopathology: a systematic review of experimental ostracism research in psychiatric disorders;10.1007/s00406-019-01074-1;2020;"Social exclusion (ostracism) is a major psychosocial factor contributing to the development and persistence of psychiatric disorders and is also related to their social stigma. However, its specific role in different disorders is not evident, and comprehensive social psychology research on ostracism has rather focused on healthy individuals and less on psychiatric patients. Here, we systematically review experimental studies investigating psychological and physiological reactions to ostracism in different responses of psychiatric disorders. Moreover, we propose a theoretical model of the interplay between psychiatric symptoms and ostracism. A systematic MEDLINE and PsycINFO search was conducted including 52 relevant studies in various disorders (some of which evaluated more than one disorder): borderline personality disorder (21 studies); major depressive disorder (11 studies); anxiety (7 studies); autism spectrum disorder (6 studies); schizophrenia (6 studies); substance use disorders (4 studies); and eating disorders (2 studies). Psychological and physiological effects of ostracism were assessed with various experimental paradigms: e.g., virtual real-time interactions (Cyberball), social feedback and imagined scenarios. We critically review the main results of these studies and propose the overall concept of a vicious cycle where psychiatric symptoms increase the chance of being ostracized, and ostracism consolidates or even aggravates psychopathology. However, the specificity and stability of reactions to ostracism, their neurobiological underpinnings, determinants, and moderators (e.g., attachment style, childhood trauma, and rejection sensitivity) remain elusive. © 2019, Springer-Verlag GmbH Germany, part of Springer Nature.";NOT;;NA;Scopus;;;; 976;Ward A.R., Capra R.;Immersive Search: Using Virtual Reality to Examine How a Third Dimension Impacts the Searching Process;10.1145/3397271.3401303;2020;In this paper, we present results from an exploratory study to investigate users' behaviors and preferences for three different styles of search results presentation in a virtual reality (VR) head-mounted display (HMD). Prior work in 2D displays has suggested possible benefits of presenting information in ways that exploit users' spatial cognition abilities. We designed a VR system that displays search results in three different spatial arrangements: a list of 8 results, a 4x5 grid, and a 2x10 arc. These spatial display conditions were designed to differ in terms of the number of results displayed per page (8 vs 20) and the amount of head movement required to scan the results (list < grid < arc). Thirty-six participants completed 6 search trials in each display condition (18 total). For each trial, the participant was presented with a display of search results and asked to find a given target result or to indicate that the target was not present. We collected data about users' behaviors with and perceptions about the three display conditions using interaction data, questionnaires, and interviews. We explore the effects of display condition and target presence on behavioral measures (e.g., completion time, head movement, paging events, accuracy) and on users' perceptions (e.g., workload, ease of use, comfort, confidence, difficulty, and lostness). Our results suggest that there was no difference in accuracy among the display conditions, but that users completed tasks more quickly using the arc. However, users also expressed lower preferences for the arc, instead preferring the list and grid displays. Our findings extend prior research on visual search into to the area of 3-dimensional result displays for interactive information retrieval in VR HMD environments. © 2020 ACM.;VR;TRUE;NA;Scopus;TRUE;;TRUE; 977;Kumar N., Srivastava R., Prakash A., Lynn A.M.;Structure-based virtual screening, molecular dynamics simulation and MM-PBSA toward identifying the inhibitors for two-component regulatory system protein NarL of Mycobacterium Tuberculosis;10.1080/07391102.2019.1657499;2020;The nitrate/nitrite response regulatory protein NarL belongs to the two-component regulatory system of Mycobacterium tuberculosis (MTB), plays a crucial role in anaerobic survival of mycobacteria in host. The absence of this protein in humans, makes it an attractive drug target for MTB treatment. However, the specific drug molecules targeting NarL are yet to be identified. In this study, we identified the promising drug candidates using structure based virtual screening of compounds from chemical libraries (ChEMBL and ZINC), followed by the extensive physicochemical properties analyses and molecular dynamics (MD) simulation. As the initial results, we obtained 4,754 bioactive compounds from ChEMBL having anti-tuberculosis activity which is finally narrowed down to the best 10 hits. A similar approach was applied to search for structurally similar compounds from ZINC data, corresponding to the top hits obtained from ChEMBL. Our collective results show that two compounds, ChEMBL509609 (Gscore–5.054 kcal/mol, Xscore–6.47 kcal/mol) and ZINC01843143 (Gscore–5.114 kcal/mol, Xscore–6.46 kcal/mol) having the best docking score and ADMET profile. The structural stability and dynamics of lead molecules at active site of NarL were examined using MD simulation and the binding free energies were estimated with MM-PBSA. Essential dynamics and MM-PBSA demonstrated that NarL-ChEMBL509609 complex remains the most stable during simulation of 100 ns with the higher binding free energy which may be a suitable candidate for further experimental analysis. AbbreviationsADME Absorption, Distribution, Metabolism, And ExcretionBCG Bacillus Calmette-GuerinCNS Central nervous systemDOTS Directly observed treatment, short courseED Essential dynamicsHIV Human immunodeficiency virusHK Histidine kinaseHOA Human oral absorptionHTVS High throughput virtual screeningIRRI IrritationMD Molecular dynamicsMDR Multidrug resistantMTBMycobacterium tuberculosisMUT MutagenicityMW Molecular weightPHOA Percentage of human oral absorptionREP Reproductive developmentRg Radius of gyrationRMSD Root mean square deviationRMSF Root mean square fluctuationRO5 Lipinski’s rule of fiveRR Response regulatorSP Standard precisionSPG Standard precision glideTB TuberculosisTCS Two-component regulatory systemTDR Totally drug-resistantTUMO TumorigenicityWHO World health organizationXDR Extensively drug-resistantXP Extra precision Communicated by Ramaswamy H. Sarma. © 2019, © 2019 Informa UK Limited, trading as Taylor & Francis Group.;NOT;;NA;Scopus;;;; 978;Nassar H.M., Tekian A.;Computer simulation and virtual reality in undergraduate operative and restorative dental education: A critical review;10.1002/jdd.12138;2020;"The primary aim of this review was to synthesize the literature for studies investigating the use of computer simulation (CS) and virtual reality (VR) in undergraduate dental education in operative and restorative dentistry. The secondary aim was to list best practices that maximize the simulation experience in dental education. A literature review of the PubMed and ERIC databases was conducted using the search terms “Dental AND Simulator,” “Dental AND Virtual reality,” and “Simulation AND Dental education.” Studies in English language were categorized into 1 of 5 themes: Manual dexterity and cavity preparation, light curing skills, simulation perception and experience, predictability, and simulation model development. Main practices of simulation education indicated in the McGaghie et al. critical review published in 2010 were used as a reference to identify common practices for dental simulation. Thirty nine of 579 identified abstracts met the inclusion criteria. Skill acquisition and feedback were the two most frequently investigated parameters found in the review. CS was efficient in teaching cavity preparation and light curing skills. Feedback and deliberate practice were among the best practices that should be emphasized in order to enhance the efficiency of the CS and VR simulation exercises. The use of CS is effective in teaching operative skills (such as light curing and cavity preparation) reliably; whereas, the use of VR in undergraduate curricula is debatable. To achieve the maximum benefits of the simulation exercises, emphasis must be given to the timely feedback and deliberate practice approaches. © 2020 American Dental Education Association";VR;FALSE;NA;Scopus;;;; 979;Siyar S., Azarnoush H., Rashidi S., Winkler-Schwartz A., Bissonnette V., Ponnudurai N., Del Maestro R.F.;Machine learning distinguishes neurosurgical skill levels in a virtual reality tumor resection task;10.1007/s11517-020-02155-3;2020;This study outlines the first investigation of application of machine learning to distinguish “skilled” and “novice” psychomotor performance during a virtual reality (VR) brain tumor resection task. Tumor resection task participants included 23 neurosurgeons and senior neurosurgery residents as the “skilled” group and 92 junior neurosurgery residents and medical students as the “novice” group. The task involved removing a series of virtual brain tumors without causing injury to surrounding tissue. Originally, 150 features were extracted followed by statistical and forward feature selection. The selected features were provided to 4 classifiers, namely, K-Nearest Neighbors, Parzen Window, Support Vector Machine, and Fuzzy K-Nearest Neighbors. Sets of 5 to 30 selected features were provided to the classifiers. A working point of 15 premium features resulted in accuracy values as high as 90% using the Supprt Vector Machine. The obtained results highlight the potentials of machine learning, applied to VR simulation data, to help realign the traditional apprenticeship educational paradigm to a more objective model, based on proven performance standards. [Figure not available: see fulltext.] © 2020, International Federation for Medical and Biological Engineering.;VR;FALSE;NA;Scopus;;;; 980;Zhang Y., Xue Y., Shuxue P.;A Parallel Acceleration Method in Panoramic Video Mosaic System Based on 5G Internet of Things;10.1109/IWCMC48107.2020.9148230;2020;With the continuous development of Internet technology, VR panoramic video is gradually applied to entertainment live broadcast, tourism, medicine, education and other fields. However, due to the high-quality panoramic video requires high transmission rate, the previous 4G network can not satisfy its transmission bandwidth requirements. Now 5G network[1] has the characteristics of larger bandwidth and lower delay, which can well solve the limitations of VR transmission bandwidth, and can meet the transmitting bandwidth[2] requirement of 2GBit/s for 8K HD panoramic video. Make 8K high-quality VR panoramic video live possible. As one of the main technologies to realize VR virtual reality, 3D panoramic video has important research value for improving the splicing speed when generating 3D panoramic video. Based on the construction and research of 3D panoramic video splicing system, this paper uses camera array and optical flow algorithm to simulate 'virtual camera' in each perspective, and finally generates 3D panoramic video frequency with full perspective continuous stereo effect through interpolation and rendering of pixels of 'virtual image'. In this paper, a parallel acceleration method for computing optical flow is proposed. The iterative method of patch matching optical flow algorithm is changed by a jumping method, and the attenuation factor of search window is modified, so that the original algorithm is optimized and accelerated, so as to improve the speed of generating 3D panoramic video. It also provides better technical support for 5G transmission VR panoramic viewing. © 2020 IEEE.;VR;FALSE;NA;Scopus;;;; 981;Zhang F., Wei Q., Xu L.;An fast simulation tool for fluid animation in VR application based on GPUs;10.1007/s11042-019-08002-4;2020;Realistic and real-time simulation of fluid animation is widely used to the application of virtual reality(VR) such as VR game, special effect in film, augmented reality (AR) and so on. However, fast simulation of complex fluid animation problem such as free interaction surface and high impact requires a large number of both physical computations and time steps. It in turn leads to high computational cost. In order to improve the problem, we design a fast tool to accelerate and simulate fluid animation using multi-node graphics processing units clusters. In this paper, we present a fluid animation model tool for VR application based on multi-GPU cluster. The model method of position-based fluid (PBF) is implemented on our tool, and some strategies for GPUs optimizations are applied to parallel system based on the character of hardware. We first present an efficient data structure for speeding up memory access. Then, an optimized parallel framework is designed to get higher performance. We adjust the size of grid sptial index, reducing the access and thread synchronization during the neighborhood search, which greatly improve the efficiency on GPU. The key work of extending the PBF method from single GPU to GPU clusters, a spatial decomposition strategy is presented based on Orthogonal Recursive Bisection(ORB) model. Finally, an effective VR tool for real-time fluid animation modeling on the GPUs cluster is designed which can create various vivid animation. The performance and efficiency of our method are demonstrated using multiple VR scenes. © 2019, Springer Science+Business Media, LLC, part of Springer Nature.;VR;FALSE;NA;Scopus;;;; 982;Liverpool S., Mota C.P., Sales C.M.D., Čuš A., Carletto S., Hancheva C., Sousa S., Cerón S.C., Moreno-Peral P., Pietrabissa G., Moltrecht B., Ulberg R., Ferreira N., Edbrooke-Childs J.;Engaging children and young people in digital mental health interventions: Systematic review of modes of delivery, facilitators, and barriers;10.2196/16317;2020;Background: There is a high prevalence of children and young people (CYP) experiencing mental health (MH) problems. Owing to accessibility, affordability, and scalability, an increasing number of digital health interventions (DHIs) have been developed and incorporated into MH treatment. Studies have shown the potential of DHIs to improve MH outcomes. However, the modes of delivery used to engage CYP in digital MH interventions may differ, with implications for the extent to which findings pertain to the level of engagement with the DHI. Knowledge of the various modalities could aid in the development of interventions that are acceptable and feasible. Objective: This review aimed to (1) identify modes of delivery used in CYP digital MH interventions, (2) explore influencing factors to usage and implementation, and (3) investigate ways in which the interventions have been evaluated and whether CYP engage in DHIs. Methods: A literature search was performed in the Cochrane Library, Excerpta Medica dataBASE (EMBASE), Medical Literature Analysis and Retrieval System Online (MEDLINE), and PsycINFO databases using 3 key concepts “child and adolescent mental health,” “digital intervention,” and “engagement.” Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines were followed using rigorous inclusion criteria and screening by at least two reviewers. The selected articles were assessed for quality using the mixed methods appraisal tool, and data were extracted to address the review aims. Data aggregation and synthesis were conducted and presented as descriptive numerical summaries and a narrative synthesis, respectively.Results: This study identified 6 modes of delivery from 83 articles and 71 interventions for engaging CYP: (1) websites, (2) games and computer-assisted programs, (3) apps, (4) robots and digital devices, (5) virtual reality, and (6) mobile text messaging. Overall, 2 themes emerged highlighting intervention-specific and person-specific barriers and facilitators to CYP's engagement. These themes encompassed factors such as suitability, usability, and acceptability of the DHIs and motivation, capability, and opportunity for the CYP using DHIs. The literature highlighted that CYP prefer DHIs with features such as videos, limited text, ability to personalize, ability to connect with others, and options to receive text message reminders. The findings of this review suggest a high average retention rate of 79% in studies involving various DHIs. Conclusions: The development of DHIs is increasing and may be of interest to CYP, particularly in the area of MH treatment. With continuous technological advancements, it is important to know which modalities may increase engagement and help CYP who are facing MH problems. This review identified the existing modalities and highlighted the influencing factors from the perspective of CYP. This knowledge provides information that can be used to design and evaluate new interventions and offers important theoretical insights into how and why CYP engage in DHIs. © Shaun Liverpool, Catarina Pinheiro Mota, Célia M D Sales, Anja Čuš, Sara Carletto, Camellia Hancheva, Sónia Sousa, Sonia Conejo Cerón, Patricia Moreno-Peral, Giada Pietrabissa, Bettina Moltrecht, Randi Ulberg, Nuno Ferreira, Julian Edbrooke-Childs. