303 results on '"Billinghurst M"'
Search Results
202. Chromatographic quality control of /sup 99m/Tc-labeled compounds
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Billinghurst, M
- Published
- 1973
203. Contextual Information Access with Augmented Reality
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Kai Puolamäki, Markus Koskela, Jorma Laaksonen, Mark Billinghurst, Mikko Kurimo, Teemu Ruokolainen, Samuel Kaski, Toni Järvenpää, Timo Tossavainen, Melih Kandemir, Antti Ajanki, 20th International Workshop on Machine Learning for Signal Processing (MSLP 2010) Kittila, Finland 29 August-1 September 2010, Ajanki, A, Billinghurst, M, Jarvenpaa, T, Kandemir, M, Kaski, S, Koskela, M, Kurimo, M, Laaksonen, J, Puolamaki, K, Ruokolainen, T, and Tossavainen, T
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contextual information ,Spatial contextual awareness ,Multimedia ,Computer science ,Mobile computing ,Optical head-mounted display ,Context (language use) ,computer.software_genre ,augmented reality ,Human–computer interaction ,Virtual Laboratory ,Relevance (information retrieval) ,Augmented reality ,retrieval ,Mobile device ,computer - Abstract
We have developed a prototype platform for contextual information access in mobile settings. Objects, people, and the environment are considered as contextual channels or cues to more information. The system infers, based on gaze, speech and other implicit feedback signals, which of the contextual cues are relevant, retrieves more information relevant to the cues, and presents the information with Augmented Reality (AR) techniques on a handheld or head-mounted display. The augmented information becomes potential contextual cues as well, and its relevance is assessed to provide more information. In essence, the platform turns the real world into an information browser which focuses proactively on the information inferred to be the most relevant for the user. We present the first pilot application, a Virtual Laboratory Guide, and its early evaluation results. Refereed/Peer-reviewed
204. New perspectives on form: Real-time, virtual modeling in networked 3D environments
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Fraser, S. B., Lyons, M., Miller, T. J., Barnard, M., Henning, H. K., Looser, J., Seichter, H., Mark Billinghurst, Fraser, SB, Lyons, M, Miller, TJ, Barnard, M, Henning, HK, Looser, J, Seichter, H, Billinghurst, M, and 4th International Conference on Advanced Research in Virtual and Rapid Prototyping (VRAP 2009) Leiria, Portugal 6-10 October 2009
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virtual modeling ,3D - Abstract
This project investigates new approaches to developing complex 3D form through an iterative loop of experiments mediating between physical objects and digital space. It explores the concept of slippage occurring at the boundaries of converging technologies as a means of generating innovative and unexpected design outcomes, real and virtual, tangible and intangible. The sequence of experiments involved linking digital technologies that are not immediately compatible in remote networked environments. It brought together the 'physical' digital technologies of 3D scanning and digital making with the 'virtual' technologies of immersive stereoscopic environments and video conferencing in two separate locations. The paper describes this process and the outcomes, details the standard and custom developed hard-and soft-wares, and frames the project in a context of 'play' as a means of facilitating cross disciplinary collaboration and user-generated design. Refereed/Peer-reviewed
205. Synthesizing affective neurophysiological signals using generative models: A review paper.
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Nia AF, Tang V, Talou GM, and Billinghurst M
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- Humans, Brain physiology, Emotional Intelligence physiology, Models, Neurological, Electroencephalography methods, Spectroscopy, Near-Infrared methods, Emotions physiology
- Abstract
The integration of emotional intelligence in machines is an important step in advancing human-computer interaction. This demands the development of reliable end-to-end emotion recognition systems. However, the scarcity of public affective datasets presents a challenge. In this literature review, we emphasize the use of generative models to address this issue in neurophysiological signals, particularly Electroencephalogram (EEG) and Functional Near-Infrared Spectroscopy (fNIRS). We provide a comprehensive analysis of different generative models used in the field, examining their input formulation, deployment strategies, and methodologies for evaluating the quality of synthesized data. This review serves as a comprehensive overview, offering insights into the advantages, challenges, and promising future directions in the application of generative models in emotion recognition systems. Through this review, we aim to facilitate the progression of neurophysiological data augmentation, thereby supporting the development of more efficient and reliable emotion recognition systems., Competing Interests: Declaration of competing interest The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper., (Copyright © 2024 The Author(s). Published by Elsevier B.V. All rights reserved.)
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- 2024
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206. CAEVR: Biosignals-Driven Context-Aware Empathy in Virtual Reality.
