Monday, December 9, 2019

Technology and Innovation for Developments

Question: Discuss about the Technology and Innovation for Developments. Answer: Virtual Reality Device Developments The recent innovation in the technological world that has taken the world by storm is the Virtual Technology, also otherwise known as VR technology. The very reason why VR technology has emerged to be such a huge success is that it enables the users to enjoy realistic images, sounds and other kind of sensation with the help of special software. The greatest benefit of virtual reality technology, is that it is able to expand itself to a variety of spheres, and its application is no longer confined to the video games and cell phone industry, but has succeeded in exercising remarkable impact on the healthcare industry as well. Combining a Passive Robotic Device, Virtual Reality and High Resolution EEG for Post-Stroke Neuro-Motor Rehabilitation At present, critical diseases such as stroke can also be treated much effectively with the help of the VR technology. The VR technology has gained huge recognition in the medical field as well. It is gaining much popularity among the people over the issue of stroke rehabilitation. In case a patient has suffered from stroke, a combination of VR therapy along with physical therapy can complete cure the patient of the paralyzed condition. The VR therapy has been employed in restoring mobility to the patients. It is to be noted that the VR technology has not only succeeded in offering physical benefits, but also psychological as well as cognitive benefits to the employees. Ready Headset Go: Virtual reality Devices The newly introduced VR technology has already started revolutionizing the world of entertainment and hence its application has been effectively used for the manufacture of the VR headsets. These mobile gadgets or music systems are equipped with as many as 70 sensors that enables the user to use 360 degree head tracking systems, that helps the user enjoy the benefits of virtual technology without suffering from any sort of motion sickness. Standalone virtual reality devices to extend opportunity beyond mobile and tethered VR. 2016.Internet Business News. Standalone Virtual Reality Devices to Extend Opportunity beyond Mobile ad Tethered VR The employment of computer graphics enables the users to enjoy the three-dimensional graphics without facing any sort of border or constraint. The history of the concept of virtual reality dates back to the years of 1960-62, when a man named Morton Heilig first created a multi-sensory stimulator. However, from 1990 onwards, there were innovative developments in the field of VR technology, with the wider application of 3D graphics, and real-time interactive graphics. Quantifying the Ability of Individuals with Macular Disease to See and Read Content on Virtual and Augmented Reality Devices The very reason as to why the VR technology has become such a huge craze among the people, is that it lets the consumers navigate as well as view a three-dimensional world, in real time, and virtual reality being a clone of the physical reality has gained popularity among the masses. Evaluation of Practical Exercises Using an Intravenous Simulator Incorporating Virtual Reality and Haptics Device Technologies Cyberpresece and Telepresence are the two most important features of the VR technology. The term Cyberpresence implies the feeling of experiencing reality about a particular situation, when the thing is remotely located from the observer. As a result of the sensory feedback, received by the user, he feels a sense of actual presence of an object located near him, although it is located far away from him. On the other hand, cyberspace is related more to the world of entertainment and World Wide Web. An Appeal for Heritage Interpretation and Accessibility. Immersive and Interactive Virtual Reality Tours for Mobile Devices The application of the VR technology has aroused immense interest among the public, I the 21s century. The application of the VR technology in a variety of gadgets enables the user enjoy an intuitive way of human-gadget interaction. Recent Advancements in Medical Simulation: Patient-specific Virtual Reality Simulation The scope of application of the VR technology is absolutely immense in the field of medical science. Not only does the VR technology help in curing incurable diseases, but it also helps and enables the medical students and the clinicians understand important principles of basic anatomy. An Overview of Aaugmented and Virtual Reality