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 23.06.2020. This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included.;VR;FALSE;NA;Scopus;;;; 983;Knobel S.E.J., Kaufmann B.C., Gerber S.M., Cazzoli D., Müri R.M., Nyffeler T., Nef T.;Immersive 3D Virtual Reality Cancellation Task for Visual Neglect Assessment: A Pilot Study;10.3389/fnhum.2020.00180;2020;"Background: Unilateral spatial neglectis an attention disorder frequently occurring after a right-hemispheric stroke. Neglect results in a reduction in qualityof life and performance in activities of daily living. With current technical improvements in virtual reality (VR) technology, trainingwith stereoscopic head-mounted displays (HMD) has become a promising new approach for the assessment and the rehabilitation of neglect. The focus of this pilot study was to develop and evaluate a simple visual search task in VR for HMD. The VR system was tested regarding feasibility, acceptance, and potential adverse effects in healthy controls and right-hemispheric stroke patients with and without neglect. Methods: The VR system consisted of two main components, a head-mounted display to present the virtual environment, and a hand-held controller for the interaction with the latter. The task followed the rationale of diagnostic paper-pencil cancellation tasks; i.e., the participants were asked to search targets among distractors. However, instead of a two-dimensional setup, the targets and distractors were arranged in three dimensions, in a sphere around the subject inside its field of view. Usability and acceptance of the task, as well as the performance in the latter, were tested in 15 right-hemispheric subacute stroke patients (10 of whom with and five of whom without unilateral spatial neglect; mean age: 67.1 ± 10.5 years) and 35 age-matched healthy controls. Results: System usability and acceptance were rated as high both in stroke patients and healthy controls, close to the maximum score of the questionnaire scale. No relevant adverse effects occurred. There was a high correlation (r = 0.854, p = 0.002) between the Center of Cancellation [an objective neglect measure) calculated from a paper-pencil cancellation task (Sensitive Neglect Test (SNT)] and the newly developed VR cancellation task. Conclusion: Overall, the developed visual search task in the tested VR system is feasible, well-accepted, enjoyable, and does not evoke any significant negative effects, both for healthy controls and for stroke patients. Findings for task performance show that the ability of the VR cancellation to detect neglect in stroke patients is similar to paper-pencil cancellation tasks. © Copyright © 2020 Knobel, Kaufmann, Gerber, Cazzoli, Müri, Nyffeler and Nef.";VR;FALSE;NA;Scopus;;;; 984;Tha S., Shakya S., Malla R., Aryal P.;Prospects of Indole derivatives as methyl transfer inhibitors: Antimicrobial resistance managers;10.1186/s40360-020-00402-9;2020;Background: It is prudent that novel classes of antibiotics be urgently developed to manage the WHO prioritized multi-drug resistant (MDR) pathogens posing an unprecedented medical crisis. Simultaneously, multiple essential proteins have to be targeted to prevent easy resistance development. Methods: An integration of structure-based virtual screening and ligand-based virtual screening was employed to explore the antimicrobial properties of indole derivatives from a compound database. Results: Whole-genome sequences of the target pathogens were aligned exploiting DNA alignment potential of MAUVE to identify putative common lead target proteins. S-adenosyl methionine (SAM) biosynthesizing MetK was taken as the lead target and various literature searches revealed that SAM is a critical metabolite. Furthermore, SAM utilizing CobA involved in the B12 biosynthesis pathway, Dam in the regulation of replication and protein expression, and TrmD in methylation of tRNA were also taken as drug targets. The ligand library of 715 indole derivatives chosen based on kinase inhibition potential of indoles was created from which 102 were pursued based on ADME/T scores. Among these, 5 potential inhibitors of MetK in N. gonorrhoeae were further expanded to molecular docking studies in MetK proteins of all nine pathogens among which 3 derivatives exhibited inhibition potential. These 3 upon docking in other SAM utilizing enzymes, CobA, Dam, and TrmD gave 2 potential compounds with multiple targets. Further, docking with human MetK homolog also showed probable inhibitory effects however SAM requirements can be replenished from external sources since SAM transporters are present in humans. Conclusions: We believe these molecules 3-[(4-hydroxyphenyl)methyl]-6-(1H-indol-3-ylmethyl)piperazine-2,5-dione (ZINC04899565) and 1-[(3S)-3-[5-(1H-indol-3-ylmethyl)-1,3,4-oxadiazol-2-yl]pyrrolidin-1-yl]ethanone (ZINC49171024) could be a starting point to help develop broad-spectrum antibiotics against infections caused by N. gonorrhoeae, A. baumannii, C. coli, K. pneumoniae, E. faecium, H. pylori, P. aeruginosa, S. aureus and S. typhi. © 2020 The Author(s).;NOT;;NA;Scopus;;;; 985;Karamians R., Proffitt R., Kline D., Gauthier L.V.;Effectiveness of Virtual Reality- and Gaming-Based Interventions for Upper Extremity Rehabilitation Poststroke: A Meta-analysis;10.1016/j.apmr.2019.10.195;2020;"Objective: To investigate the efficacy of virtual reality (VR)- and gaming-based interventions for improving upper extremity function poststroke, and to examine demographic and treatment-related factors that may moderate treatment response. Data Sources: A comprehensive search was conducted within the PubMed, CINAHL/EBSCO, SCOPUS, Ovid MEDLINE, and EMBASE databases for articles published between 2005 and 2019. Study Selection: Articles investigating gaming and VR methods of treatment for upper extremity weakness were collected with the following study inclusion criteria: (1) participants aged 18 years or older with upper extremity deficits; (2) randomized controlled trials or prospective study design; (3) Downs-Black rating score of ≥18; and (4) outcome measure was the Wolf Motor Functioning Test, the Fugl-Meyer, or the Action Research Arm Test. Data Extraction: Thirty-eight articles met inclusion criteria. The primary outcome was proportional improvement on the Wolf Motor Functioning Test, Fugl-Meyer, or Action Research Arm Test. The following individual or treatment factors were extracted: VR or gaming dose, total treatment dose, chronicity (> or <6mo), severity of motor impairment, and presence of a gaming component. Data Analysis: Random effects meta-analysis models were utilized to quantify (1) the proportional recovery that occurs after VR or gaming; (2) the comparative treatment effect of VR or gaming vs conventional physiotherapy; and (3) whether the benefit of virtual reality differed based on participant characteristics or elements of the treatment. Results: On average, VR or gaming interventions produced an improvement of 28.5% of the maximal possible improvement. Dose and severity of motor impairment did not significantly influence rehabilitation outcomes. Treatment gains were significantly larger overall (10.8%) when the computerized training involved a gaming component vs just visual feedback. VR or gaming interventions showed a significant treatment advantage (10.4%) over active control treatments. Conclusions: Overall, VR- or gaming-based upper extremity rehabilitation poststroke appears to be more effective than conventional methods. Further in-depth study of variables affecting improvement, such as individual motor presentation, treatment dose, and the relationship between them, are needed. © 2019 American Congress of Rehabilitation Medicine";VR;FALSE;NA;Scopus;;;; 986;Lv Z., Li X., Lv H., Xiu W.;BIM Big Data Storage in WebVRGIS;10.1109/TII.2019.2916689;2020;In the context of big data and the Internet of Things, with the advancement of geospatial data acquisition and retrieval, the volume of available geospatial data is increasing every minute. Thus, new data-management architecture is needed. We proposed a building information model (BIM) big data-storage-management solution with hybrid storage architecture based on web virtual reality geographical information system (WebVRGIS). BIM is associated with the integration of spatial and semantic information on the various stages of urban building. In this paper, based on the spatial distribution characteristics of BIM geospatial big data, a data storage and management model is proposed for BIM geospatial big data management. The architecture primarily includes Not only Structured Query Language (NoSQL) database and distributed peer-to-peer storage. The evaluation of the proposed storage method is conducted on the same software platform as our previous research about WebVR. The experimental results show that the hybrid storage architecture proposed in this research has a lower response time compared to the traditional relational database in geospatial big data searches. The integration and fusion of BIM big data in WebVRGIS realizes a revolutionary transformation of city information management during a full lifecycle. The system also has great promise for the storage of other geospatial big data, such as traffic data. © 2005-2012 IEEE.;VR;TRUE;NA;Scopus;FALSE;;;Not in VR 987;Ward A.R.;Immersive search: Interactive information retrieval in three-dimensional space;10.1145/3343413.3377946;2020;Researchers in interactive information retrieval (IIR) have studied and refined 2D presentations of search results for years. Recent advances are bringing augmented reality (AR) and virtual reality (VR) to real-world systems, though the IIR community has done relatively little work to explore and understand aspects of 3D presentations of search results, effects of immersive environments, and the impacts of spatial cognition and different spatial arrangements of results displays in 3D. In the research proposed here, I outline my plan to use immerse environments to investigate how users' spatial cognition may influence the information retrieval process. Specifically, this work will observe how spatial arrangements of search results affect users' ability to find information in the post-query, visual search phase of the IIR process across quantitative and qualitative measures. © 2020 ACM.;VR;TRUE;NA;Scopus;TRUE;;TRUE; 988;Chesser B.T., Blythe S.A., Ridge L.D., Tomaszewski R.E.R., Kinne B.L.;Effectiveness of the Wii for pediatric rehabilitation in individuals with cerebral palsy: a systematic review;10.1080/10833196.2020.1740402;2020;Background: The Nintendo Wii is a virtual reality system that has become increasingly popular in neurorehabilitation and research because it provides an innovative method for training lower extremity function and balance. Objective: The purpose of this systematic review was to evaluate the effectiveness of the Nintendo Wii for improving gait and standing balance in individuals with cerebral palsy (CP). Methods: A comprehensive literature search of CINAHL Complete, MEDLINE, and ProQuest Medical Database was performed using the search terms “Wii” AND “cerebral palsy” AND “balance OR postural control OR stability OR ambulation OR gait OR walking.” The evidence level for all included studies was established using the Oxford Center for Evidence-Based Medicine 2011 Levels of Evidence, and the methodological rigor for all included studies was established using the PEDro Scale. Results: Based on the inclusion and exclusion criteria, six articles were included in this systematic review. This systematic review showed that rehabilitation using the Nintendo Wii is generally more effective than no treatment or traditional treatment methods when used to improve standing balance and gait in individuals, 21 years of age or younger, with a diagnosis of CP. Findings suggested that the Nintendo Wii may be more effective when used in combination with traditional treatment methods and may be an appropriate option for long-term rehabilitation. Conclusion: Therapists should consider using the Nintendo Wii, alone or in combination with traditional treatment methods designed to improve standing balance and gait, when treating individuals with CP. © 2020 Informa UK Limited, trading as Taylor & Francis Group.;VR;FALSE;NA;Scopus;;;; 989;Hong X., Brooks S.;3D Objects Clouds: Viewing Virtual Objects in Interactive Clouds;10.1109/TVCG.2018.2873724;2020;Given the expanding use of 3D Objects in a variety of fields such as animation, gaming, virtual worlds, commerce, augmented reality and 3D printing, we present a novel system for object browsing and searching. Specifically, the system packs objects into an interactive 3D cloud for browsing and searching. It was designed with the aim of increasing search efficiency in a variety of active environments, while providing a visually engaging layout, and we evaluated this by conducting a comparative user study. We show that our system can significantly decrease search times compared to the classic grid-based layout, and it has been suggested by subjects that cloud-based searching is more interesting and visually-engaging. © 1995-2012 IEEE.;VR;TRUE;NA;Scopus;FALSE;;;Not in VR 990;Gupta K., Hajika R., Pai Y.S., Duenser A., Lochner M., Billinghurst M.;Measuring Human Trust in a Virtual Assistant using Physiological Sensing in Virtual Reality;10.1109/VR46266.2020.1581313729558;2020;With the advancement of Artificial Intelligence technology to make smart devices, understanding how humans develop trust in virtual agents is emerging as a critical research field. Through our research, we report on a novel methodology to investigate user's trust in auditory assistance in a Virtual Reality (VR) based search task, under both high and low cognitive load and under varying levels of agent accuracy. We collected physiological sensor data such as electroencephalography (EEG), galvanic skin response (GSR), and heart-rate variability (HRV), subjective data through questionnaire such as System Trust Scale (STS), Subjective Mental Effort Questionnaire (SMEQ) and NASA-TLX. We also collected a behavioral measure of trust (congruency of users' head motion in response to valid/ invalid verbal advice from the agent). Our results indicate that our custom VR environment enables researchers to measure and understand human trust in virtual agents using the matrices, and both cognitive load and agent accuracy play an important role in trust formation. We discuss the implications of the research and directions for future work. © 2020 IEEE.;VR;FALSE;NA;Scopus;;;; 991;Dam J.V., Krasner A., Gabbard J.L.;Drone-based Augmented Reality Platform for Bridge Inspection: Effect of AR Cue Design on Visual Search Tasks;10.1109/VRW50115.2020.00043;2020;The use of augmented reality (AR) with semi-autonomous aerial systems in civil infrastructure inspection offers an extension of human capabilities by enhancing their ability to access hard-toreach areas, decreasing the physical requirements needed to complete the task, and augmenting their visual field of view with useful information. Still unknown though is how helpful AR visual aids may be when they are imperfect and provide the user with erroneous data. A total of 28 participants flew as an autonomous drone around a simulated bridge in a virtual reality environment and participated in a target detection task. In this study, we analyze the effect of AR cue type across discrete levels of target saliency by measuring performance in a signal detection task. Results showed significant differences in false alarm rates in the different target salience conditions but no significant differences across AR cue types (none, bounding box, corner-bound box, and outline) in terms of hits and misses. © 2020 IEEE.;AR;;NA;Scopus;;;; 992;Gopalakrishnan S., Jacob C.E.S., Kumar M., Karunakaran V., Raman R.;Comparison of Visual Parameters between Normal Individuals and People with Low Vision in a Virtual Environment;10.1089/cyber.2019.0235;2020;"Patients with Low vision are known to experience difficulties in executing activities of daily living and visual search due to reduction in vision. There is a need to translate clinical parameters into a real world that is relevant so as to understand the patient's functional vision; this can be possible with virtual reality (VR). This prospective study included 53 normal and 30 low vision subjects older than 18 years of age in a tertiary care center. The low vision subjects were further classified into peripheral field loss (PFL) and central field loss (CFL). A VR bank environment was developed with multiple tasks that aimed at assessing reading for distance and near, identification of objects against various contrast levels and mobility. Based on the normative data obtained a scoring system was developed to quantify the visual performance between normal and low vision subjects. A significant difference was found in the performance between the normal and low vision subjects in the VR environment. The overall VR performance score was lower in subjects with PFL 56.65 (IQR 19.4) than CFL 63.25 (IQR 10.83); however, both of them were lower compared with normal subjects 87 (IQR 4.6) p < 0.001. These findings suggest that performance of low vision subjects was worse than normal subjects in VR environment and it is important to plan and prioritize assessment and rehabilitation interventions for low vision subjects with a more holistic performance based approach. Copyright © 2020 Mary Ann Liebert, Inc.";VR;FALSE;NA;Scopus;;;; 993;Davari S., Lu F., Bowman D.A.;Occlusion Management Techniques for Everyday Glanceable AR Interfaces;10.1109/VRW50115.2020.00072;2020;To maintain safety and awareness of the real world while using head-worn AR glasses, it is essential for the system to manage occlusions involving virtual content that blocks the user's view of the real world. We study this issue in the context of Glanceable AR interfaces, which involve presenting virtual information that the user can quickly access as a secondary task while performing other tasks in the real or virtual worlds. We propose eight different techniques to resolve these occlusions. The techniques differ in their content prioritization, automation level, and adaptation mechanism for resolving occlusion. We designed an experiment to understand the user experience with the techniques in a scenario that required both awareness of the real world and information access with the digital content. We measured task performance and user preference. The results show that techniques that prioritize real world viewing and those that automatically resolve occlusions result in better task performance. These techniques are also preferred by users, particularly when translucency is used to resolve occlusions. Despite the ease of information access, techniques that prioritize viewing of the virtual content were seen as less desirable by participants. © 2020 IEEE.;AR;FALSE;NA;Scopus;;;; 994;Rangarajan K., Davis H., Pucher P.H.;Systematic Review of Virtual Haptics in Surgical Simulation: A Valid Educational Tool?;10.1016/j.jsurg.2019.09.006;2020;"BACKGROUND: Virtual reality (VR)-based surgical simulation is an expanding and rapidly advancing modality which aims to serve the increasing demand to acquire surgical skills outside the live operating room. Haptic, or “force-feedback"" technology in VR simulation is a rapidly developing field, however the role of haptics in surgical education and its efficacy is unclear. METHODS: A systematic literature search was carried out until September 2018 in MEDLINE, Embase, and Cochrane Library using the following keywords: (VR OR VR OR simulation OR simulator) AND (Haptic feedback OR Haptics OR Force feedback) AND (Surgery). All randomized controlled studies comparing VR training with and without haptics were included. PRISMA guidelines were adhered to RESULTS: Eight randomized controlled trials that compare VR training with and without haptics were included and 1 survey study with a total of 215 participants, 116 of which received haptic feedback and 99 were assigned to nonhaptic feedback group. Training tasks included basic proficiency based laparoscopic tasks such as object translocation, cutting, camera navigation, and more complex tasks including diathermy, suturing, dissection, knot tying, and operative maneuvers. Six randomized controlled trials demonstrated that haptic enhanced VR simulation is significantly more effective than without haptics for skill training with a reduced learning curve and faster time to proficiency and task completion, particularly in novice learners. Two studies showed no significant differences in task-assessed parameters between the haptics and nonhaptics cohorts, whereas 1 survey study suggested haptics negatively affected training with decreased realism. CONCLUSION: Haptic feedback has been shown to improve the fidelity, realism and thus the training effect of VR simulators. However, at present haptic simulators are expensive and in a nascent stage and further research as well as cost-benefit analyses of such tools must be considered to determine whether haptics is truly a surgical necessity. © 2019 Association of Program Directors in Surgery";VR;FALSE;NA;Scopus;;;; 995;Salmito M.C., e Maia F.C.Z., Gretes M.E., Venosa A., Ganança F.F., Ganança M.M., Mezzalira R., Bittar R.S.M., Gasperin A.C., Pires A.P.B.D.