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Gupta K, Zhang Y, Gunasekaran TS, Krishna N, Pai YS, and Billinghurst M
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- Computer Graphics, Emotions physiology, Awareness, Empathy, Virtual Reality
- Abstract
There is little research on how Virtual Reality (VR) applications can identify and respond meaningfully to users' emotional changes. In this paper, we investigate the impact of Context-Aware Empathic VR (CAEVR) on the emotional and cognitive aspects of user experience in VR. We developed a real-time emotion prediction model using electroencephalography (EEG), electrodermal activity (EDA), and heart rate variability (HRV) and used this in personalized and generalized models for emotion recognition. We then explored the application of this model in a context-aware empathic (CAE) virtual agent and an emotion-adaptive (EA) VR environment. We found a significant increase in positive emotions, cognitive load, and empathy toward the CAE agent, suggesting the potential of CAEVR environments to refine user-agent interactions. We identify lessons learned from this study and directions for future work.
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- 2024
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207. VR.net: A Real-world Dataset for Virtual Reality Motion Sickness Research.
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Wen E, Gupta C, Sasikumar P, Billinghurst M, Wilmott J, Skow E, Dey A, and Nanayakkara S
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- Humans, Computer Graphics, Software, Movement, Virtual Reality, Motion Sickness diagnosis
- Abstract
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches would certainly benefit from an accurately labeled, real-world, diverse dataset that enables the development of generalizable ML models. We introduce 'VR.net', a dataset comprising 165-hour gameplay videos from 100 real-world games spanning ten diverse genres, evaluated by 500 participants. VR.net accurately assigns 24 motion sickness-related labels for each video frame, such as camera/object movement, depth of field, and motion flow. Building such a dataset is challenging since manual labeling would require an infeasible amount of time. Instead, we implement a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code. We illustrate the utility of VR.net through several applications, such as risk factor detection and sickness level prediction. We believe that the scale, accuracy, and diversity of VR.net can offer unparalleled opportunities for VR motion sickness research and beyond.We also provide access to our data collection tool, enabling researchers to contribute to the expansion of VR.net.
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- 2024
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208. Sitting or Standing in VR: About Comfort, Conflicts, and Hazards.
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Zielasko D, Riecke BE, Billinghurst M, Fiorentino M, and Johnsen K
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This article examines the choices between sitting and standing in virtual reality (VR) experiences, addressing conflicts, challenges, and opportunities. It explores issues such as the risk of motion sickness in stationary users and virtual rotations, the formation of mental models, consistent authoring, affordances, and the integration of embodied interfaces for enhanced interactions. Furthermore, it delves into the significance of multisensory integration and the impact of postural mismatches on immersion and acceptance in VR. Ultimately, the article underscores the importance of aligning postural choices and embodied interfaces with the goals of VR applications, be it for entertainment or simulation, to enhance user experiences.
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- 2024
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209. Wearable Augmented Reality: Research Trends and Future Directions from Three Major Venues.
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Minh Tran TT, Brown S, Weidlich O, Billinghurst M, and Parker C
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Wearable Augmented Reality (AR) has attracted considerable attention in recent years, as evidenced by the growing number of research publications and industry investments. With swift advancements and a multitude of interdisciplinary research areas within wearable AR, a comprehensive review is crucial for integrating the current state of the field. In this paper, we present a review of 389 research papers on wearable AR, published between 2018 and 2022 in three major venues: ISMAR, TVCG, and CHI. Drawing inspiration from previous works by Zhou et al. and Kim et al., which summarized AR research at ISMAR over the past two decades (1998-2017), we categorize the papers into different topics and identify prevailing trends. One notable finding is that wearable AR research is increasingly geared towards enabling broader consumer adoption. From our analysis, we highlight key observations related to potential future research areas essential for capitalizing on this trend and achieving widespread adoption. These include addressing challenges in Display, Tracking, Interaction, and Applications, and exploring emerging frontiers in Ethics, Accessibility, Avatar and Embodiment, and Intelligent Virtual Agents.
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- 2023
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210. Older adults' experiences of social isolation and loneliness: Can virtual touring increase social connectedness? A pilot study.
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Oppert ML, Ngo M, Lee GA, Billinghurst M, Banks S, and Tolson L
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- Humans, Aged, Pilot Projects, Aging, Loneliness, Social Isolation
- Abstract
The present pilot study explored the research aim of understanding how independent-living older adults experience social isolation and loneliness and whether virtual tour digital technology can increase social connectedness (N = 10). Through triangulation of interviews, experiences, and feedback, this study contributes to the knowledge base on the well-being of our ageing populations and how digital technologies, specifically virtual tourism, can aid in this process. The key findings reveal that the participants in our study were moderately lonely but were open to embracing more digital technology, sharing how it is instrumental in facilitating social connection and life administration. Participating in virtual tour experiences was well accepted as participants expressed enjoyment, nostalgia, and interest in future use. However, its contribution to increasing social connections needs to be clarified and requires further investigation. Several future research and education directions are provided., Competing Interests: Declaration of Competing Interest The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper., (Copyright © 2023 The Author(s). Published by Elsevier Inc. All rights reserved.)