Applications in Radiotherapy and Future Developments Enabled by Modern Tablet Devices The VR technology is applied for the purpose of training the medical students, with complex modes of treatment, such as laparoscopic procedures. The benefit of using the VR technology for training the medical students in acquiring the surgical skills, cannot be overemphasized. Limitations of Haptic Feedback Devices on Construct Validity of the LapSim Virtual Reality Simulator Despite the undeniable contribution of the VR technology, the major limitation in the use of the technology is the high price at which the new technology is available. It is too much expensive, and a headset that uses VR technology, costs around $ 599. Mapping Virtual and Physical Reality The set up of a VR software is quite time consuming, and troublesome. This is one of the major disadvantages of the software. Besides, it should be remembered that even during the set up of the software, no off-shelf solutions are available. The VR technology is still found to offer an unpleasant and uncomfortable experience to the users. Exploring Virtual Reality Technology and the Oculus Rift for the Examination of Digital Pathology Slides One of the major benefits of the VR technology that can largely help the society, is its contribution to the medical science and healthcare services. The application of the VR technology through the simulation in the anesthesia has brought an innovative change in the field of medical education. I believe that the virtual technology has brought a revolutionary change, and despite its high price, it has been able to offer an immersive experience to the users. The very craze it has succeeded in creating among the masses, is proved by the fact that it has been able to successfully expand itself to a variety of areas, such as music, media, education, as well as healthcare service. However, I think that the contribution is maximum in the sphere of entertainment. Reference List: Bautista, Guillermo Duclos, and Javier Cousillas Ripoll. 2013. An appeal for heritage interpretation and accessibility. immersive and interactive virtual reality tours for mobile devices.Virtual Archaeology Review4 (9): 148-53. Cosentino, F., N. W. John, and J. Vaarkamp. 2014. An overview of augmented and virtual reality applications in radiotherapy and future developments enabled by modern tablet devices.Journal of Radiotherapy in Practice13 (3): 350-64. Farahani, Navid, Robert Post, Jon Duboy, Ishtiaque Ahmed, Brian Kolowitz, Teppituk Krinchai, Sara Monaco, Jeffrey Fine, Douglas Hartman, and Liron Pantanowitz. 2016. Exploring virtual reality technology and the oculus rift for the examination of digital pathology slides.Journal of Pathology Informatics7 (1): 22-. Jung, Eun-Young, Dong Kyun Park, Young Ho Lee, Hyun Sook Jo, Yong Su Lim, and Rae Woong Park. 2012. Evaluation of practical exercises using an intravenous simulator incorporating virtual reality and haptics device technologies.Nurse Education Today32 (4): 458-63. Moshtael, Howard, Lanxing Fu, Ian Underwood, and Baljean Dhillon. 2015. Paper no S8.2: Quantifying the ability of individuals with macular disease to see and read content on virtual and augmented reality devices.SID Symposium Digest of Technical Papers46 (S1): 34-. Patel, Jay. 2015. Virtual reality device developments.XRDS: Crossroads, the ACM Magazine for Students22 (1): 13 Ready, headset, go; virtual-reality devices. 2015.The Economist417 (8965): 64. Standalone virtual reality devices to extend opportunity beyond mobile and tethered VR. 2016.Internet Business News Steinisch, M., M. G. Tana, B. Guarnieri, G. Cerroni, A. Serio, S. Buzzelli, and S. Comani. 2013. Combining a passive robotic device, virtual reality and high-resolution EEG for post-stroke neuro-motor rehabilitation.Neurophysiologie Clinique/Clinical Neurophysiology43 (1): 76. Sun, Qi, Li-Yi Wei, and Arie Kaufman. 2016. Mapping virtual and physical reality.ACM Transactions on Graphics (TOG)35 (4): 1-12. Vpenstad, Cecilie, Erlend Fagertun Hofstad, Lars Eirik B, Magdalena Karolina Chmarra, Esther Kuhry, Gjermund Johnsen, Ronald Mrvik, and Thomas Lang. 2013. Limitations of haptic feedback devices on construct validity of the LapSim virtual reality simulator.Surgical Endoscopy27 (4): 1386-96. Willaert, Willem I. M., Rajesh Aggarwal, Isabelle Van Herzeele, Nicholas J. Cheshire, and Frank E. Vermassen. 2012. Recent advancements in medical simulation: Patient-specific virtual reality simulation.World Journal of Surgery36 (7): 1703-12.

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