Á., Ramos B.F., Bertoldo C., Ferreira C., Jr., Real D., Guimarães H.A., Oiticica J., Lavinsky J., Lopes K.C., Duarte J.A., Morganti L.O.G., Santos L.M.A.D., Joffily L., Lavinsky L., Santos M.A.D.O., Mano P.M., Araújo P.I.M.P.D., Mangabeira Albernaz P.L., Cal R., Dorigueto R.S., Guimarães R.D.C.C., Carvalho R.C.B.D.;Neurotology: definitions and evidence-based therapies – Results of the I Brazilian Forum of Neurotology [Otoneurologia: definições e terapias baseadas em evidências – Resultados do I Fórum Brasileiro de Otoneurologia];10.1016/j.bjorl.2019.11.002;2020;Introduction: Neurotology is a rapidly expanding field of knowledge. The study of the vestibular system has advanced so much that even basic definitions, such as the meaning of vestibular symptoms, have only recently been standardized. Objective: To present a review of the main subjects of neurotology, including concepts, diagnosis and treatment of Neurotology, defining current scientific evidence to facilitate decision-making and to point out the most evidence-lacking areas to stimulate further new research. Methods: This text is the result of the I Brazilian Forum of Neurotology, which brought together the foremost Brazilian researchers in this area for a literature review. In all, there will be three review papers to be published. This first review will address definitions and therapies, the second one will address diagnostic tools, and the third will define the main diseases diagnoses. Each author performed a bibliographic search in the LILACS, SciELO, PubMed and MEDLINE databases on a given subject. The text was then submitted to the other Forum participants for a period of 30 days for analysis. A special chapter, on the definition of vestibular symptoms, was translated by an official translation service, and equally submitted to the other stages of the process. There was then a in-person meeting in which all the texts were orally presented, and there was a discussion among the participants to define a consensual text for each chapter. The consensual texts were then submitted to a final review by four professors of neurotology disciplines from three Brazilian universities and finally concluded. Based on the full text, available on the website of the Brazilian Association of Otorhinolaryngology and Cervical-Facial Surgery, this summary version was written as a review article. Result: The text presents the official translation into Portuguese of the definition of vestibular symptoms proposed by the Bárány Society and brings together the main scientific evidence for each of the main existing therapies for neurotological diseases. Conclusion: This text rationally grouped the main topics of knowledge regarding the definitions and therapies of Neurotology, allowing the reader a broad view of the approach of neurotological patients based on scientific evidence and national experience, which should assist them in clinical decision-making, and show the most evidence-lacking topics to stimulate further study. © 2019 Associação Brasileira de Otorrinolaringologia e Cirurgia Cérvico-Facial;NOT;;NA;Scopus;;;; 996;Wang C., Qin F., R. D.J.S.;Cloud assisted big data information retrieval system for critical data supervision in disaster regions;10.1016/j.comcom.2019.11.028;2020;Presently, the advancement of Cloud Assisted Big Data information retrieval system(CABDIRS) for heterogeneous data management plays a significant role in disaster management framework. In the recent past, facilitating disaster related activities such as Emergency information collection, sharing of exposed insights data about the region, and integration with local groups as well as global scale across various communities’ need assistance for precise and timely information retrieval framework concerning about disaster management. However, the available information retrieval system in the market has limited invariant integration model, whereas it provides improper sharing and collaboration capabilities in dynamic environment about the disaster areas. Hence, this research driving this exploration for powerful use of Cloud assisted big data system which uses Regression based information retrieval measurable computational model (RBIRMM) that offers to foresee the collection, sharing and integration of data in the disaster management regions. This paper features the integration of Cloud assisted IoT(CIoT)and Big data system for information retrieval system which assist the government in taking decisions during disaster conditions in an effective fasten manner. This paper feature the fundamental research that moves through experimental validation which has been conducted and reported with numerical data in a virtual environment. The RBIRMM achieves 98% of accuracy when compared to other traditional methods. © 2019 Elsevier B.V.;VR;TRUE;NA;Scopus;FALSE;;;Not in VR 997;de la Iglesia D.H., Mendes A.S., González G.V., Jiménez-Bravo D.M., de Paz Santana J.F.;Connected elbow exoskeleton system for rehabilitation training based on virtual reality and context-aware;10.3390/s20030858;2020;Traditional physiotherapy rehabilitation systems are evolving into more advanced systems based on exoskeleton systems and Virtual Reality (VR) environments that enhance and improve rehabilitation techniques and physical exercise. In addition, due to current connected systems and paradigms such as the Internet of Things (IoT) or Ambient Intelligent (AmI) systems, it is possible to design and develop advanced, effective, and low-cost medical tools that patients may have in their homes. This article presents a low-cost exoskeleton for the elbow that is connected to a Context-Aware architecture and thanks to a VR system the patient can perform rehabilitation exercises in an interactive way. The integration of virtual reality technology in rehabilitation exercises provides an intensive, repetitive and task-oriented capacity to improve patient motivation and reduce work on medical professionals. One of the system highlights is the intelligent ability to generate new exercises, monitor the exercises performed by users in search of progress or possible problems and the dynamic modification of the exercises characteristics. The platform also allows the incorporation of commercial medical sensors capable of collecting valuable information for greater accuracy in the diagnosis and evolution of patients. A case study with real patients with promising results has been carried out. © 2020 by the authors. Licensee MDPI, Basel, Switzerland.;VR;FALSE;NA;Scopus;;;; 998;Pham M., Hoang D.B., Chaczko Z.;Congestion-Aware and energy-Aware virtual network embedding;10.1109/TNET.2019.2958367;2020;Network virtualization is an inherent component of future internet architectures. Network resources are virtualized from the underlying substrate and elastically provisioned and offered to customers on-demand. Optimal allocation of network resources in terms of utilization, quality of service, and energy consumption has been a challenge. Existing solutions consider congestion control in a single-objective virtual network embedding (VNE) problem. This paper defines a multiple-objective VNE problem called the congestion-Aware, energy-Aware VNE (CEVNE). The aim is to seek a solution that saves cost, saves energy and avoids network congestion simultaneously. CEVNE modelling techniques and solution approaches apply both the weighting method and the constraint method to search for pareto-optimal solutions that produce the best compromised solutions for all three objectives. Solving VNE problem is, however, NP-hard. A heuristic solution is proposed involving a two-stage coordinated CEVNE. The node-mapping algorithm searches for the sub-optimal solutions for three objectives. The link mapping process is an SDN-based heuristic algorithm that deploys a path service and a resource monitoring application on an SDN controller. The solution is realized using SDN, Segment Routing, and open network operating system platform (ONOS) technologies. The energy minimization is implemented with a registry that keeps track of active nodes and sets inactive nodes to sleep mode. The evaluation results showed that the multiple-objective CEVNE approach is feasible and achieves its goals of optimizing the resource allocation, improving the runtime, saving the energy consumption and controlling the network congestion. © 1993-2012 IEEE.;NOT;FALSE;NA;Scopus;;;; 999;Ye J.-B., Cui G.-Q.;Design of parametric cad system for ceramic products based on virtual reality technology;10.1007/978-3-030-51100-5_32;2020;"Aiming at the problem that the drawing of ceramic products designed and produced by the original system is low in definition, which leads to poor picture effect, this paper proposes the design of parametric CAD system of ceramic products based on virtual reality technology. Through sensor-mcu control system, complete data collection, build a computer control system platform, select the appropriate data transmission port, complete data transmission; Application of virtual reality technology, and through the data query, modify, and 3 d parametric regeneration to complete its structure system design work process, improve the search efficiency of menu file, according to user requirements, remove or add a menu item, calculating weights of the Bezier curve, design the user interface and high efficiency, adjust the memory image file, complete the system design. The comparison experiment is designed in CAD software, and the image effect of the system in this paper is compared with that of the traditional system. The ceramic products produced by the design system have higher clarity and better effect. © ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2020.";VR;TRUE;NA;Scopus;FALSE;;;Not in VR 1000;Duane A., Gurrin C.;Baseline Analysis of a Conventional and Virtual Reality Lifelog Retrieval System;10.1007/978-3-030-37734-2_34;2020;Continuous media capture via a wearable devices is currently one of the most popular methods to establish a comprehensive record of the entirety of an individual’s life experience, referred to in the research community as a lifelog. These vast multimodal corpora include visual and other sensor data and are enriched by content analysis, to generate as extensive a record of an individual’s life experience. However, interfacing with such datasets remains an active area of research, and despite the advent of new technology and a plethora of competing mediums for processing digital information, there has been little focus on newly emerging platforms such as virtual reality. In this work, we suggest that the increase in immersion and spatial dimensions provided by virtual reality could provide significant benefits to users when compared to more conventional access methodologies. Hence, we motivate virtual reality as a viable method of exploring multimedia archives (specifically lifelogs) by performing a baseline comparative analysis using a novel application prototype built for the HTC Vive and a conventional prototype built for a standard personal computer. © 2020, Springer Nature Switzerland AG.;VR;TRUE;NA;Scopus;TRUE;;TRUE; 1001;Li Z., Ma R., Obuchi K., Liu B., Cheng K., Masuko S., Tanaka J.;Augmented reality shopping system through image search and virtual shop generation;10.1007/978-3-030-50020-7_26;2020;In this paper, we introduce an intelligent augmented reality shopping system that supports image search and 3D virtual shop generation. By capturing an image of the product that the user is looking at, and using image search, we can recommend similar products to the user. Based on the spatial understanding techniques, we developed a 3D virtual shop interface that would be automatically generated in the user’s physical room, where products are arranged around the room at appropriate locations. With the virtual shop display, users would be able to interact with the products’ life-size virtual models by full-hand manipulation. Our system provides more natural interactions such as grabbing and touching. We also carried out an evaluation study for using our system, the participants’ feedback shows that our system provides a better shopping experience with its intuitive search process, immersive shop display, and natural interactions. © Springer Nature Switzerland AG 2020.;AR;;NA;Scopus;;;; 1002;Jez M., Fantoni C., Keber M., Rigutti S., Straga M., Miceu P., Ambrosio L., Carnaghi A., Gerbino W.;A shared immersive virtual environment for improving ship design review;10.3233/978-1-61499-870-9-770;2020;Ship design review (DR) involves extensive collaborative and participatory processes and requires all DR actors (designers, stakeholders, end-users) to manage a large complex decision space in addition to coping with heavy cognitive demands. Here, we present a novel system whose purpose is to optimize the balance between ship DR complexity and the users' cognitive effort. The system exploits the power of interactive multi-user immersive 3D environments based on efficient immersive Virtual Reality Mock-Ups (VRMU) obtained directly from 3D CAD models. The remote multi-user cooperative interaction is supported by tools like Oculus Rift and Oculus Touch, as well as by avatars to overcome geographic distance and increase social proximity. This will likely facilitate joined decision processes and, through enaction, the visualization of environmental features (error/feature detection, information search), thus promoting the project development towards success. © 2018 The authors and IOS Press. All rights reserved.;VR;FALSE;NA;Scopus;;;; 1003;Zhukov D., Korablin Y., Raev V., Akimov D.;Improving the Target Quality Chat-Bots on the Basis of Linguistic Metametric Text;10.1007/978-3-030-37436-5_26;2020;The paper discusses the methods and technologies used for chat bots, taking into account the specifics of Internet communications, for conscious dialogue with a given goal. The methods of formalizing the creation of pages of virtual personalities are discussed in detail. Information presentations of speech behavior meta-metrics for the implementation of a chat bot efficiency model based on the analysis of short messages are considered. As sources of attributive sense formation, not values in the generally accepted understanding, but individually-specific categorical scales, serve as an instrument for identifying, classifying and evaluating the subject’s significant characteristics of objects and phenomena of virtual reality. The goal of creation of models by the subject (agent) is formalized, which consists in obtaining a forecast, that is, a new information object (message or algorithm of actions). The phenomenological correspondence with the results of the research of SP was established by S.P. Rastorguev in the part of the model for transforming the virtual world. A technological solution is proposed on the basis of the search model of the associative context in the semantic kernel. © Springer Nature Switzerland AG 2020.;VR;FALSE;NA;Scopus;;;; 1004;Wen D., Fan Y., Hsu S.-H., Xu J., Zhou Y., Tao J., Lan X., Li F.;Combining brain–computer interface and virtual reality for rehabilitation in neurological diseases: A narrative review;10.1016/j.rehab.2020.03.015;2020;"Background: The traditional rehabilitation for neurological diseases lacks the active participation of patients, its process is monotonous and tedious, and the effects need to be improved. Therefore, a new type of rehabilitation technology with more active participation combining brain–computer interface (BCI) with virtual reality (VR) has developed rapidly in recent years and has been used in rehabilitation in neurological diseases. Objectives: This narrative review analyzed and characterized the development and application of the new training system (BCI-VR) in rehabilitation of neurological diseases from the perspective of the BCI paradigm, to provide a pathway for future research in this field. Methods: The review involved a search of the Web of Science-Science Citation Index/Social Sciences Citation Index and the China National Knowledge Infrastructure databases; 39 papers were selected. Advantages and challenges of BCI-VR – based neurological rehabilitation were analyzed in detail. Results: Most BCI-VR studies included could be classified by 3 major BCI paradigms: motor imagery, P300, and steady-state visual-evoked potential. Integrating VR scenes into BCI systems could effectively promote the recovery process from nervous system injuries as compared with traditional methods. Conclusion: As compared with rehabilitation based on traditional BCI, rehabilitation based on BCI-VR can provide better feedback information for patients and promote the recovery of brain function. By solving the challenges and continual development, the BCI-VR system can be broadly applied to the clinical treatment of various neurological diseases. © 2020 Elsevier Masson SAS";VR;FALSE;NA;Scopus;;;; 1005;Rehman F., Masood H., Ul-Hasan A., Nawaz R., Shafait F.;An intelligent context aware recommender system for real-estate;10.1007/978-3-030-37548-5_14;2020;Finding products and items in large online space that meet user needs is difficult. Time spent searching before finding a relevant item can be a significant time sink for users. As with other economic branches, growing Internet usage also changed user behavior in the real-estate market. Advancements in virtual reality offer virtual tours and interactive map and floor plans which make an online rental websites very popular among users. With the abundance of information, recommender systems become more important than ever to give the user relevant property suggestions and reduce search time. A sophisticated recommender in this domain can help reduce the need of a real-estate agent. Session-based user behavior and lack of user profiles leads to the use of traditional recommendation methods. In this research, we propose an approach for real-estate recommendation based on Gated Orthogonal Recurrent Unit (GORU) and Weighted Cosine Similarity. GORU captures the user search context and weighted cosine similarity improves the rank of pertinent property. We have used the data of an online public real estate web portal (AARZ.PK). The data represents the original behavior of the user on an online portal. We have used Recall, User coverage and Mean Reciprocal Rank (MRR) metrics for the evaluation of our system against other state-of-the-art techniques. The proposed solution outperforms various baselines and state-of-the-art RNN based solutions. © Springer Nature Switzerland AG 2020.;VR;TRUE;NA;Scopus;FALSE;;;Not in VR 1006;Cohen M.W., Kovalchuk S.;A cad path and motion planning system for flexible agents using a genetic algorithm;10.14733/cadaps.2020.1143-1156;2020;This paper proposes an approach to path and motion planning for agents in 3D virtual environments. This type of planning must consider terrain settings, cost and agent features. The problem is to find the least expensive path while adapting the path to the environmental constraints. The proposed system is based on a parallel approach that simultaneously considers all three parameters in the search procedure. It uses a genetic algorithm with flexible parameters and variables adapted to different environments and agents while conforming to time and cost constraints. After defining the approach, the research also analyzes the GA model, its parameters and the defined optimization criteria and variables for solution efficiency. The proposed system attained good results and provides adequate solutions for various cases. © 2020 CAD Solutions, LLC,.;NOT;;NA;Scopus;;;; 1007;Nguyen T.-N., Ho Ba Tho M.-C., Dao T.-T.;A Systematic Review of Real-Time Medical Simulations with Soft-Tissue Deformation: Computational Approaches, Interaction Devices, System Architectures, and Clinical Validations;10.1155/2020/5039329;2020;Simulating deformations of soft tissues is a complex engineering task, and it is even more difficult when facing the constraint between computation speed and system accuracy. However, literature lacks of a holistic review of all necessary aspects (computational approaches, interaction devices, system architectures, and clinical validations) for developing an effective system of soft-tissue simulations. This paper summarizes and analyses recent achievements of resolving these issues to estimate general trends and weakness for future developments. A systematic review process was conducted using the PRISMA protocol with three reliable scientific search engines (ScienceDirect, PubMed, and IEEE). Fifty-five relevant papers were finally selected and included into the review process, and a quality assessment procedure was also performed on them. The computational approaches were categorized into mesh, meshfree, and hybrid approaches. The interaction devices concerned about combination between virtual surgical instruments and force-feedback devices, 3D scanners, biomechanical sensors, human interface devices, 3D viewers, and 2D/3D optical cameras. System architectures were analysed based on the concepts of system execution schemes and system frameworks. In particular, system execution schemes included distribution-based, multithread-based, and multimodel-based executions. System frameworks are grouped into the input and output interaction frameworks, the graphic interaction frameworks, the modelling frameworks, and the hybrid frameworks. Clinical validation procedures are ordered as three levels: geometrical validation, model behavior validation, and user acceptability/safety validation. The present review paper provides useful information to characterize how real-time medical simulation systems with soft-tissue deformations have been developed. By clearly analysing advantages and drawbacks in each system development aspect, this review can be used as a reference guideline for developing systems of soft-tissue simulations. © 2020 Tan-Nhu Nguyen et al.;NOT;;NA;Scopus;;;; 1008;Lapointe J.