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- 2023
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211. Enhancing social connectedness with companion robots using AI.
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Broadbent E, Billinghurst M, Boardman SG, and Doraiswamy PM
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Companion robots with AI may usher a new science of social connectedness that requires the development of ethical frameworks.
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- 2023
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212. Immersive medical virtual reality: still a novelty or already a necessity?
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Loetscher T, Barrett AM, Billinghurst M, and Lange B
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- Humans, Virtual Reality
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Competing Interests: Competing interests: No commercial entities provided support for this work. MB has been supported by Meta, Amazon and Google for work on augmented and virtual reality not related to this work. BL has a working relationship with Penumbra.
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- 2023
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213. Investigating the relationship between three-dimensional perception and presence in virtual reality-reconstructed architecture.
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Paes D, Irizarry J, Billinghurst M, and Pujoni D
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- Humans, User-Computer Interface, Perception, Virtual Reality
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Identifying and characterizing the factors that affect presence in virtual environments has been acknowledged as a critical step to improving Virtual Reality (VR) applications in the built environment domain. In the search to identify those factors, the research objective was to test whether three-dimensional perception affects presence in virtual environments. A controlled within-group experiment utilizing perception and presence questionnaires was conducted, followed by data analysis, to test the hypothesized unidirectional association between three-dimensional perception and presence in two different virtual environments (non-immersive and immersive). Results indicate no association in either of the systems studied, contrary to the assumption of many scholars in the field but in line with recent studies on the topic. Consequently, VR applications in architectural design may not necessarily need to incorporate advanced stereoscopic visualization techniques to deliver highly immersive experiences, which may be achieved by addressing factors other than depth realism. As findings suggest that the levels of presence experienced by users are not subject to the display mode of a 3D model (whether immersive or non-immersive display), it may still be possible for professionals involved in the review of 3D models (e.g., designers, contractors, clients) to experience high levels of presence through non-stereoscopic VR systems provided that other presence-promoting factors are included., Competing Interests: Declaration of competing interest The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper., (Copyright © 2022 The Authors. Published by Elsevier Ltd.. All rights reserved.)
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- 2023
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214. IEEE ISMAR 2022 Report: Toward Better Mixed Realities.
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Fiorentino M, Guan F, Cai Y, Billinghurst M, Johnsen K, Billinghurst M, and Fiorentino M
- Abstract
On October 21, 2022, the 21st IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2022) was successfully completed in Singapore. ISMAR is the leading international conference in the fields of augmented reality, mixed reality, and virtual reality. This was the first time that ISMAR was held in Southeast Asia and the first time in hybrid mode. ISMAR 2022 achieved a historically high number of papers and attendees, witnessing the steady growth of the community and the scientific contributions. In this article, we report the key outcomes, impressions, research trends, and lessons learned from the conference.
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- 2023
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215. Brain activity during cybersickness: a scoping review.
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Chang E, Billinghurst M, and Yoo B
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Virtual reality (VR) experiences can cause a range of negative symptoms such as nausea, disorientation, and oculomotor discomfort, which is collectively called cybersickness. Previous studies have attempted to develop a reliable measure for detecting cybersickness instead of using questionnaires, and electroencephalogram (EEG) has been regarded as one of the possible alternatives. However, despite the increasing interest, little is known about which brain activities are consistently associated with cybersickness and what types of methods should be adopted for measuring discomfort through brain activity. We conducted a scoping review of 33 experimental studies in cybersickness and EEG found through database searches and screening. To understand these studies, we organized the pipeline of EEG analysis into four steps (preprocessing, feature extraction, feature selection, classification) and surveyed the characteristics of each step. The results showed that most studies performed frequency or time-frequency analysis for EEG feature extraction. A part of the studies applied a classification model to predict cybersickness indicating an accuracy between 79 and 100%. These studies tended to use HMD-based VR with a portable EEG headset for measuring brain activity. Most VR content shown was scenic views such as driving or navigating a road, and the age of participants was limited to people in their 20 s. This scoping review contributes to presenting an overview of cybersickness-related EEG research and establishing directions for future work., Supplementary Information: The online version contains supplementary material available at 10.1007/s10055-023-00795-y., Competing Interests: Conflicts of interestThe authors declare that they have no conflict of interest., (© The Author(s) 2023.)
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- 2023
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216. Using Virtual Replicas to Improve Mixed Reality Remote Collaboration.
