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1.
Article in English | MEDLINE | ID: mdl-37030767

ABSTRACT

Wildfires affect many regions across the world. The accelerated progression of global warming has amplified their frequency and scale, deepening their impact on human life, the economy, and the environment. The temperature rise has been driving wildfires to behave unpredictably compared to those previously observed, challenging researchers and fire management agencies to understand the factors behind this behavioral change. Furthermore, this change has rendered fire personnel training outdated and lost its ability to adequately prepare personnel to respond to these new fires. Immersive visualization can play a key role in tackling the growing issue of wildfires. Therefore, this survey reviews various studies that use immersive and non-immersive data visualization techniques to depict wildfire behavior and train first responders and planners. This paper identifies the most useful characteristics of these systems. While these studies support knowledge creation for certain situations, there is still scope to comprehensively improve immersive systems to address the unforeseen dynamics of wildfires.

2.
IEEE Trans Vis Comput Graph ; 27(1): 204-215, 2021 01.
Article in English | MEDLINE | ID: mdl-31295114

ABSTRACT

Room-scale 3D position tracking enables users to explore a virtual environment by physically walking, which improves comfort and the level of immersion. However, when users walk with their eyesight blocked by a head-mounted display, they may unexpectedly lose their balance and fall if they bump into real-world obstacles or unintentionally shift their center of mass outside the margin of stability. This paper evaluates balance recovery methods and intervention timing during the use of VR with the assumption that the onset of a fall is given. Our experiment followed the tether-release protocol during clinical research and induced a fall while a subject was engaged in a secondary 3D object selection task. The experiment employed a two-by-two design that evaluated two assistive techniques, i.e., video-see-through and auditory warning at two different timings, i.e., at fall onset and 500ms prior to fall onset. The data from 17 subjects showed that video-see-through triggered 500 ms before the onset of fall can effectively help users recover from falls. Surprisingly, video-see-through at fall onset has a significant negative impact on balance recovery and produces similar results to those of the baseline condition (no intervention).


Subject(s)
Computer Graphics , Postural Balance/physiology , Smart Glasses , Virtual Reality , Walking/physiology , Accidental Falls , Adult , Female , Humans , Male , Young Adult
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