-F., Valdés J.J., Belliveau L., Vinson N.G., Emond B., Léger S.;A Distributed Multimodal Multi-user Virtual Environment for Visualization and Query of Complex Data;10.1007/978-3-030-44267-5_32;2020;This paper describes an early prototype of a distributed multimodal multi-user virtual environment used for the visualization and query of complex data. The system supports different user interfaces for viewing coloured 3D objects of various sizes representing high-dimensional data to allow visual exploration and pattern detection in the data. Users can navigate and query the environment by using multimodal interaction techniques including speech and gesture recognition. The system serves as a testbed to compare the usability of various interaction techniques for visualization and query of complex data. © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2020.;VR;TRUE;NA;Scopus;TRUE;;TRUE; 1009;[No author name available];AIAS 2019 International Conference on Stress Analysis;;2020;"The proceedings contain 228 papers. The topics discussed include: practical insights on augmented reality support for shop-floor tasks; fostering additive manufacturing of special parts with augmented-reality on-site visualization; virtual reality enabled manufacturing of challenging workpieces; forecasting medical device demand with online search queries: a big data and machine learning approach; the development of cyber-physical framework for classifying health beverage flavor for the ageing society; a study on highly-distributed manufacturing system simulation; digital twins of exoskeleton-centered workplaces: challenges and development methodology; virtual commissioning of industrial control systems - a 3D digital model approach; inferring human intent in remote-control scenarios; bidirectional interoperability of product engineering and manufacturing enhancing mass customization; and toward a real-time reconfiguration of self-adaptive smart assembly systems.";NOT;;Proceedings summary;Scopus;;;; 1010;[No author name available];6th International Conference on Man-Machine Interactions, ICMMI 2019;;2020;"The proceedings contain 24 papers. The special focus in this conference is on International Conference on Man-Machine Interactions. The topics include: FIT2COMIn – Robust Clustering Algorithm for Incomplete Data; GrFCM – Granular Clustering of Granular Data; evaluation of Cosine Similarity Feature for Named Entity Recognition on Tweets; deep Recurrent Neural Networks for Human Activity Recognition During Skiing; recognition of Tennis Shots Using Convolutional Neural Networks Based on Three-Dimensional Data; on Unsupervised and Supervised Discretisation in Mining Stylometric Features; LCR-BLAST—A New Modification of BLAST to Search for Similar Low Complexity Regions in Protein Sequences; risk Susceptibility of Brain Tumor Classification to Adversarial Attacks; prediction of Drug Potency and Latent Relation Analysis in Precision Cancer Treatment; predictions of Age and Mood Based on Changes in Saccades Parameters; VEEP—The System for Motion Tracking in Virtual Reality; using Copula and Quantiles Evolution in Prediction of Multidimensional Distributions for Better Query Selectivity Estimation; Audio-Visual TV Broadcast Signal Segmentation; optimizing Training Data and Hyperparameters of Support Vector Machines Using a Memetic Algorithm; induction of Centre-Based Biclusters in Terms of Boolean Reasoning; issues on Performance of Reactive Programming in the Java Ecosystem with Persistent Data Sources; immersive Virtual Reality for Assisting in Inclusive Architectural Design; spatio-Temporal Filtering for Evoked Potentials Detection; a Review on the Vehicle to Vehicle and Vehicle to Infrastructure Communication; classifying Relation via Piecewise Convolutional Neural Networks with Transfer Learning; ensembles of Active Adaptive Incremental Classifiers; influence of the Applied Outlier Detection Methods on the Quality of Classification.";NOT;;Proceedings summary;Scopus;;;; 1011;[No author name available];Thematic Area on Human Interface and the Management of Information, HIMI 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020;;2020;"The proceedings contain 72 papers. The special focus in this conference is on Human Interface and the Management of Information. The topics include: A visualization tool for the CIRMMT distinguished lecture series; gender difference in preference for apple watch dial interface; a detailed examination of user interactions with two different data interfaces; feature analysis of customers purchasing cars in Japan; waiting time analysis at university hospitals based on visitor psychology; creating new strategies for the changing sports business ~the case of nippon professional baseball~; consumer analysis of high sensitivity layer; comprehensive evaluation of an educational information management solution for parents: Mystudentscope; ontology construction for annotating skill and situation of airline services to multi-modal data; proposal for the tablet-based disaster response evacuation drill for elementary school children; environmental control units for inpatient care at veterans affairs spinal cord injury centers: Heuristic evaluation and design recommendations; hearing method for user requirement extract in participatory design -designing for service involving local residents-; effective disaster prevention map creation using road network analysis; analysis of mental model of users with network malfunction; virtual reality applications using pseudo-attraction force by asymmetric oscillation; galvanic taste stimulation method for virtual reality and augmented reality; Development of VR learning spaces considering lecture format in asynchronous e-learning; augmented reality shopping system through image search and virtual shop generation; multimodal inspection of product surfaces using mobile consumer devices; one-handed character input method for smart glasses; Health education VR; a generalized user interface concept to enable retrospective system analysis in monitoring systems.";NOT;;Proceedings summary;Scopus;;;; 1012;Calabrese A., Mancini T., Massini A., Sinisi S., Tronci E.;Generating T1DM virtual patients for in silico clinical trials via AI-guided statistical model checking;;2020;The availability of a representative population of virtual patients, i.e., a population large enough to represent all relevant human patient behaviours, is a key enabler for the design of In Silico Clinical Trials (ISCTs), that is trials following simulation-based approaches for the safety and efficacy assessment of pharmacological treatments and biomedical devices. This involves the development of Virtual Physiological Human (VPH) models able to represent the whole phenotypes spectrum of the human physiology of interest. Usually, such models are open-loop models, i.e., their behaviour depends also on exogenous inputs (such as, e.g., pharmacological drugs). In this paper, we propose a methodology to convert an open-loop VPH model into a closed-loop model. As a case study, we apply our methodology to a state-of-the-art VPH model defining the human glucose regulation system of individuals with Type 1 Diabetes Mellitus (T1DM), and show how we generate a representative population of T1DM virtual patients. Copyright © 2019 for this paper by its authors.;NOT;;NA;Scopus;;;; 1013;Yang J., Sasikumar P., Bai H., Barde A., Sörös G., Billinghurst M.;The effects of spatial auditory and visual cues on mixed reality remote collaboration;10.1007/s12193-020-00331-1;2020;Collaborative Mixed Reality (MR) technologies enable remote people to work together by sharing communication cues intrinsic to face-to-face conversations, such as eye gaze and hand gestures. While the role of visual cues has been investigated in many collaborative MR systems, the use of spatial auditory cues remains underexplored. In this paper, we present an MR remote collaboration system that shares both spatial auditory and visual cues between collaborators to help them complete a search task. Through two user studies in a large office, we found that compared to non-spatialized audio, the spatialized remote expert’s voice and auditory beacons enabled local workers to find small occluded objects with significantly stronger spatial perception. We also found that while the spatial auditory cues could indicate the spatial layout and a general direction to search for the target object, visual head frustum and hand gestures intuitively demonstrated the remote expert’s movements and the position of the target. Integrating visual cues (especially the head frustum) with the spatial auditory cues significantly improved the local worker’s task performance, social presence, and spatial perception of the environment. © 2020, Springer Nature Switzerland AG.;VR;FALSE;NA;Scopus;;;; 1014;[No author name available];AHFE Virtual Conference on Human Factors and Systems Interaction, 2020;;2020;"The proceedings contain 53 papers. The special focus in this conference is on Human Factors and Systems Interaction. The topics include: Evaluation of Augmented Reality Technologies in Manufacturing – A Literature Review; Organizational Justice: Does “IT” Matter? Empirical Analysis of the Influence of Information Technology on Employee Justice Perceptions; Design of Disaster Management Intelligent System – A Review of the Applied UCD Methods; a Programmable Coprocessor Model of Human Cognition: Implications for Human Factors, Systems Interaction, and Healthcare; developing a Serious Game to Support Disaster Management Preparedness - A Design Thinking Approach; virtual Reality in Support of Maritime Rescue Training; automatic Classification of Incidents in Coastal Zones; economic Implications of Innovative Visual Guidance System for Crane Cabins; principles for Human-Centered System Design in Industry 4.0 – A Systematic Literature Review; The Use of AI-Based Assistance Systems in the Service Sector: Opportunities, Challenges and Applications; employees Perception of the Implementation of Information Technology Systems in the Ghanaian Public Sector; research on Eye Movement Parameters of Command and Control System Operator Based on Emma Model; green Work Environments and Workforce Productivity Among Energy Organizations in Ghana; using High Fidelity Interactive Prototypes for Effective Communication to Create an Enterprise Mobile Application; No, We’re Driving! Steer or Be Steered. How to Keep UX Front and Center During a Vendor’s Demo; what Am I Looking for? Improving User Sentiment by Enhancing Search and the Overall End User Experience in the Mobile Environment; evaluation of Open Source Mobile Phone Weather Applications.";NOT;;Proceedings summary;Scopus;;;; 1015;[No author name available];4th Future Technologies Conference, FTC 2019;;2020;"The proceedings contain 73 papers. The special focus in this conference is on Future Technologies. The topics include: Efficient Bayesian Expert Models for Fever in Neutropenia and Fever in Neutropenia with Bacteremia; preventing Overfitting by Training Derivatives; machine Learning for the Identification and Classification of Key Phrases from Clinical Documents in Spanish; automatic Grasping Using Tactile Sensing and Deep Calibration; an Emotion-Based Search Engine; internet Memes: A Novel Approach to Distinguish Humans and Bots for Authentication; estimating the Ground Temperature Around Energy Piles Using Artificial Neural Networks; emerging Technology of Man’s Life-Long Partnership with Artificial Intelligence; making Food with the Mind: Integrating Brain-Computer Interface and 3D Food Fabrication; AI Embedded Transparent Health and Medicine System; neuroscience of Creativity in Human Computer Interaction; optimal Mapping Function for Predictions of the Subjective Quality Evaluation Using Artificial Intelligence; negative Log Likelihood Ratio Loss for Deep Neural Network Classification; when Inclusion Means Smart City: Urban Planning Against Poverty; AntiOD: A Smart City Initiative to Fight the Opioid Crisis; common Data Format in Visual Assembling Guidance Using Augmented Reality; determining a Framework for the Generation and Evaluation of Ambient Intelligent Agent System Designs; virtual Reality Rendered Video Precognition with Deep Learning for Crowd Management; Food, Energy and Water (FEW) Nexus Modeling Framework; End-to-End Drive By-Wire PID Lateral Control of an Autonomous Vehicle; image Segmentation Based on Cumulative Residual Entropy; cryptography in Quantum Computing; a Stealth Migration Approach to Moving Target Defense in Cloud Computing; low Power High Performance Computing on Arm System-on-Chip in Astrophysics.";NOT;;Proceedings summary;Scopus;;;; 1016;Ewerton M., Arenz O., Peters J.;Assisted teleoperation in changing environments with a mixture of virtual guides;10.1080/01691864.2020.1785326;2020;"Haptic guidance is a powerful technique to combine the strengths of humans and autonomous systems for teleoperation. The autonomous system can provide haptic cues to enable the operator to perform precise movements; the operator can interfere with the plan of the autonomous system leveraging his/her superior cognitive capabilities. However, providing haptic cues such that the individual strengths are not impaired is challenging because low forces provide little guidance, whereas strong forces can hinder the operator in realizing his/her plan. Based on variational inference, we learn a Gaussian mixture model (GMM) over trajectories to accomplish a given task. The learned GMM is used to construct a potential field which determines the haptic cues. The potential field smoothly changes during teleoperation based on our updated belief over the plans and their respective phases. Furthermore, new plans are learned online when the operator does not follow any of the proposed plans or after changes in the environment. User studies confirm that our framework helps users perform teleoperation tasks more accurately than without haptic cues and, in some cases, faster. Moreover, we demonstrate the use of our framework to help a subject teleoperate a 7 DoF manipulator in a pick-and-place task. © 2020, © 2020 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.";NOT;;NA;Scopus;;;; 1017;[No author name available];Intelligent Systems Conference, IntelliSys 2019;;2020;"The proceedings contain 190 papers. The special focus in this conference is on Intelligent Systems. The topics include: Smartphone-based intelligent driver assistant: Context model and dangerous state recognition scheme; voice recognition based system to adapt automatically the readability parameters of a user interface; A machine-synesthetic approach to DDoS network attack detection; Novel synchronous brain computer interface based on 2-D EEG local binary patterning; LSTM-based facial performance capture using embedding between expressions; Automatic curation system using multimodal analysis approach (MAA); mixed reality for industry? An empirical user experience study; Person detection in thermal videos using YOLO; implementation of a hybridized machine learning framework for flood risk management; A novel AI based optimization of node selection and information fusion in cooperative wireless networks; word similarity computing based on hownet and synonymy thesaurus; a comparison of fasttext implementations using arabic text classification; the social net of sentiment: Improving the base sentiment analysis of high impact events with lexical category exploration; reflective writing analysis approach based on semantic concepts: An evaluation of wordnet affect efficiency; semantic-based feedback recommendation for automatic essay evaluation; figurative language grounding in humanoid robots; masdar: A novel sequence-to-sequence deep learning model for arabic stemming; nomen meum earl: Yet another route to intelligent machine behavior; LIT: Rule based Italian lemmatizer; intelligent sense-enabled lexical search on text documents; using automated state space planning for effective management of visual information and learner’s attention in virtual reality; predicting sentiment in Yorùbá written texts: A comparison of machine learning models; toward robust image classification.";NOT;;Proceedings summary;Scopus;;;; 1018;He M., Zhang H.-N., Tang Z.-C., Gao S.-G.;Balance and coordination training for patients with genetic degenerative ataxia: a systematic review;10.1007/s00415-020-09938-6;2020;Background and purpose: The group of genetic degenerative ataxias shares the same feature of gradual deterioration in balance and coordination. However, no cure is yet available for this group of disorders, while rehabilitation remains a cornerstone in the current therapy. This review aims to present a summary of the current knowledge of balance and coordination training in patients with inherited degenerative ataxia and to discuss the training effectiveness accordingly. Methods: A comprehensive search was performed in 5 electronic databases (i.e., Cochrane Library, PEDro, EMbase, PubMed and MEDLINE) to identify the related publications from January, 1999 to January, 2020. Methodological quality was assessed using the Scottish Intercollegiate Guidelines Network (SIGN) grading system and the PEDro scale. Results: A total of 33 out of 515 studies met the eligibility criteria, and were categorized and discussed by their training methods including: (1) conventional physical/occupational therapy, (2) virtual reality/videogame-based training, and (3) adapted physical activity. Despite the substantial variation among included studies, most patients achieved significant improvement in the aspect of balance and coordination following individually-tailored rehabilitation programs. The effects of training showed a relative consistency regardless of the functional dependency level on admission. Conclusions: Balance and coordination training, especially the conventional physical/occupational therapy, is able to improve the balance and coordinative function of patients with genetic degenerative ataxia, but more high-quality studies are needed to formulate recommendations for clinical practice. © 2020, Springer-Verlag GmbH Germany, part of Springer Nature.;VR;FALSE;NA;Scopus;;;; 1019;Zhang J., Gao C., Gong L., Gu Z., Man D., Yang W., Li W.;Malware Detection Based on Multi-level and Dynamic Multi-feature Using Ensemble Learning at Hypervisor;10.1007/s11036-019-01503-4;2020;As more and more applications migrate to clouds, the type and amount of malware attack against virtualized environments are increasing, which is a key factor that restricts the widespread deployment and application of cloud platforms. Traditional in-VM-based security software is not effective against malware attacks, as the security software itself becomes the target of malware attacks and can easily be tampered with or even subverted. In this paper, we propose a new malware detection method to improve virtual machine security performance and ensure the security of the entire cloud platform. This paper uses the virtual machine introspection(VMI) combined with the memory forensics analysis(MFA) technology to extract multiple types of dynamic features from the virtual machine memory, the hypervisor layer and the hardware layer. Furthermore, this paper proposes an adaptive feature selection method. By combining three different search strategies, three types of features are compared and analyzed from three aspects: effectiveness, system load and security. By adjusting the weight of each feature, it meets the detection requirements of different malware in the cloud environment as