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Tian H, Lee GA, Bai H, and Billinghurst M
- Abstract
In this paper, we explore how virtual replicas can enhance Mixed Reality (MR) remote collaboration with a 3D reconstruction of the task space. People in different locations may need to work together remotely on complicated tasks. For example, a local user could follow a remote expert's instructions to complete a physical task. However, it could be challenging for the local user to fully understand the remote expert's intentions without effective spatial referencing and action demonstration. In this research, we investigate how virtual replicas can work as a spatial communication cue to improve MR remote collaboration. This approach segments the foreground manipulable objects in the local environment and creates corresponding virtual replicas of physical task objects. The remote user can then manipulate these virtual replicas to explain the task and guide their partner. This enables the local user to rapidly and accurately understand the remote expert's intentions and instructions. Our user study with an object assembly task found that using virtual replica manipulation was more efficient than using 3D annotation drawing in an MR remote collaboration scenario. We report and discuss the findings and limitations of our system and study, and present directions for future research.
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- 2023
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217. BeHere: a VR/SAR remote collaboration system based on virtual replicas sharing gesture and avatar in a procedural task.
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Wang P, Wang Y, Billinghurst M, Yang H, Xu P, and Li Y
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In this paper, we focus on the significance of remote collaboration using virtual replicas, avatar, and gesture on a procedural task in industry; thus, we present a Virtual Reality (VR)/Spatial Augmented Reality (SAR) remote collaboration system, BeHere, based on 3D virtual replicas and sharing gestures and avatar. BeHere enables a remote expert in VR to guide a local worker in real-time to complete a procedural task in the real-world. For the remote VR site, we construct a 3D virtual environment using virtual replicas, and the user can manipulate them by using gestures in an intuitive interaction and see their partners' 3D virtual avatar. For the local site, we use SAR to enable the local worker to see instructions projected onto the real-world based on the shared virtual replicas and gestures. We conducted a formal user study to evaluate the prototype system in terms of performance, social presence, workload, and ranking and user preference. We found that the combination of visual cues of gestures, avatar, and virtual replicas plays a positive role in improving user experience, especially for remote VR users. More significantly, our study provides useful information and important design implications for further research on the use of gesture-, gaze- and avatar-based cues as well as virtual replicas in VR/AR remote collaboration on a procedural task in industry., Supplementary Information: The online version contains supplementary material available at 10.1007/s10055-023-00748-5., (© The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature 2023. Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.)
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- 2023
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218. Using Facial Micro-Expressions in Combination With EEG and Physiological Signals for Emotion Recognition.
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Saffaryazdi N, Wasim ST, Dileep K, Nia AF, Nanayakkara S, Broadbent E, and Billinghurst M
- Abstract
Emotions are multimodal processes that play a crucial role in our everyday lives. Recognizing emotions is becoming more critical in a wide range of application domains such as healthcare, education, human-computer interaction, Virtual Reality, intelligent agents, entertainment, and more. Facial macro-expressions or intense facial expressions are the most common modalities in recognizing emotional states. However, since facial expressions can be voluntarily controlled, they may not accurately represent emotional states. Earlier studies have shown that facial micro-expressions are more reliable than facial macro-expressions for revealing emotions. They are subtle, involuntary movements responding to external stimuli that cannot be controlled. This paper proposes using facial micro-expressions combined with brain and physiological signals to more reliably detect underlying emotions. We describe our models for measuring arousal and valence levels from a combination of facial micro-expressions, Electroencephalography (EEG) signals, galvanic skin responses (GSR), and Photoplethysmography (PPG) signals. We then evaluate our model using the DEAP dataset and our own dataset based on a subject-independent approach. Lastly, we discuss our results, the limitations of our work, and how these limitations could be overcome. We also discuss future directions for using facial micro-expressions and physiological signals in emotion recognition., Competing Interests: The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest., (Copyright © 2022 Saffaryazdi, Wasim, Dileep, Nia, Nanayakkara, Broadbent and Billinghurst.)
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- 2022
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219. Situated VR: Toward a Congruent Hybrid Reality Without Experiential Artifacts.
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Sra M, Danry V, Maes P, Johnsen K, and Billinghurst M
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- Artifacts, Virtual Reality
- Abstract
The vision of extended reality (XR) systems is living in a world where real and virtual elements seamlessly and contextually augment experiences of ourselves and the worlds we inhabit. While this integration promises exciting opportunities for the future of XR, it comes with the risk of experiential distortions and feelings of dissociation, especially related to virtual reality (VR). When transitioning from a virtual world to the real world, users report of experiential structures that linger on, as sort of after images, causing disruptions in their daily life. In this work, we define these atypical experiences as experiential artifacts (EAs) and present preliminary results from an informal survey conducted online with 76 VR users to highlight different types of artifacts and their durations. To avoid disruptions caused by these artifacts and simultaneously increase the user's sense of presence, we propose the idea of situated VR, which blends the real and virtual in novel ways that can reduce incongruencies between the two worlds. We discuss the implications of EAs, and through examples from our own work in building hybrid experiences, we demonstrate the potential and relevance of situated VR in the design of a future, more immersive, artifact-free hybrid reality.