expected. Finally, the detection method improves the detection accuracy and generalization ability of the overall classifier using the AdaBoost ensemble learning method with Voting’s combination strategy. The experiment used a large number of real malicious samples, and achieved an accuracy of 0.999 (AUC), with a maximum performance overhead of 5.6%. © 2019, Springer Science+Business Media, LLC, part of Springer Nature.;NOT;;NA;Scopus;;;; 1020;Sahu A.K., Sahu A.K., Sahu N.K.;A review on the research growth of industry 4.0: IIoT business architectures benchmarking;10.4018/IJBAN.2020010105;2020;Industry 4.0 is an evolutionary topic, which integrates the business with several production architectures e.g. big data analytics, autonomous networks of electronic devices, simulation, horizontal and vertical integration, the industrial internet of things, cyber security, cloud computing, additive manufacturing, virtual reality, etc. The present research aim is to quantify the research trends and contributions of industry 4.0's business architectures from years 2014-2018. The research responds to the literature review of current leading academic journals and conference proceedings, specific to IIoT-BRs such as I4-Business Growth (BG), I4-Business Optimization (BO), I4-Operational Excellence (OE), I4-Enterprise Resource Planning (ERP), I4-Manufacturing Executive system (MES), I4-Process Control Network (PNC), I4-Functional Excellence (FE), I4-Business Strategy, (BS), I4-Human Resource Management (HRM), I4-Integration (I). The authors utilize an open (Google) internet-based research search engine (OIBRSE) as a conduit to acquire the digital object identifiers and universal resource locators if the DOI non-exists with research articles. The research work archives the one hundred sixty-five research articles, gleaned by conducting the literature review upon IIoT-BRs. The research results that research trends and contributions of I4-(BO) and I4-(BG) are strong. However, I4-(BO) and I4-(BG) are slightly prose than I4-(MES) and I4-Network (PNC). The research growth is a weak residue of the industry 4.0's (IIoT-BRs). The research stores the authentic evidence to supervise the researchers for current research gaps and motivates them to extend their glance to weak IIoT-BRs. The research work aids the new researchers of industry 4.0 to learn and optimize their knowledge in empire of industry 4.0 too. Copyright © 2020, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.;VR;FALSE;NA;Scopus;;;; 1021;"Chen, N; Zhao, M; Gao, K; Zhao, J";The Physiological Experimental Study on the Effect of Different Color of Safety Signs on a Virtual Subway Fire Escape-An Exploratory Case Study of Zijing Mountain Subway Station;10.3390/ijerph17165903;2020;"Safety signs play a very important role in people's evacuation during emergencies. In order to explore the appropriate color for subway safety signs, four safety signs of different color combinations are designed, and the virtual reality, eye-tracking technology, and physiological indicator measurement are used in a virtual subway fire escape experiment. A total of 96 participants with equal distribution in gender and four different color combination groups were recruited. Participants' eye-tracking and physiological data (heart rate, skin conductance) were real-time recorded through ErgoLAB V3.0 in the whole experiment. The relationship between Color_of_safety_sign and escape performance, eye-tracking indicators, and physiological indicators is discussed respectively through SPSS. The results show that ""Green and black"" group has the best evacuation escape performance, low cognitive load, high search efficiency on safety signs, and the highest stress level and immersion and ""Green and black"" can be the most appropriate color for safety sign. This research is of certain significance for improving the function of subway fire-fighting infrastructure and the resilience of the metro system. Moreover, it can provide references and advice on risk management, emergency evacuation, and so on.";VR;FALSE;NA;Web of Science;;;; 1022;"Lou, XL; Li, XA; Hansen, P; Du, P";Hand-adaptive user interface: improved gestural interaction in virtual reality;10.1007/s10055-020-00461-7;2020;"Most interactive user interfaces (UIs) for virtual reality (VR) applications are based on the traditional eye-centred UI design principle, which primarily considers the user's visual searching efficiency and comfort, but the hand operation performance and ergonomics are relatively less considered. As a result, the hand interaction in VR is often criticized as being less efficient and precise. In this paper, the user's arm movement features, such as the choice of the hand being used and hand interaction position, are hypothesized to influence the interaction results derived from a VR study. To verify this, we conducted a free hand target selection experiment with 24 participants. The results showed that (a) the hand choice had a significant effect on the target selection results: for a left hand interaction, the targets located in spaces to the left were selected more efficiently and accurately than those in spaces to the right; however, in a right hand interaction, the result was reversed, and (b) the free hand interactions at lower positions were more efficient and accurate than those at higher positions. Based on the above findings, this paper proposes a hand-adaptive UI technique to improve free hand interaction performance in VR. A comprehensive comparison between the hand-adaptive UI and traditional eye-centred UI was also conducted. It was shown that the hand-adaptive UI resulted in a higher interaction efficiency and a lower physical exertion and perceived task difficulty than the traditional UI.";VR;FALSE;NA;Web of Science;;;; 1023;"Pacheco, TBF; de Medeiros, CSP; de Oliveira, VHB; Vieira, ER; de Cavalcanti, FAC";Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis;10.1186/s13643-020-01421-7;2020;"Background: Exergaming is a fun, engaging, and interactive form of exercising that may help overcome some of the traditional exercise barriers and help improve adherence on the part of older adults, providing therapeutic applications for balance recovery and functional mobility. The purpose of this systematic review is to summarize the effects of exergames on mobility and balance in older adults. Methods: The PRISMA guidelines for systematic reviews were followed. The following databases were searched from inception to August 2019: Cochrane Central Register of Controlled Trials, MEDLINE, EMBASE, PEDro, CINAHL, and INSPEC. We selected randomized controlled trials that assessed the effects of exergames on balance or mobility of older adults without neurological conditions, in comparison to no intervention or health education. Two review authors independently screened the trials' titles and abstracts and identified trials for inclusion according to the eligibility criteria. An almost perfect agreement between the authors was observed with respect to interrater reliability of trial selection (kappa = 0.84; P < 0.001). We performed descriptive analysis of the quantitative data to summarize the evidence. Meta-analysis was carried out using RevMan. A random effects model was used to compute the pooled prevalence with 95% confidence intervals. Results: After screening 822 records, 12 trials comparing exergames with no intervention were included. A total of 1520 older adults participated in the studies, with a mean age of 76 +/- 6 years for the experimental group and 76 +/- 5 years for the control group. Quantitative synthesis showed significant improvements in balance and mobility based on the center of pressure sway (SMD = - 0.89; 95%CI = - 1.26 to - 0.51; P = 0.0001; I-2 = 58%), Berg Balance Scale (MD = 2.15; 95%CI = 1.77 to 2.56; P = 0.0001; I-2 = 96%), and on Timed Up and Go test (MD = - 2.48; 95%CI = - 3.83 to - 1.12; P = 0.0003; I-2 = 0). Conclusions: Exergames improved balance and mobility in older adults without neurological disorders and motivate patients to keep performing balance exercises. High quality studies with standardized assessment protocols are necessary to improve the strength of the evidence.";NOT;;NA;Web of Science;;;; 1024;"Sen, G; Sener, B";Design for Luxury Front-Seat Passenger Infotainment Systems with Experience Prototyping through VR;10.1080/10447318.2020.1785150;2020;This article focuses on empowering front-seat passengers in luxury car journeys through infotainment systems and investigates how luxury can be manifested via new functionalities and interactions. It presents an experience prototyping study in which 27 participants tried out a VR-simulated design proposal for the front-seat passenger infotainment system within a travel scenario and reflected on their UX. The article suggests design recommendations to answer the user concerns and expectations revealed in the results, including the provision of enough margin of error in gestural manipulations, prevention of driver and passenger distractions, keeping up with the technology within car's life cycle, involvement in the journey, collaboration with driver and relatedness to social network. The article underlines that these expectations expand further in luxury cars with the search for digital upgrades, infotainment content with luxury symbolic value, and subtle technology integration to the luxury car interior. It finally provides a framework with various modes showing that front-seat passengers' expectations from the infotainment system change based on their relationships with the surroundings and the driver, and it offers design solutions to facilitate each mode.;VR;TRUE;NA;Web of Science;TRUE;;FALSE;Not about IR in VR 1025;"Wang, MN; Li, DH; Shang, XP; Wang, J";A review of computer-assisted orthopaedic surgery systems;10.1002/rcs.2118;2020;Background Computer-assisted orthopaedic surgery systems have great potential, but no review has focused on computer-assisted surgery systems for the spine, hip, and knee. Methods A systematic search was performed in Web of Science and PubMed. We searched the literature on computer-assisted orthopaedic surgery systems from 2008 to the present and focused on three aspects of systems: training, planning, and intraoperative navigation. Results and discussion In this review study, we reviewed 34 surgical training systems, 31 surgical planning systems, and 41 surgical navigation systems. The functions and characteristics of the surgical systems were compared and analysed, and the current concerns about and the impact of the surgical systems on doctors and surgery were clarified. Conclusion Computer-assisted orthopaedic surgery systems are still in the development stage. Future surgical training systems should include synthetic models with patient anatomy. Surgical planning systems with automatic planning should be developed, and surgical navigation systems with multimodal fusion, robotic assistance and imaging should be developed.;NOT;;NA;Web of Science;;;; 1026;"Delgado, F; Ananian, CD";The Use of Virtual Reality through Head-Mounted Display on Balance and Gait in Older Adults: A Scoping Review;10.1089/g4h.2019.0159;2020;Introduction:Falls are the most prominent cause of injury and injury-related deaths among older adults (OAs). Virtual reality has been utilized as a method of improving balance and gait in OAs. However, the use of virtual reality through a head-mounted display (VR-HMD) in this area is limited. Objective:The objective of this scoping review was to identify research that used VR-HMD in relation to balance and gait in OAs and to evaluate how VR-HMD is being used with this population. Materials and Methods:A systematic search of the literature was carried out from June 2019 to July 2019 through the following databases: Scopus, Web of Science, PUBMED, and PsycInfo. Eligible studies involved the use of VR-HMD to assess or intervene in balance or gait outcomes of OAs (>= 65 years). Articles were not limited to any specific study design or by the year of publication. Results:Our search identified 306 possible articles, of which eight citations met the eligibility criteria. Four studies utilized VR-HMD as an assessment tool or to perturb the balance, while the other four used VR-HMD in their interventions. Conclusions:Currently, it is not clear whether VR-HMD alone is an effective tool for improving balance and gait. However, this review suggests that it is feasible to use VR-HMD with OAs to affect balance and gait. More research is needed in this area, although there appears to be great potential in utilizing VR-HMD with OAs to improve balance outcomes.;VR;FALSE;NA;Web of Science;;;; 1027;"Yang, J; Sasikumar, P; Bai, HD; Barde, A; Soros, G; Billinghurst, M";The effects of spatial auditory and visual cues on mixed reality remote collaboration;10.1007/s12193-020-00331-1;2020;Collaborative Mixed Reality (MR) technologies enable remote people to work together by sharing communication cues intrinsic to face-to-face conversations, such as eye gaze and hand gestures. While the role of visual cues has been investigated in many collaborative MR systems, the use of spatial auditory cues remains underexplored. In this paper, we present an MR remote collaboration system that shares both spatial auditory and visual cues between collaborators to help them complete a search task. Through two user studies in a large office, we found that compared to non-spatialized audio, the spatialized remote expert's voice and auditory beacons enabled local workers to find small occluded objects with significantly stronger spatial perception. We also found that while the spatial auditory cues could indicate the spatial layout and a general direction to search for the target object, visual head frustum and hand gestures intuitively demonstrated the remote expert's movements and the position of the target. Integrating visual cues (especially the head frustum) with the spatial auditory cues significantly improved the local worker's task performance, social presence, and spatial perception of the environment.;VR;FALSE;NA;Web of Science;;;; 1028;"He, M; Zhang, HN; Tang, ZC; Gao, SG";Balance and coordination training for patients with genetic degenerative ataxia: a systematic review;10.1007/s00415-020-09938-6;2020;Background and purpose The group of genetic degenerative ataxias shares the same feature of gradual deterioration in balance and coordination. However, no cure is yet available for this group of disorders, while rehabilitation remains a cornerstone in the current therapy. This review aims to present a summary of the current knowledge of balance and coordination training in patients with inherited degenerative ataxia and to discuss the training effectiveness accordingly. Methods A comprehensive search was performed in 5 electronic databases (i.e., Cochrane Library, PEDro, EMbase, PubMed and MEDLINE) to identify the related publications from January, 1999 to January, 2020. Methodological quality was assessed using the Scottish Intercollegiate Guidelines Network (SIGN) grading system and the PEDro scale. Results A total of 33 out of 515 studies met the eligibility criteria, and were categorized and discussed by their training methods including: (1) conventional physical/occupational therapy, (2) virtual reality/videogame-based training, and (3) adapted physical activity. Despite the substantial variation among included studies, most patients achieved significant improvement in the aspect of balance and coordination following individually-tailored rehabilitation programs. The effects of training showed a relative consistency regardless of the functional dependency level on admission. Conclusions Balance and coordination training, especially the conventional physical/occupational therapy, is able to improve the balance and coordinative function of patients with genetic degenerative ataxia, but more high-quality studies are needed to formulate recommendations for clinical practice.;VR;FALSE;NA;Web of Science;;;; 1029;"Riboni, FV; Comazzi, B; Bercovitz, K; Castelnuovo, G; Molinari, E; Pagnini, F";Technologically-enhanced psychological interventions for older adults: a scoping review;10.1186/s12877-020-01594-9;2020;Background The world population is getting older. As life expectancy increases, traditional health care systems are facing different challenges in terms of cost reduction and high-quality service delivery capability. New ways to improve older adults' quality of life have been explored, taking advantage of new technological solutions. Our focus is on the integration of technology in clinical treatments to facilitate or deliver psychological interventions meant to improve well-being in older adults. Our aims were to describe the main technology-based interventions supporting seniors' quality of life or psychological well-being and to provide greater clarity to what is described in the current literature as their effects on seniors' cognitive and psychological outcomes and healthcare policies. Methods We reviewed the scientific literature looking for studies that investigated how technology can be implemented into clinical psychology treatments for older adults. Our search was conducted using the following databases: PubMed, PsycINFO, Scopus, ISI Web of Science, and CINAHL. The search provided 350 articles, mostly (approximate to 90%) dated after 2002. analysis narrowed the selection to 150 papers, according to their relevance and actuality as judged by a restricted group of independent researchers. Results Through a thematic analysis, we found that virtual reality (VR), robots, telemedicine, software, video games, and smartphone applications could potentially support older adults' psychological treatment with a positive impact on healthcare systems. Conclusion Findings from the literature are encouraging, although most of these results are only preliminary.;VR;FALSE;NA;Web of Science;;;; 1030;"Zhang, FQ; Wei, QM; Xu, LQ";An fast simulation tool for fluid animation in VR application based on GPUs;10.1007/s11042-019-08002-4;2020;Realistic and real-time simulation of fluid animation is widely used to the application of virtual reality(VR) such as VR game, special effect in film, augmented reality (AR) and so on. However, fast simulation of complex fluid animation problem such as free interaction surface and high impact requires a large number of both physical computations and time steps. It in turn leads to high computational cost. In order to improve the problem, we design a fast tool to accelerate and simulate fluid animation using multi-node graphics processing units clusters. In this paper, we present a fluid animation model tool for VR application based on multi-GPU cluster. The model method of position-based fluid (PBF) is implemented on our tool, and some strategies for GPUs optimizations are applied to parallel system based on the character of hardware. We first present an efficient data structure for speeding up memory access. Then, an optimized parallel framework is designed to get higher performance. We adjust the size of grid sptial index, reducing the access and thread synchronization during the neighborhood search, which greatly improve the efficiency on GPU. The key work of extending the PBF method from single GPU to GPU clusters, a spatial decomposition strategy is presented based on Orthogonal Recursive Bisection(ORB) model. Finally, an effective VR tool for real-time fluid animation modeling on the GPUs cluster is designed which can create various vivid animation. The performance and efficiency of our method are demonstrated using multiple VR scenes.;VR;FALSE;NA;Web of Science;;;; 1031;"Knobel, SEJ; Kaufmann, BC; Gerber, SM; Cazzoli, D; Muri, RM; Nyffeler, T; Nef, T";Immersive 3D Virtual Reality Cancellation Task for Visual Neglect Assessment: A Pilot Study;10.3389/fnhum.2020.00180;2020;"Background: Unilateral spatial neglectis an attention disorder frequently occurring after a right-hemispheric stroke. Neglect results in a reduction in qualityof life and performance in activities of daily living. With current technical improvements in virtual reality (VR) technology, trainingwith stereoscopic head-mounted displays (HMD) has become a promising new approach for the assessment and the rehabilitation of neglect. The focus of this pilot study was to develop and evaluate a simple visual search task in VR for HMD. The VR system was tested regarding feasibility, acceptance, and potential adverse effects in healthy controls and right-hemispheric stroke patients with and without neglect. Methods: The VR system consisted of two main components, a head-mounted display to present the virtual environment, and a hand-held controller for the interaction with the latter. The task followed the rationale of diagnostic paper-pencil cancellation tasks; i.e., the participants were asked to search targets among distractors. However, instead of a two-dimensional setup, the targets and distractors were arranged in three dimensions, in a sphere around the subject inside its field of view. Usability and acceptance of the task, as well as the performance in the latter, were tested in 15 right-hemispheric subacute stroke patients (10 of whom with and five of whom without unilateral spatial neglect; mean age: 67.1 +/- 10.5 years) and 35 age-matched healthy controls. Results: System usability and acceptance were rated as high both in stroke patients and healthy controls, close to the maximum score of the questionnaire scale. No relevant adverse effects occurred. There was a high correlation (r = 0.854, p = 0.002) between the Center of Cancellation [an objective neglect measure) calculated from a paper-pencil cancellation task (Sensitive Neglect Test (SNT)] and the newly developed VR cancellation task. Conclusion: Overall, the developed visual search task in the tested VR system is feasible, well-accepted, enjoyable, and does not evoke any significant negative effects, both for healthy controls and for stroke patients. Findings for task performance show that the ability of the VR cancellation to detect neglect in stroke patients is similar to paper-pencil cancellation tasks.";VR;FALSE;NA;Web of Science;;;; 1032;"Zubair, U; Zubair, Z";Surgical resident training in Pakistan and benefits of simulation based training;10.5455/JPMA.282116;2020;Apprentice-mentor is the traditional method for training surgical residents, but with the advent of time, advanced techniques have been developed to train residents. Simulation training is a time-effective method for training residents and is being used globally, but the majority of training hospitals in Pakistan have been practising apprenticeship model since it came into being. This review was planned to demonstrate the results of studies comparing the efficacy of trainees trained via the traditional apprenticeship model versus simulator-based training. Pubmed and Google Scholar were searched. Keywords used were 'simulation-based training', 'laparoscopic simulators' and 'surgical teaching methods'. Articles published between 1995 and 2017 were selected for review. The search was limited to articles published in English language. The review advocates implementation of simulation for training as well as assessment. This can be a magnificent step towards upgrading our healthcare system.;NOT;;NA;Web of Science;;;; 1033;"Knepley, KD; Mao, JZ; Wieczorek, P; Okoye, FO; Jain, AP; Harel, NY";Impact of Telerehabilitation for Stroke-Related Deficits;10.1089/tmj.2020.0019;2020;"Background: Stroke is the leading cause of serious long-term disability in the United States. Barriers to rehabilitation include cost, transportation, lack of trained personnel, and equipment. Telerehabilitation (TR) has emerged as a promising modality to reduce costs, improve accessibility, and retain patient independence. TR allows providers to remotely administer therapy, potentially increasing access to underserved regions. Objectives: To describe types of stroke rehabilitation therapy delivered through TR and to evaluate whether TR is as effective as traditional in-person outpatient therapy in improving satisfaction and poststroke residual deficits such as motor function, speech, and disability. Methods: A literature search of the term ""telerehabilitation and stroke"" was conducted across three databases. Full-text articles with results pertaining to TR interventions were reviewed. Articles were scored for methodological quality using the PEDro scale. Results: Thirty-four articles with 1,025 patients were included. Types of TR included speech therapy, virtual reality (VR), robotic, community-based, goal setting, and motor training exercises. Frequently measured outcomes included motor function, speech, disability, and satisfaction. All 34 studies reported improvement from baseline after TR therapy. PEDro scores ranged from 2 to 8 with a mean of 4.59 +/- 1.94 (on a scale of 0-10). Studies with control interventions, randomized allocation, and blinded assessment had significantly higher PEDro scores. All 15 studies that compared TR with traditional therapy showed equivalent or better functional outcomes. Home-based robotic therapy and VR were less costly than in-person therapy. Patient satisfaction with TR and in-person clinical therapy was similar. Conclusions: TR is less costly and equally as effective as clinic-based rehabilitation at improving functional outcomes in stroke patients. TR produces similar patient satisfaction. TR can be combined with other therapies, including VR, speech, and robotic assistance, or used as an adjuvant to direct in-person care.";VR;FALSE;NA;Web of Science;;;; 1034;"Lopez-Valverde, N; Fernandez, JM; Lopez-Valverde, A; Juan, LFV; Ramirez, JM; Fraile, JF; Payo, JH; Antona, LAB; de Sousa, BM; Bravo, M";Use of Virtual Reality for the Management of Anxiety and Pain in Dental Treatments: Systematic Review and Meta-Analysis;10.3390/jcm9041025;2020;"Background: Dental treatments often cause pain and anxiety in patients. Virtual reality (VR) is a novel procedure that can provide distraction during dental procedures or prepare patients to receive such type of treatments. This meta-analysis is the first to gather evidence on the effectiveness of VR on the reduction of pain (P) and dental anxiety (DA) in patients undergoing dental treatment, regardless of age. Methods: MEDLINE, CENTRAL, PubMed, EMBASE, Wiley Library and Web of Science were searched for scientific articles in November 2019. The keywords used were: ""virtual reality"", ""distraction systems"", ""dental anxiety"" and ""pain"". Studies where VR was used for children and adults as a measure against anxiety and pain during dental treatments were included. VR was defined as a three-dimensional environment that provides patients with a sense of immersion, transporting them to appealing and interactive settings. Anxiety and pain results were assessed during dental treatments where VR was used, and in standard care situations. Results: 31 studies were identified, of which 14 met the inclusion criteria. Pain levels were evaluated in four studies (n = 4), anxiety levels in three (n = 3) and anxiety and pain together in seven (n = 7). Our meta-analysis was based on ten studies (n = 10). The effect of VR was studied mainly in the pediatric population (for pain SMD = -0.82). In the adult population, only two studies (not significant) were considered. Conclusions: The findings of the meta-analysis show that VR is an effective distraction method to reduce pain and anxiety in patients undergoing a variety of dental treatments; however, further research on VR as a tool to prepare patients for dental treatment is required because of the scarcity of studies in this area.";VR;FALSE;NA;Web of Science;;;; 1035;"Velazquez-Pimentel, D; Stewart, E; Trockels, A; Achan, P; Akhtar, K; Vaghela, KR";Global Rating Scales for the Assessment of Arthroscopic Surgical Skills: A Systematic Review;10.1016/j.arthro.2019.09.025;2020;Purpose: To evaluate whether sufficient validity and reliability evidence exists to support the use of global rating scales (GRS) as evaluation tools in both formative assessment and competency assessment of arthroscopic procedures. Methods: A search of PubMed, Embase, and Scopus was conducted for articles published between 1990 and 2018. Studies reporting measures of validity and reliability of GRS relating to arthroscopic skills were included. Procedural checklists and other assessment tools were excluded. Results: A total of 39 articles met the inclusion criteria. In total, 7 de novo GRS specific for arthroscopic education and 3 pre-existing GRS repurposed 4 times for arthroscopic education were identified in the literature. The 11 GRS were used to assess 1175 surgeons 3890 times. Three GRS tools explicitly defined an arbitrary minimum competency threshold, 6 of 11 tools demonstrated construct validity-the ability to significantly discriminate between groups of differing experience-and 5 of 11 tools assessed inter-rater reliability, but only the Arthroscopic Surgical Skills Evaluation Tool demonstrated excellent inter-rater reliability. The Arthroscopic Surgical Skills Evaluation Tool was validated by 16 articles for a total of 537 surgeons for hip, knee, shoulder, and ankle arthroscopy in both simulated and clinical environments but was found to be invalid in wrist arthroscopy. The Basic Arthroscopic Knee Skill Scoring System was validated by 15 articles for a total of 497 surgeons for knee, hip, and shoulder in both clinical and simulated environments. The remaining 9 GRS were validated by 2 or fewer studies. Conclusions: Overall, GRS have contributed to training, feedback, and formative assessment practices. The GRS reviewed demonstrate both construct and concurrent validity as well as reliability in multiple arthroscopic procedures in multiple joints. Currently, there is sufficient evidence to use GRS as a feedback tool. However, there is insufficient evidence for its use in high-stakes examinations or as a minimum competency assessment.;NOT;;NA;Web of Science;;;; 1036;"Lv, ZH; Li, XM; Lv, HB; Xiu, WQ";BIM Big Data Storage in WebVRGIS;10.1109/TII.2019.2916689;2020;In the context of big data and the Internet of Things, with the advancement of geospatial data acquisition and retrieval, the volume of available geospatial data is increasing every minute. Thus, new data-management architecture is needed. We proposed a building information model (BIM) big data-storage-management solution with hybrid storage architecture based on web virtual reality geographical information system (WebVRGIS). BIM is associated with the integration of spatial and semantic information on the various stages of urban building. In this paper, based on the spatial distribution characteristics of BIM geospatial big data, a data storage and management model is proposed for BIM geospatial big data management. The architecture primarily includes Not only Structured Query Language (NoSQL) database and distributed peer-to-peer storage. The evaluation of the proposed storage method is conducted on the same software platform as our previous research about WebVR. The experimental results show that the hybrid storage architecture proposed in this research has a lower response time compared to the traditional relational database in geospatial big data searches. The integration and fusion of BIM big data in WebVRGIS realizes a revolutionary transformation of city information management during a full lifecycle. The system also has great promise for the storage of other geospatial big data, such as traffic data.;VR;TRUE;NA;Web of Science;FALSE;;;Not in VR 1037;"Chesser, BT; Blythe, SA; Ridge, LD; Tomaszewski, RER; Kinne, BL";Effectiveness of the Wii for pediatric rehabilitation in individuals with cerebral palsy: a systematic review;10.1080/10833196.2020.1740402;2020;"Background: The Nintendo Wii is a virtual reality system that has become increasingly popular in neurorehabilitation and research because it provides an innovative method for training lower extremity function and balance. Objective: The purpose of this systematic review was to evaluate the effectiveness of the Nintendo Wii for improving gait and standing balance in individuals with cerebral palsy (CP). Methods: A comprehensive literature search of CINAHL Complete, MEDLINE, and ProQuest Medical Database was performed using the search terms ""Wii"" AND ""cerebral palsy"" AND ""balance OR postural control OR stability OR ambulation OR gait OR walking."" The evidence level for all included studies was established using the Oxford Center for Evidence-Based Medicine 2011 Levels of Evidence, and the methodological rigor for all included studies was established using the PEDro Scale. Results: Based on the inclusion and exclusion criteria, six articles were included in this systematic review. This systematic review showed that rehabilitation using the Nintendo Wii is generally more effective than no treatment or traditional treatment methods when used to improve standing balance and gait in individuals, 21 years of age or younger, with a diagnosis of CP. Findings suggested that the Nintendo Wii may be more effective when used in combination with traditional treatment methods and may be an appropriate option for long-term rehabilitation. Conclusion: Therapists should consider using the Nintendo Wii, alone or in combination with traditional treatment methods designed to improve standing balance and gait, when treating individuals with CP.";VR;FALSE;NA;Web of Science;;;; 1038;"Custodio, NB; Costa, FD; Cadernartori, MG; da Costa, VPP; Goettems, ML";Effectiveness of Virtual Reality Glasses as a Distraction for Children During Dental Care;;2020;Purpose: The purpose of this review was to investigate the effect of virtual reality (VR) glasses as an audiovisual distraction technique on dental anxiety, pain perception, and behavior triggered during dental treatment in children up to 12 years old. The research question asked was: Can improvement be seen in the child's behavior, pain perception or anxiety when VR eyeglasses are used during dental treatment? Methods: Five databases were searched for studies published until September 2018. Studies were selected by titles and abstracts, followed by full-texts reading. Results: Meta-analysis was performed and combined results were presented as a pooled mean difference for each procedure, using random-effect models. Nine randomized clinical trials assessed the effect of VR glasses on children's behavior during dental care. No differences were observed in anxiety levels during local anesthesia, use of rubber dam, removal of caries and restorative procedures. Similar results were observed in children's behavior when local anesthesia and rubber dam were used. Conclusions: The use of virtual reality glasses is an effective tool for improving behavior and reducing pain perception during the dental treatment of children. Children who used VR eye-glasses behaved better during removal of caries and showed lower pain perception during restoration.;VR;FALSE;NA;Web of Science;;;; 1039;"Gopalakrishnan, S; Jacob, CES; Kumar, M; Karunakaran, V; Raman, R";Comparison of Visual Parameters Between Normal Individuals and People with Low Vision in a Virtual Environment;10.1089/cyber.2019.0235;2020;"Patients with Low vision are known to experience difficulties in executing activities of daily living and visual search due to reduction in vision. There is a need to translate clinical parameters into a real world that is relevant so as to understand the patient's functional vision; this can be possible with virtual reality (VR). This prospective study included 53 normal and 30 low vision subjects older than 18 years of age in a tertiary care center. The low vision subjects were further classified into peripheral field loss (PFL) and central field loss (CFL). A VR bank environment was developed with multiple tasks that aimed at assessing reading for distance and near, identification of objects against various contrast levels and mobility. Based on the normative data obtained a scoring system was developed to quantify the visual performance between normal and low vision subjects. A significant difference was found in the performance between the normal and low vision subjects in the VR environment. The overall VR performance score was lower in subjects with PFL 56.65 (IQR 19.4) than CFL 63.25 (IQR 10.83); however, both of them were lower compared with normal subjects 87 (IQR 4.6) p < 0.001. These findings suggest that performance of low vision subjects was worse than normal subjects in VR environment and it is important to plan and prioritize assessment and rehabilitation interventions for low vision subjects with a more holistic performance based approach.";VR;FALSE;NA;Web of Science;;;; 1040;Strong, J;Immersive Virtual Reality and Persons with Dementia: A Literature Review;10.1080/01634372.2020.1733726;2020;Dementia of any type is incurable and treatment is primarily focused on slowing its progression and managing symptoms, typically accomplished through a combination of medication and lifestyle factors. Social workers are uniquely positioned to suggest new and innovative strategies for improving the quality of life. Technology opens a variety of options, and virtual reality is one of the more recent additions to the available toolkit. This review describes the state of the literature as it relates to the use of immersive virtual reality technology with persons with dementia. One hundred fifty-eight articles were returned by keyword search, but just three of those used modern virtual reality systems. Each of the three studies found positive results in their respective uses of virtual reality with persons with dementia. VR was well tolerated by participants and engagement was high, though sample sizes were small across studies. Results demonstrated immersive VR is a viable pathway for a variety of novel interventions with this population, but more research using modern immersive devices is required. Social workers in a variety of care settings can build on these early findings and develop an array of novel palliative and leisure-time experiences for this population.;VR;FALSE;NA;Web of Science;;;; 1041;"Bengtsson, M; Enberg, C; Tell, F";Foolishness without consequence? From physical to virtual modeling in the history of military aircraft development at Saab;10.1093/icc/dtz065;2020;"From Jim March we learned that organizational intelligence demands adaptation to the needs of a distant future as well as the efficient use of resources in the present. Commitment to new ideas that deviate from norm is necessary for long-term adaptation, but comes with great uncertainty as to if when or how success will come. This article uses a historical study of military aircraft manufacturer Saab to explore the transition from experimenting with physical models and dangerous test flights in the development of rather simple aircraft systems, to the development of complex integrated aircraft systems using virtual models that can be tested in a simulated world, thereby postponing choice and the need for commitment of resources in the physical world. We show how modeling techniques and tools were developed over five generations of aircraft to help developers represent and evaluate alternative ideas, in an increasingly realistic virtual reality, thereby reducing material and fatal consequences in aircraft development. We distinguish hybrid forms of evaluation and a transition that seems to be moving in the direction of ""virtual online evaluation,"" where empirically informed simulation models, based on real flight data reduces the fidelity gap between reality and representation. Drawing upon a selection of Jim March's writings, we speculate what this transition implies for learning from experience and the possibility of foolishness without consequence.";VR;FALSE;NA;Web of Science;;;; 1042;"de la Iglesia, DH; Mendes, AS; Gonzalez, GV; Jimenez-Bravo, DM; Santana, JFD";Connected Elbow Exoskeleton System for Rehabilitation Training Based on Virtual Reality and Context-Aware;10.3390/s20030858;2020;Traditional