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- 2022
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220. Propping Up Virtual Reality With Haptic Proxies.
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Nilsson NC, Zenner A, Simeone AL, Johnsen K, Sandor C, and Billinghurst M
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- Haptic Technology, Touch, Touch Perception, Virtual Reality
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Physical props serving as proxies for virtual objects (haptic proxies) offer a cheap, convenient, and compelling way of delivering a sense of touch in virtual reality (VR). To successfully use haptic proxies for VR, they have to be both similar to and colocated with their virtual counterparts. In this article, we introduce a taxonomy organizing techniques using haptic proxies for VR into eight categories based on when the techniques are deployed (offline or real-time), what reality is being manipulated (physical or virtual reality), and the purpose of the techniques (to affect object perception or the mapping between real and virtual objects). Finally, we discuss key advantages and limitations of the different categories of techniques.
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- 2021
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221. Getting your game on: Using virtual reality to improve real table tennis skills.
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Michalski SC, Szpak A, Saredakis D, Ross TJ, Billinghurst M, and Loetscher T
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- Adolescent, Adult, Female, Humans, Male, Young Adult, Athletic Performance, Tennis, Virtual Reality
- Abstract
Objective: The present study investigates skill transfer from Virtual Reality (VR) sports training to the real world, using the fast-paced sport of table tennis., Background: A key assumption of VR training is that the learned skills and experiences transfer to the real world. Yet, in certain application areas, such as VR sports training, the research testing this assumption is sparse., Design: Real-world table tennis performance was assessed using a mixed-model analysis of variance. The analysis comprised a between-subjects (VR training group vs control group) and a within-subjects (pre- and post-training) factor., Method: Fifty-seven participants (23 females) were either assigned to a VR training group (n = 29) or no-training control group (n = 28). During VR training, participants were immersed in competitive table tennis matches against an artificial intelligence opponent. An expert table tennis coach evaluated participants on real-world table tennis playing before and after the training phase. Blinded regarding participant's group assignment, the expert assessed participants' backhand, forehand and serving on quantitative aspects (e.g. count of rallies without errors) and quality of skill aspects (e.g. technique and consistency)., Results: VR training significantly improved participants' real-world table tennis performance compared to a no-training control group in both quantitative (p < .001, Cohen's d = 1.08) and quality of skill assessments (p < .001, Cohen's d = 1.10)., Conclusions: This study adds to a sparse yet expanding literature, demonstrating real-world skill transfer from Virtual Reality in an athletic task., Competing Interests: The authors have declared that no competing interest exist.
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- 2019
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222. The Effects of Sharing Awareness Cues in Collaborative Mixed Reality.
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Piumsomboon T, Dey A, Ens B, Lee G, and Billinghurst M
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Augmented and Virtual Reality provide unique capabilities for Mixed Reality collaboration. This paper explores how different combinations of virtual awareness cues can provide users with valuable information about their collaborator's attention and actions. In a user study ( n = 32, 16 pairs), we compared different combinations of three cues: Field-of-View (FoV) frustum, Eye-gaze ray, and Head-gaze ray against a baseline condition showing only virtual representations of each collaborator's head and hands. Through a collaborative object finding and placing task, the results showed that awareness cues significantly improved user performance, usability, and subjective preferences, with the combination of the FoV frustum and the Head-gaze ray being best. This work establishes the feasibility of room-scale MR collaboration and the utility of providing virtual awareness cues., (Copyright © 2019 Piumsomboon, Dey, Ens, Lee and Billinghurst.)
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- 2019
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223. A Comparison of Predictive Spatial Augmented Reality Cues for Procedural Tasks.
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Volmer B, Baumeister J, Von Itzstein S, Bornkessel-Schlesewsky I, Schlesewsky M, Billinghurst M, and Thomas BH
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Previous research has demonstrated that Augmented Reality can reduce a user's task response time and mental effort when completing a procedural task. This paper investigates techniques to improve user performance and reduce mental effort by providing projector-based Spatial Augmented Reality predictive cues for future responses. The objective of the two experiments conducted in this study was to isolate the performance and mental effort differences from several different annotation cueing techniques for simple (Experiment 1) and complex (Experiment 2) button-pressing tasks. Comporting with existing cognitive neuroscience literature on prediction, attentional orienting, and interference, we hypothesized that for both simple procedural tasks and complex search-based tasks, having a visual cue guiding to the next task's location would positively impact performance relative to a baseline, no-cue condition. Additionally, we predicted that direction-based cues would provide a more significant positive impact than target-based cues. The results indicated that providing a line to the next task was the most effective technique for improving the users' task time and mental effort in both the simple and complex tasks.