physiotherapy rehabilitation systems are evolving into more advanced systems based on exoskeleton systems and Virtual Reality (VR) environments that enhance and improve rehabilitation techniques and physical exercise. In addition, due to current connected systems and paradigms such as the Internet of Things (IoT) or Ambient Intelligent (AmI) systems, it is possible to design and develop advanced, effective, and low-cost medical tools that patients may have in their homes. This article presents a low-cost exoskeleton for the elbow that is connected to a Context-Aware architecture and thanks to a VR system the patient can perform rehabilitation exercises in an interactive way. The integration of virtual reality technology in rehabilitation exercises provides an intensive, repetitive and task-oriented capacity to improve patient motivation and reduce work on medical professionals. One of the system highlights is the intelligent ability to generate new exercises, monitor the exercises performed by users in search of progress or possible problems and the dynamic modification of the exercises characteristics. The platform also allows the incorporation of commercial medical sensors capable of collecting valuable information for greater accuracy in the diagnosis and evolution of patients. A case study with real patients with promising results has been carried out.;VR;FALSE;NA;Web of Science;;;; 1043;"Vaidya, A; Aydin, A; Ridgley, J; Raison, N; Dasgupta, P; Ahmed, K";Current Status of Technical Skills Assessment Tools in Surgery: A Systematic Review;10.1016/j.jss.2019.09.006;2020;"Background: Tools for assessment of technical skills are a crucial part of surgical education. They provide trainees with quantitative feedback highlighting both proficiency and areas for improvement. For this to be relevant to day-to-day practice, the tools used have to be validated and relevant to each surgical situation. This study aims to evaluate the validity of assessment tools used within surgery. Materials and methods: Following Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines, a systematic review was conducted searching the MEDLINE and Embase databases (International Prospective Register of Systematic Reviews: CRD42018104674). Studies utilizing any assessment tool in any surgical specialty were included. Messick's criteria were used for literature evaluation, and the Modified Educational Oxford Centre for Evidence-Based Medicine was used to assess levels of recommendation. Results: A total of 303 studies and 76 tools were included. The most commonly used tool was Objective Structured Assessment Tool Skills (OSATS; n = 137, 45.2%). OSATS was used in conjunction with another tool or tools in an additional 55 studies (18.2%). Seven further tools were used in at least 3 studies. A total of five studies evaluated contained all five aspects of Messick's validity. Conclusions: There are several widely validated tools for assessing technical skills, the most common of which is OSATS. There is an emerging trend for crowdsourcing as a quick, cheap method for assessment of technical skills. This technique has been validated using both GEARS and GOALS. Numerous tools were found to be used only once and demonstrate a tendency for units to create their own tools for a specific task or specialty. (C) 2019 Elsevier Inc. All rights reserved.";NOT;;NA;Web of Science;;;; 1044;"Parker, J; Powell, L; Mawson, S";Effectiveness of Upper Limb Wearable Technology for Improving Activity and Participation in Adult Stroke Survivors: Systematic Review;10.2196/15981;2020;Background: With advances in technology, the adoption of wearable devices has become a viable adjunct in poststroke rehabilitation. Upper limb (UL) impairment affects up to 77% of stroke survivors impacting on their ability to carry out everyday activities. However, despite an increase in research exploring these devices for UL rehabilitation, little is known of their effectiveness. Objective: This review aimed to assess the effectiveness of UL wearable technology for improving activity and participation in adult stroke survivors. Methods: Randomized controlled trials (RCTs) and randomized comparable trials of UL wearable technology for poststroke rehabilitation were included. Primary outcome measures were validated measures of activity and participation as defined by the International Classification of Functioning, Disability, and Health. Databases searched were MEDLINE, Web of Science (Core collection), CINAHL, and the Cochrane Library. The Cochrane Risk of Bias Tool was used to assess the methodological quality of the RCTs and the Downs and Black Instrument for the quality of non RCTs. Results: In the review, we included 11 studies with collectively 354 participants at baseline and 323 participants at final follow-up including control groups and participants poststroke. Participants' stroke type and severity varied. Only 1 study found significant between-group differences for systems functioning and activity (P <=.02). The 11 included studies in this review had small sample sizes ranging from 5 to 99 participants at an average (mean) age of 57 years. Conclusions: This review has highlighted a number of reasons for insignificant findings in this area including low sample sizes and the appropriateness of the methodology for complex interventions. However, technology has the potential to measure outcomes, provide feedback, and engage users outside of clinical sessions. This could provide a platform for motivating stroke survivors to carry out more rehabilitation in the absence of a therapist, which could maximize recovery.;NOT;;NA;Web of Science;;;; 1045;"Voiskounsky, AE; Smyslova, OV";CYBERSICKNESS IN VIRTUAL REALITY: KEY FACTORS AND SENSORY INTEGRATION;10.31857/S020595920007882-6;2020;"The article provides an overview of cybersickness, also known as a simulator sickness. Phenomenology of cybersickness often accompanies the use of virtual or augmented reality systems. The factors that are supposedly contributing to the emergence of cybersickness, including the technical parameters of virtual reality systems, the individual characteristics of particular users of such systems and the specifics of the tasks they perform, including the phenomena of presence and multitasking, are analyzed. As a promising direction in the search for one of the probable root causes of cybersickness, the issues related to the psychological mechanisms of the integration of multisensor information are discussed in detail. This research area has been actively developing over the past two decades and is associated with the appearance (including through the use of the virtual reality methodology) of sensory illusions (visual, auditory, tactile, kinesthetic) and with the registration of human behavior in situations when the body image seems to be changed. The corresponding phenomena have already received the metaphorical names ""out-of-body experience"", or ""rubber arm"". Specialists in cognitive sciences, anatomy and neurophysiology of the brain, neuropsychology, philosophy, cyberpsychology, computer science in general and computer graphics in particular, as well as medical prosthetics are interested in solving relevant research problems. Based on available sources in which attempts are made to fix the center of multisensory integration, suggestions are made about its localization in the brain. Promising measures aimed at reducing the likelihood of cybersickness are being considered.";VR;FALSE;NA;Web of Science;;;; 1046;"Knippenberg, E; Van Hout, L; Smeets, W; Palmaers, S; Timmermans, A; Spooren, A";Developing an intelligent activity-based client-centred training system with a user-centred approach;10.3233/THC-191854;2020;"BACKGROUND: In neurorehabilitation, clinicians and managers are searching for new client-centred task-oriented applications which can be administered without extra costs and effort of therapists, and increase the client's motivation. OBJECTIVE: To develop and evaluate a prototype of an intelligent activity-based client-centred training (i-ACT) system based on Microsoft Kinect (R). METHODS: Within an iterative user centred process, the i-ACT prototype was developed and necessary features were established for use in neurological settings. After the test trial with a high fidelity prototype, the value, usefulness, and credibility were evaluated. RESULTS: Seven therapists participated in focus groups and 54 persons with neurological problems participated in test trials. A prototype was established based on the user's experience. Results show that clients and therapists acknowledge the value and usefulness (clients 5.71/7; therapists 4.86/7), and credibility (clients 21.00/27; therapists 14.50/27) of i-ACT. CONCLUSIONS: Therapists want to be able to record an endless range of movements and activities which enables individualised exercise programs for persons with disabilities. For therapists it is important that the system provides feedback about the quality of movement and not only results. In future work, clinical trials will be performed towards feasibility and effectiveness of i-ACT in neurorehabilitation and other rehabilitation domains.";NOT;;NA;Web of Science;;;; 1047;"Ahmadpour, N; Keep, M; Janssen, A; Rouf, AS; Marthick, M";Design Strategies for Virtual Reality Interventions for Managing Pain and Anxiety in Children and Adolescents: Scoping Review;10.2196/14565;2020;Background: Virtual reality (VR) technology has been explored in the health sector as a novel tool for supporting treatment side effects, including managing pain and anxiety. VR has recently become more available with the launch of low-cost devices and apps. Objective: This study aimed to provide an updated review of the research into VR use for pain and anxiety in pediatric patients undergoing medical procedures. Specifically, we wanted to gain an understanding of the techniques and goals used in selecting or designing VR apps in this context. Methods: We performed a scoping review. To identify relevant studies, we searched three electronic databases. Two authors screened the titles and abstracts for relevance and eligibility criteria. Results: Overall, 1386 articles published between 2013 and 2018 were identified. In total 18 articles were included in the review, with 7 reporting significant reduction in pediatric pain or anxiety, 3 testing but finding no significant impact of the VR apps employed, and the rest not conducting any test of significance. We identified 9 articles that were based on VR apps specifically designed and tailored for pediatric patients. The findings were analyzed to develop a holistic model and describe the product, experience, and intervention aspects that need to be considered in designing such medical VR apps. Conclusions: VR has been demonstrated to be a viable choice for managing pain and anxiety in a range of medical treatments. However, commercial products lack diversity and meaningful design strategies are limited beyond distraction techniques. We propose future VR interventions to explore skill-building goals in apps characterized by dynamic feedback to the patient and experiential and product qualities that enable them to be an active participant in managing their own care. To achieve this, design must be part of the development.;VR;FALSE;NA;Web of Science;;;; 1048;Shums'kyi, OL;USE OF IT FOR FUTURE FOREIGN LANGUAGE TEACHERS' LINGUISTIC SELF-EDUCATION;NA;2020;"The article substantiates that large-scale implementation of information technologies will facilitate methodological support of future foreign language teachers' linguistic self-education. The main functions and advantages of the author's multimedia training package ""English for Self-Education"", designed to support future foreign language teachers' linguistic self-educational activities, are characterized. It is defined that the package is an open-ended multipurpose programmatic learning system, containing didactic, methodological, informational and reference materials. The package is based on general pedagogical, ergonomic and specific principles of informatization of education. It has a dual structure, which includes two levels. The first level contains 1) lexical-informational component that provides working with lexical and theoretical material, 2) training element, which enables practicing knowledge and skills, as well as mastering methods and means of autonomous managing, regulating and correcting the process of linguistic self-education, 3) control aspect, which allows realizing independent monitoring and evaluating the degree and quality of acquired knowledge and skills. The second level considerably extends didactic possibilities and educational resources of the package. It covers a wide range of extra learning materials of theoretical and practical nature that are available both in the package itself and beyond its limits through providing the access to the ""virtual reality"" within external resources of global network. All the above not only makes for activating students' cognitive activity but also significantly enriches their language and sociocultural practice. The package enables comprehensive independent study of a foreign language, exercising self-diagnostics in order to detect gaps in the student's foreign-language competence, performing intensive linguistic self-educational activities, constant monitoring the level of autonomously mastered foreign-language material, carrying out search for information, etc. Thus, the package provides optimal conditions for future foreign language teachers' linguistic self-educational activities. Students have an opportunity to actualize the adaptive algorithm of building the individual trajectory of linguistic self-education in accordance with their psychological features and personal educational needs. It is shown that working with the package results in students' receiving an external and internal educational products, namely improving foreign-language knowledge and skills, along with gaining personal experience of linguistic self-educational activities. It is grounded by the example of the proposed package that comprehensive use of IT significantly optimizes the process of linguistic self-education.";VR;TRUE;NA;Web of Science;FALSE;;;Not in VR 1049;"Sahu, AK; Sahu, AK; Sahu, NK";A Review on the Research Growth of Industry 4.0: IIoT Business Architectures Benchmarking;10.4018/IJBAN.2020010105;2020;Industry 4.0 is an evolutionary topic, which integrates the business with several production architectures e.g. big data analytics, autonomous networks of electronic devices, simulation, horizontal and vertical integration, the industrial internet of things, cyber security, cloud computing, additive manufacturing, virtual reality, etc. The present research aim is to quantify the research trends and contributions of industry 4.0's business architectures from years 2014-2018. The research responds to the literature review of current leading academic journals and conference proceedings, specific to IIoT-BRs such as I4-Business Growth (BG), I4-Business Optimization (BO), I4-Operational Excellence (OE), I4Enterprise Resource Planning (ERP), I4-Manufacturing Executive system (MES), I4-Process Control Network (PNC), I4-Functional Excellence (FE), I4-Business Strategy, (BS), I4-Human Resource Management (HRM), I4-Integration (I). The authors utilize an open (Google) internet-based research search engine (OIBRSE) as a conduit to acquire the digital object identifiers and universal resource locators if the DOI non-exists with research articles. The research work archives the one hundred sixty-five research articles, gleaned by conducting the literature review upon IIoT-BRs. The research results that research trends and contributions of I4-(BO) and I4-(BG) are strong. However, I4-(BO) and I4-(BG) are slightly prose than I4-(MES) and I4-Network (PNC). The research growth is a weak residue of the industry 4.0's (IIoT-BRs). The research stores the authentic evidence to supervise the researchers for current research gaps and motivates them to extend their glance to weak IIoT-BRs. The research work aids the new researchers of industry 4.0 to learn and optimize their knowledge in empire of industry 4.0 too.;NOT;;NA;Web of Science;;;; 1050;"Bian, Q; Zhang, XJ; Wang, ZD; Liu, MJ; Li, BJ; Wu, DB; Liu, G";Virtual surgery system for liver tumor resection;10.3233/JIFS-179401;2020;"Multi-phase computed tomography images are widely applied to doctors' routine interpretation of organic lesions or before human abdominal surgery. However, because of the lack of intuitive and three-dimensional (3D) observations, human factors lead to 80% of the clinical errors. A primary malignant tumor resection system based on a virtual reality (VR) helmet and a force-feedback device combined with a 3D printing model is proposed in this paper. First, we used the thin-plate spline (TPS) deformation method to register the different phase images. In the case of a metastatic tumor, a spherical scoring filter (SSF) model was built for searching the tumor pattern with edge detection and subtraction processing, from which the initial tumors were selected on the basis of the calculated score. For hepatocellular carcinoma cases, candidates were extracted as the areas without edges by using edge detection filters on the subtraction image between the equilibrium and arterial phase images. Finally, the false positive (FP) candidate was eliminated before obtaining the 3D shape of the liver tumor in the expansion process, thus providing an accurate volume of lesions for the surgical plan for the liver resection. The results showed that our virtual surgery system enabled the user to simulate the use of a scalpel for cutting and removing the organ labels; 3D display on a VR helmet with a deformable effect; and touching organs with a force-feedback device. Our virtual surgery tools could simulate all of the effects of the doctors' operations and make clinical practice more efficient.";VR;FALSE;NA;Web of Science;;;; 1051;Rekow, ED;Digital dentistry: The new state of the art - Is it disruptive or destructive?;10.1016/j.dental.2019.08.103;2020;Objective. Summarizing the new state of the art of digital dentistry, opens exploration of the type and extent of innovations and technological advances that have impacted - and improved - dentistry. The objective is to describe advances and innovations, the breadth of their impact, disruptions and advantages they produce, and opportunities created for material scientists. Methods. On-line data bases, web searches, and discussions with industry experts, clinicians, and dental researchers informed the content. Emphasis for inclusion was on most recent publications along with innovations presented at trade shows, in press releases, and discovered through discussions leading to web searches for new products. Results. Digital dentistry has caused disruption on many fronts, bringing new techniques, systems, and interactions that have improved dentistry. Innovation has spurred opportunities for material scientists' future research. Significance. With disruptions intrinsic in digital dentistry's new state of the art, patient experience has improved. More restoration options are available delivering longer lifetimes, and better esthetics. Fresh approaches are bringing greater efficiency and accuracy, capitalizing on the interest, capabilities, and skills of those involved. New ways for effective and efficient inter-professional and clinician-patient interactions have evolved. Data can be more efficiently mined for forensic and epidemiological uses. Students have fresh ways of learning. New, often unexpected, partnerships have formed bringing further disruption and novel advantages. Yes, digital dentistry has been disruptive, but the abundance of positive outcomes argues strongly that it has not been destructive. (C) 2019 The Academy of Dental Materials. Published by Elsevier Inc. All rights reserved.;NOT;;NA;Web of Science;;;; 1052;A Duane, B Þór Jónsson, C Gurrin;VRLE: Lifelog Interaction Prototype in Virtual Reality: Lifelog Search Challenge at ACM ICMR 2020;NA;2020;… In Figure 8 we can observe a user pointing at a specific image with the contex- tual interface rendered slightly … Zoom' and 'Search Tags' which are intended as sec- ondary features provided to improve accessibility for some users … In IEEE Symposium on 3D User Interfaces (3DUI …;VR;TRUE;NA;Google Scholar;TRUE;;TRUE; 1053;AR Ward, R Capra;Immersive Search: Using Virtual Reality to Examine How a Third Dimension Impacts the Searching Process;NA;2020;… Prior work has explored interfaces that arrange information in 3 dimensions to assist in navigating … the effect of the display conditions on participants' perceptions about the search task and interface … grid condition used more of the space imme- diately around the user and only …;VR;TRUE;NA;Google Scholar;TRUE;;TRUE; 1054;A Duane, C Gurrin;Baseline Analysis of a Conventional and Virtual Reality Lifelog Retrieval System;NA;2020;… event summary, the necessary interactions are very similar to how each system interacts with its respective user interface … primary goal was to establish their baseline experience performing general computer tasks and familiarity with digital user interfaces … 5.2 User Performance …;VR;TRUE;NA;Google Scholar;TRUE;;TRUE; 1055;PRKS Bhama, V Hariharasubramanian, OP Mythili…;Users' domain knowledge prediction in e-learning with speech-interfaced augmented and virtual reality contents;NA;2020;… acceptance model derived from a meta-analysis model and attain the significance of speech interfaces to m … The speech interface gets the audio file recorded from the front end and extracts the features using … User (username, class, domain, recent five lectures and search history …;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Not about IR in VR 1056;A Elboudali, A Aoussat, F Mantelet, J Bethomier…;A customised virtual reality shopping experience framework based on consumer behaviour: 3DR3CO;NA;2020;… the device's native modes of inter- action (mouse for computers, touches for tactile interfaces) or in … For instance, the product sheet tool corresponds to an interface of motivators such as product description text … As it could be seen the VR shop who had the most user visits logins …;VR;FALSE;;Google Scholar;;;; 1057;F Yang, J Qian, J Novotny, D Badre…;A Virtual Reality Memory Palace Variant Aids Knowledge Retrieval from Scholarly Articles;NA;2020;"… large amounts 4 of information, it is difficult to remember analytic stages, 5 find valuable information … A recall procedure involves actively 155 searching for a piece of information; a recall task is a … in the scene; and (c) a sample of text rendered in our virtual reality system while the …";VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Not about IR in VR 1058;RDM Junior, CE Paiva, R Bueno;Visualization of similarity queries in an immersive virtual reality environment;NA;2020;… Visualization allows users to better understand the distribution of data related to the queries and to … E. Activity history GUI (Graphical User Interface) … narz, “Collaborative data analytics using virtual reality,” IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2019, pp …;VR;TRUE;NA;Google Scholar;TRUE;;FALSE;Search not in VR 1059;L Nisiotis, L Alboul;Work-in-Progress—Converging Virtual Reality, Robots, and Social Networks to Support Immersive Learning;NA;2020;… The user can interact with the Fetch digital twin through a User Interface (UI) panel attached to it, allowing to choose actions to be executed by the robot in the real and virtual world … Once the user locates the object, a question needs to be answered correctly through a UI panel …;VR;FALSE;;Google Scholar;;;; 1060;C Sagnier, E Loup-Escande, D Lourdeaux…;User acceptance of virtual reality: an extended technology acceptance model;NA;2020;… A model of user adoption of interface agents for email notification … Exploring user acceptance of 3D virtual worlds in travel and tourism marketing … doi:10.1016/j.tourman.2012.09.009[Crossref], [Web of Science ®] , [Google Scholar]), and different users (Elias, Smith, & Barney, 2012 …;VR;FALSE;;Google Scholar;;;; 1061;Z Li, D Akkil, R Raisamo;Gaze-based Kinaesthetic Interaction for Virtual Reality;NA;2020;… Therefore, reducing user fatigue is necessary in the design of kinaesthetic interfaces … The proposed interface supports fast point (using the gaze) and touch (using the hand-based input) interactions for softness detection …;VR;FALSE;;Google Scholar;;;; 1062;SMC Loureiro, J Guerreiro, F Ali;20 years of research on virtual reality and augmented reality in tourism context: A text-mining approach;NA;2020;… Immersive technologies such as virtual reality (VR) and augmented reality (AR) have enabled tourism managers … VR abstracts the users from their surrounding environment and presents them with both … paper uses a text mining approach called topic modeling to find latent topics …;VR;FALSE;;Google Scholar;;;; 1063;Y Shi, J Du, DA Worthy;The impact of engineering information formats on learning and execution of construction operations: A virtual reality pipe maintenance experiment;NA;2020;"… Findings are expected to inspire the design of cognition-driven smart information system in engineering tasks … group); an interactive 3D model of the plate heat exchanger with bulleted-text operational instructions (3D group); or an immersive Virtual Reality (VR) environment …";VR;FALSE;;Google Scholar;;;; 1064;S Kim, MJ Choi, JS Choi;Empirical Study on the Factors Affecting Individuals' Switching Intention to Augmented/Virtual Reality Content Services Based on Push-Pull-Mooring Theory;NA;2020;… Functional simplicity is similar in both user-friendliness and its semantic positiveness … users in a particular IS, the simplicity in the use of the content may cause users to lose … Bolz [28] claimed that the functional simplicity of the system structure and the interface in using the system …;VR;FALSE;;Google Scholar;;;; 1065;JMD Delgado, L Oyedele, P Demian…;A research agenda for augmented and virtual reality in architecture, engineering and construction;NA;2020;… Augmented Reality (AR) and Virtual Reality (VR) are technologies of utmost importance for the Architecture, Engineering and Construction (AEC … generated imagery on the real environment to enhance or augment the contextual perception of the user's surroundings [108], [109] …;VR;FALSE;;Google Scholar;;;; 1066;U Bunz, J Seibert, J Hendrickse;From TAM to AVRTS: development and validation of the attitudes toward Virtual Reality Technology Scale;NA;2020;… This is determined in large part by the control device and how it interfaces with the … play a significant role in enhancing the presence and enjoyment experienced by users (Seibert and … Davis posited that a user's decision to accept or reject an information system is influenced by …;VR;FALSE;;Google Scholar;;;; 1067;SF Hussain;A COMPARISON OF 3D SHAPE RECOGNITION IN COMPUTER AIDED DESIGN BETWEEN VIRTUAL REALITY AND CONVENTIONAL TWO DIMENSIONAL …;NA;2020;… implementation such as the constant revamping of user interfaces. The images below are an … interface tools in order to navigate the mapped environment … UI but assuming one has ample space it is not necessarily a must have in all cases. 1.4 Scope …;VR;FALSE;;Google Scholar;;;; 1068;JM Davila Delgado, L Oyedele, T Beach…;Augmented and virtual reality in construction: Drivers and limitations for industry adoption;NA;2020;… register using the same email address you use to maintain your ASCE Member account … 2014), and tangible user interfaces (TUIs) are physical objects from the real environment that enable a … a projection-based AR approach for visualizing vital information within a user's field of …;VR;FALSE;;Google Scholar;;;; 1069;S Philippe, AD Souchet, P Lameras, P Petridis…;Multimodal teaching, learning and training in virtual reality: a review and case study;NA;2020;… Rather each member takes roles with associated skills … a network, etc.). Such a tool is relevant to train users to interact with said system and learn procedural … surgery training. Figure 9 hereafter shows the user interface with a measurement tool (left) and the control …;VR;FALSE;;Google Scholar;;;; 1070;I Jeelani, K Han, A Albert;Development of virtual reality and stereo-panoramic environments for construction safety training;NA;2020;… A stereo-panoramic environment is a virtual environment that provides users with a dynamic 360 … User controls have been built for trainees to navigate within and between scenes, and also from … perception (Biggs et al., 2013) argue that this type of haphazard search is ineffective …;VR;FALSE;;Google Scholar;;;; 1071;A Wang;Creators, classrooms, and cells: designing for the benefits and limitations of learning in immersive virtual reality;NA;2020;… Meredith Thompson Research Scientist, Comparative Media Studies Committee Member Page 2. 2 Page 3. 3 … tracking techniques that monitored and responded to the position of the user's head in virtual space … Because it can allow users to experience and iterate upon difficult …;VR;FALSE;;Google Scholar;;;; 1072;M Sobral, MH Pestana;Virtual reality and dementia: A bibliometric analysis;NA;2020;… Concerning keywords, given the focus of the study, the following keywords and Boolean operators “virtual reality” AND “dementia” were used … Scopus are considered the most widespread databases in different scientific fields which are frequently used for searching the literature …;VR;FALSE;;Google Scholar;;;; 1073;AR Ward;Immersive Search: Interactive Information Retrieval in Three-Dimensional Space;NA;2020;… to apply to all technologies on the continuum and to understand what immersion means for 3D IIR interfaces … The application records all pertinent user-to-system interaction … 4.3 Data Collection and Analysis In the exploratory study, interface interaction data will be collected as …;VR;TRUE;NA;Google Scholar;TRUE;;TRUE; 1074;A Alateeq, M Roantree, C Gurrin;Voxento: A Prototype Voice-controlled Interactive Search Engine for Lifelogs;NA;2020;"… CCS CONCEPTS • Information systems → Search interfaces; Multimedia DBs; • Human-centered computing → Sound-based input … can be manually modified with a keyboard if the user considers it … dynamic persistent query- ing, resulting in a more conversational interface for the …";VR;TRUE;NA;Google Scholar;FALSE;;;Not in VR 1075;C Gurrin, TK Le, VT Ninh, DT Dang-Nguyen…;Introduction to the Third Annual Lifelog Search Challenge (LSC'20);NA;2020;"… computing → Empirical studies in interaction design; • Information systems → Mobile information process- ing systems; Search interfaces … For each topic, a participating team has a user (expert or novice … team with the highest score, across both expert and novice users, when all …";VR;TRUE;NA;Google Scholar;FALSE;;FALSE;Not about IR in VR 1076;FZ KOUDDAD, M KOHILI, AC LAMARI…;Indexing and Image Search by the Content According to the Biological Base of the Cognitive Processing of Information using a Neural Sensor;NA;2020;… and Classification Techniques towards the use of Brain-Computer Interfaces in Virtual … EMAYAVARAMBAN , M. SIVA RAMKUMAR AND AHMED FAEQ HUSSEIN, (Member, IEEE) “A … Electroencephalogram Based Brain Computer Interface for Elderly Disabled”, IEEE Access …;NOT;;;Google Scholar;;;; 1077;S Münster, F Niebling, J Bruschke, K Barthel…;Urban history research and discovery in the age of digital repositories. A report about users and requirements;NA;2020;… the basis for the conception and prototypical development of a 4D browser interface for a … are currently strategies for presenting a large number of data sets [78], interfaces for automatic … availability of applications and services, compatibility to a broad range of user devices as …;AR;;;Google Scholar;;;; 1078;H Li, H Wang;Research on the Application of Artificial Intelligence in Education;NA;2020;… can actively and efficiently find and collect the information required by users from the … information to the user on time, and can speculate the user's intention and … model database and database interface, teacher model database and database interface, teaching evaluation agent …;NOT;;;Google Scholar;;;; 1079;J Gwizdka, A Dillon;Eye-Tracking as a Method for Enhancing Research on Information Search;NA;2020;… is important for understanding cognitive demands imposed by search tasks, search interfaces, and information … body of research obtained this way can better inform interface designers of … with other neurophysiological signals) and combine it with explicit user interactions, where …;NOT;;;Google Scholar;;;; 1080;H Xue, D Tao, T Wang, X Zhang;Visual search in vibration environments: Effects of spatial ability, stimulus size and stimulus density;NA;2020;… User preference represented the stimulus size and stimulus density that an individual preferred for visual … The stimuli icons were designed based on radar interfaces currently used in many of Chinese … A computer image of a ship radar interface mock-up was used to present …;NOT;;;Google Scholar;;;; 1081;LH Lee, T Braud, S Hosio, P Hui;Towards Augmented Reality-driven Human-City Interaction: Current Research and Future Challenges;NA;2020;… Their usage is limited because of the bottleneck in user-friendliness … As stated in Section 2, AR smartglasses are a good candidate to connect users with immersive interfaces to the … no e ective way to interact with the city-system's dynamic content shown on the displays' interface …;AR;;;Google Scholar;;;; 1082;Z Fu, Y Liu, X Sun, Y Liu, Z Tian;Confusing-Keyword Based Secure Search over Encrypted Cloud Data;NA;2020;… The historical data retrieved by users can often reflect the user's search habits, reflecting the personalized features of the users … When the user enters a search sentence, we can use the Stanford parser to obtain the weight score of each word in each search sentence by the …;NOT;;;Google Scholar;;;; 1083;RD Vatavu;Connecting Research from Assistive Vision and Smart Eyewear Computing with Crisis Management and Mitigation Systems: A Position Paper;NA;2020;… M., DE LA IGLESIA DG, OTERO N., Tangible and Wearable User Interfaces for Supporting … 2983298 [9] COSTELLO A., TANG A., An Egocentric Augmented Reality Interface for Spatial … MPRV.2009.47 [24] POPOVICI I., VATAVU R.-D., Understanding Users' Preferences for …;NOT;;;Google Scholar;;;; 1084;F Gurcan, NE Cagiltay, K Cagiltay;Mapping Human–Computer Interaction Research Themes and Trends from Its Existence to Today: A Topic Modeling-Based Review of past 60 Years;NA;2020;… to maximize the usability, effectiveness, efficiency and satisfaction of the interfaces between users … As seen in Table 4, the top-rated topics were “User Interface Design” (10.17 … topics were “Assistive Technologies” (2.41%), “Virtual Reality” (2.67%), “Neural Interface” (2.75%), and …;NOT;;;Google Scholar;;;; 1085;YJ Cai, CKY Lo;Omni-channel management in the sharing economy era: A systematic review and future research agenda;NA;2020;;VR;FALSE;;Google Scholar;;;; 1086;N Zhou, J Du, X Yao, W Cui, Z Xue, M Liang;A content search method for security topics in microblog based on deep reinforcement learning;NA;2020;… that microblog search based on short text retrieval tends to result in only recent messages rather than the most relevant ones, which weakens the search utility perceived by users. Therefore, how to conduct microblog search while fully considering user-perceived utility is …;NOT;;;Google Scholar;;;; 1087;F Guo, F Li, W Lv, L Liu, VG Duffy;Bibliometric Analysis of Affective Computing Researches during 1999~ 2018;NA;2020;… instance, an embodied conversational agent is a form of intelligent user interface that aims to … Embodied conversational agents: Representation and intelligence in user interfaces … citation indexing service that provides a comprehensive citation search, enabling users to acquire …;NOT;;;Google Scholar;;;; 1088;C Pretorius, D McCashin, N Kavanagh…;Searching for Mental Health: A Mixed-Methods Study of Young People's Online Help-seeking;NA;2020;… it is often in regard to the needs of another person, eg a friend or family member … The intent was to allow participants to become immersed with the user and allow them to … Across all workshop designs, participants included a chat option within a broader interface that addressed …;NOT;;;Google Scholar;;;; 1089;V Bykov, D Mikulowski, O Moravcik…;THE USE OF THE CLOUD-BASED OPEN LEARNING AND RESEARCH PLATFORM FOR COLLABORATION IN VIRTUAL TEAMS;NA;2020;… networking by exploiting excellencies and synergies and activities carried out in the Member States and … data to semi-structured with the delivered software modification WPadV4 enables users to create … of whatever kind deployed on the cloud servers of the provider by the user …;NOT;;;Google Scholar;;;; 1090;AK Tyagi, MM Nair, S Niladhuri…;Security, Privacy Research issues in Various Computing Platforms: A Survey and the Road Ahead.;NA;2020;… in multiple responder, Identity privacy ,safety problem, LBS server difficulty, Preserving user location privacy … Building trust, AI human interface, investment, software malfunction, need of governance … techniques, but the personal details may be leaked to malicious users after the …;NOT;;;Google Scholar;;;; 1091;A Sesay, J Steffen;Wearables as Augmentation Means: Conceptual Definition, Pathways, and Research Framework;NA;2020;… interface, power supply, sensors and actuators that are used to interface with the … cues, the study concluded that minimalist designs engender complex user experiences due to data … accommodate advances in personal informatics technologies that allow users to customize the …;VR;FALSE;;Google Scholar;;;; 1092;S Syvänen, C Valentini;Conversational agents in online organization–stakeholder interactions: a state-of-the-art analysis and implications for further research;NA;2020;… Yet, because they are becoming a common interface between stakeholders and organizations, it is necessary to reflect on the opportunities … Service-oriented, Chatbot responds to users' service needs, “Machine agents serving as natural language user interfaces to data …;VR;FALSE;;Google Scholar;;;; 1093;J Penman, GC Lear;Over Mountain Tops and Through the Valleys of Postgraduate Study and Research: A Transformative Learning Experience from Two Supervisees' …;NA;2020;… Browse and search ISI journal articles, conference proceedings and books … Hsun-Ming Lee. Aim/Purpose: One of the most fascinating developments in computer user interfaces in recent … On a daily basis, unauthorized users derive ways to gain access to sensitive patient medical …;NOT;;;Google Scholar;;;; 1094;M Fargnoli, M Lombardi;Building Information Modelling (BIM) to Enhance Occupational Safety in Construction Activities: Research Trends Emerging from One Decade of Studies;NA;2020;… Find support for a specific problem on the support section of our website … criteria, in the first stage of the analysis, 343 documents emerged from the search into the … at automatically checking for fall hazards in building information models by providing design alternatives to users …;NOT;;;Google Scholar;;;; 1095;LD Tran, MD Nguyen, NT Binh, H Lee…;Myscéal: An Experimental Interactive Lifelog Retrieval System for LSC'20;NA;2020;… 4.6 User Interaction The main challenge in the design of the user-interface was to inte- grate the back … In this way, the UI is “anchored” on the main screen as shown in the figure, while … pops up, map slides in/out, and the 'submit' button appears/disappears as the user moves the …;VR;TRUE;NA;Google Scholar;FALSE;;;Not in VR 1096;VL Tran, AV Mai-Nguyen, TD Phan, AK Vo…;An Interactive Multimodal Retrieval System for Memory Assistant and Life Organized Support;NA;2020;… 3.4 Web User Interfaces (Web UI) Aiming to provide a friendly and convenient way to query … In that case, inaccurate images are still displayed on the interface and masked as deleted … memory assistant and life organized support in a friendly and convenient manner with Web UI …;VR;TRUE;NA;Google Scholar;FALSE;;;Not in VR