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- 2018
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224. Narrative and Spatial Memory for Jury Viewings in a Reconstructed Virtual Environment.
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Reichherzer C, Cunningham A, Walsh J, Kohler M, Billinghurst M, and Thomas BH
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- Adult, Crime legislation & jurisprudence, Female, Humans, Imaging, Three-Dimensional, Male, Middle Aged, Narration, Young Adult, Jurisprudence, Mental Recall physiology, Spatial Memory physiology, User-Computer Interface, Virtual Reality
- Abstract
This paper showcases one way of how virtual reconstruction can be used in a courtroom. The results of a pilot study on narrative and spatial memory are presented in the context of viewing real and virtual copies of a simulated crime scene. Based on current court procedures, three different viewing options were compared: photographs, a real life visit, and a 3D virtual reconstruction of the scene viewed in a Virtual Reality headset. Participants were also given a written narrative that included the spatial locations of stolen goods and were measured on their ability to recall and understand these spatial relationships of those stolen items. The results suggest that Virtual Reality is more reliable for spatial memory compared to photographs and that Virtual Reality provides a compromise for when physical viewing of crime scenes are not possible. We conclude that Virtual Reality is a promising medium for the court.
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- 2018
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225. Superman vs Giant: A Study on Spatial Perception for a Multi-Scale Mixed Reality Flying Telepresence Interface.
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Piumsomboon T, Lee GA, Ens B, Thomas BH, and Billinghurst M
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- Adult, Algorithms, Female, Humans, Male, User-Computer Interface, Young Adult, Computer Graphics, Imaging, Three-Dimensional methods, Space Perception physiology, Spatial Navigation physiology, Virtual Reality
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The advancements in Mixed Reality (MR), Unmanned Aerial Vehicle, and multi-scale collaborative virtual environments have led to new interface opportunities for remote collaboration. This paper explores a novel concept of flying telepresence for multi-scale mixed reality remote collaboration. This work could enable remote collaboration at a larger scale such as building construction. We conducted a user study with three experiments. The first experiment compared two interfaces, static and dynamic IPD, on simulator sickness and body size perception. The second experiment tested the user perception of a virtual object size under three levels of IPD and movement gain manipulation with a fixed eye height in a virtual environment having reduced or rich visual cues. Our last experiment investigated the participant's body size perception for two levels of manipulation of the IPDs and heights using stereo video footage to simulate a flying telepresence experience. The studies found that manipulating IPDs and eye height influenced the user's size perception. We present our findings and share the recommendations for designing a multi-scale MR flying telepresence interface.
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- 2018
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226. Revisiting Trends in Augmented Reality Research: A Review of the 2nd Decade of ISMAR (2008-2017).
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Kim K, Billinghurst M, Bruder G, Duh HB, and Welch GF
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In 2008, Zhou et al. presented a survey paper summarizing the previous ten years of ISMAR publications, which provided invaluable insights into the research challenges and trends associated with that time period. Ten years later, we review the research that has been presented at ISMAR conferences since the survey of Zhou et al., at a time when both academia and the AR industry are enjoying dramatic technological changes. Here we consider the research results and trends of the last decade of ISMAR by carefully reviewing the ISMAR publications from the period of 2008-2017, in the context of the first ten years. The numbers of papers for different research topics and their impacts by citations were analyzed while reviewing them-which reveals that there is a sharp increase in AR evaluation and rendering research. Based on this review we offer some observations related to potential future research areas or trends, which could be helpful to AR researchers and industry members looking ahead.
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- 2018
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227. A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 2014.
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Dey A, Billinghurst M, Lindeman RW, and Swan JE 2nd
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Augmented Reality (AR) interfaces have been studied extensively over the last few decades, with a growing number of user-based experiments. In this paper, we systematically review 10 years of the most influential AR user studies, from 2005 to 2014. A total of 291 papers with 369 individual user studies have been reviewed and classified based on their application areas. The primary contribution of the review is to present the broad landscape of user-based AR research, and to provide a high-level view of how that landscape has changed. We summarize the high-level contributions from each category of papers, and present examples of the most influential user studies. We also identify areas where there have been few user studies, and opportunities for future research. Among other things, we find that there is a growing trend toward handheld AR user studies, and that most studies are conducted in laboratory settings and do not involve pilot testing. This research will be useful for AR researchers who want to follow best practices in designing their own AR user studies., (Copyright © 2018 Dey, Billinghurst, Lindeman and Swan.)
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- 2018
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228. A Hybrid 2D/3D User Interface for Radiological Diagnosis.
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Mandalika VBH, Chernoglazov AI, Billinghurst M, Bartneck C, Hurrell MA, Ruiter N, Butler APH, and Butler PH
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- Adult, Female, Humans, Male, Reproducibility of Results, Young Adult, Imaging, Three-Dimensional methods, Multimodal Imaging methods, Radiology methods, User-Computer Interface
- Abstract
This paper presents a novel 2D/3D desktop virtual reality hybrid user interface for radiology that focuses on improving 3D manipulation required in some diagnostic tasks. An evaluation of our system revealed that our hybrid interface is more efficient for novice users and more accurate for both novice and experienced users when compared to traditional 2D only interfaces. This is a significant finding because it indicates, as the techniques mature, that hybrid interfaces can provide significant benefit to image evaluation. Our hybrid system combines a zSpace stereoscopic display with 2D displays, and mouse and keyboard input. It allows the use of 2D and 3D components interchangeably, or simultaneously. The system was evaluated against a 2D only interface with a user study that involved performing a scoliosis diagnosis task. There were two user groups: medical students and radiology residents. We found improvements in completion time for medical students, and in accuracy for both groups. In particular, the accuracy of medical students improved to match that of the residents.
- Published
- 2018
- Full Text
- View/download PDF
229. LivePhantom: Retrieving Virtual World Light Data to Real Environments.
- Author
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Kolivand H, Billinghurst M, and Sunar MS
- Subjects
- Algorithms, Environment, Image Processing, Computer-Assisted, Imaging, Three-Dimensional methods, Light, Video Recording, User-Computer Interface
- Abstract
To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems., Competing Interests: The authors have declared that no competing interests exist.
- Published
- 2016
- Full Text
- View/download PDF
230. Do You See What I See? The Effect of Gaze Tracking on Task Space Remote Collaboration.
- Author
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Gupta K, Lee GA, and Billinghurst M
- Abstract
We present results from research exploring the effect of sharing virtual gaze and pointing cues in a wearable interface for remote collaboration. A local worker wears a Head-mounted Camera, Eye-tracking camera and a Head-Mounted Display and shares video and virtual gaze information with a remote helper. The remote helper can provide feedback using a virtual pointer on the live video view. The prototype system was evaluated with a formal user study. Comparing four conditions, (1) NONE (no cue), (2) POINTER, (3) EYE-TRACKER and (4) BOTH (both pointer and eye-tracker cues), we observed that the task completion performance was best in the BOTH condition with a significant difference of POINTER and EYETRACKER individually. The use of eye-tracking and a pointer also significantly improved the co-presence felt between the users. We discuss the implications of this research and the limitations of the developed system that could be improved in further work.
- Published
- 2016
- Full Text
- View/download PDF
231. A wearable navigation display can improve attentiveness to the surgical field.
- Author
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Stewart J and Billinghurst M
- Subjects
- Adolescent, Adult, Computer Simulation, Humans, Male, Middle Aged, Reaction Time, Young Adult, Attention, Data Display, Surgery, Computer-Assisted methods, Surgical Procedures, Operative methods, Task Performance and Analysis
- Abstract
Purpose: Surgical navigation is typically shown on a computer display that is distant from the patient, making it difficult for the surgeon to watch the patient while performing a guided task. We investigate whether a light-weight, untracked, wearable display (such as Google Glass, which has the same size and weight as corrective glasses) can improve attentiveness to the surgical field in a simulated surgical task., Methods: Three displays were tested: a computer monitor; a peripheral display above the eye; and a through-the-lens display in front of the eye. Twelve subjects performed a task to position and orient a tracked tool on a plastic femur. Both wearable displays were tested on the dominant and non-dominant eyes of each subject. Attentiveness during the task was measured by the time taken to respond to randomly illuminated LEDs on the femur., Results: Attentiveness was improved with the wearable displays at the cost of a decrease in accuracy. The through-the-lens display performed better than the peripheral display. The peripheral display performed better when on the dominant eye, while the through-the-lens display performed better when on the non-dominant eye., Conclusions: Attentiveness to the surgical field can be improved with the use of a light-weight, untracked, wearable display. A through-the-lens display performs better than a peripheral display, and both perform better than a computer monitor. Eye dominance should be considered when positioning the display.
- Published
- 2016
- Full Text
- View/download PDF
232. Climbing With a Head-Mounted Display: Dual-Task Costs.
- Author
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Woodham A, Billinghurst M, and Helton WS
- Subjects
- Adolescent, Adult, Cues, Female, Humans, Male, Photic Stimulation, Young Adult, Data Display, Head physiology, Locomotion physiology, Psychomotor Performance physiology, Task Performance and Analysis
- Abstract
Objective: We explored the dual-task costs of climbers performing a visual communication task using a head-mounted display (HMD) while simultaneously climbing along a vertical surface., Background: Climbing is affected by secondary auditory cognitive tasks, and climbing impairs later recall of secondary task information; the effects of visually presented tasks are less clear. Given that HMDs are projected to be adopted into emergency response work, questions are raised about the effects of HMD use during climbing or other physical tasks., Method: Climbers performed five conditions-a climbing-only condition, two dual-task climbing conditions (words presented on the HMD with and without auditory warnings while climbing), and two seated control conditions (words presented on the HMD with and without auditory warnings)-in a repeated-measures design. Motion data were also collected to examine participant motion around word presentation., Results: We found a decrease in both climbing performance and word recall under dual-task conditions, paralleling results found in previous research using auditory tasks. Participants slowed around word presentations on the HMD. Additional comparisons to previous research indicate that physical tasks may be more detrimental to word recall than are seated tasks and that visual stimuli might hinder climbing performance more than do audible stimuli., Conclusion: Complex physical activity, like climbing, is disruptive to memory rehearsal and later recall, and cognitive tasks disrupt physical performance., Application: Avoiding cognitive HMD tasks requiring later recall during complex physical activity is advisable. However, these systems may be developed to provide intelligent assistance, or memory augmentation, in these settings., (© 2016, Human Factors and Ergonomics Society.)
- Published
- 2016
- Full Text
- View/download PDF
233. Hands in space: gesture interaction with augmented-reality interfaces.
- Author
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Billinghurst M, Piumsomboon T, and Huidong Bai
- Subjects
- Animals, Computers, Handheld, Humans, Mobile Applications, Models, Theoretical, Phobic Disorders therapy, Spiders, Computer Graphics, Gestures, Hand physiology, User-Computer Interface
- Abstract
Researchers at the Human Interface Technology Laboratory New Zealand (HIT Lab NZ) are investigating free-hand gestures for natural interaction with augmented-reality interfaces. They've applied the results to systems for desktop computers and mobile devices.
- Published
- 2014
- Full Text
- View/download PDF
234. Shape recognition and pose estimation for mobile Augmented Reality.
- Author
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Hagbi N, Bergig O, El-Sana J, and Billinghurst M
- Abstract
Nestor is a real-time recognition and camera pose estimation system for planar shapes. The system allows shapes that carry contextual meanings for humans to be used as Augmented Reality (AR) tracking targets. The user can teach the system new shapes in real time. New shapes can be shown to the system frontally, or they can be automatically rectified according to previously learned shapes. Shapes can be automatically assigned virtual content by classification according to a shape class library. Nestor performs shape recognition by analyzing contour structures and generating projective-invariant signatures from their concavities. The concavities are further used to extract features for pose estimation and tracking. Pose refinement is carried out by minimizing the reprojection error between sample points on each image contour and its library counterpart. Sample points are matched by evolving an active contour in real time. Our experiments show that the system provides stable and accurate registration, and runs at interactive frame rates on a Nokia N95 mobile phone., (© 2011 IEEE)
- Published
- 2011
- Full Text
- View/download PDF
235. Molecular-size fractionation of pentastarch, radiolabelling with 99mTc, and evaluation of biological behaviour in mice.
- Author
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Mang'era K, Krzyzelewski M, Greaves S, Greenberg D, and Billinghurst M
- Subjects
- Animals, Chemical Fractionation, Hydrogen-Ion Concentration, Hydroxyethyl Starch Derivatives blood, Male, Metabolic Clearance Rate, Mice, Molecular Weight, Organ Specificity, Particle Size, Radiopharmaceuticals blood, Radiopharmaceuticals chemistry, Radiopharmaceuticals pharmacokinetics, Technetium blood, Tissue Distribution, Hydroxyethyl Starch Derivatives chemistry, Hydroxyethyl Starch Derivatives pharmacokinetics, Isotope Labeling methods, Technetium chemistry, Technetium pharmacokinetics
- Abstract
Background: Pentastarch is used clinically as a plasma volume expander for the management of substantial blood loss. 99mTc labelled pentastarch may be useful as a diagnostic agent in place of 99mTc labelled red blood cells., Methods: Commercial pentastarch (PS; molecular weight (MW) 240 kDa) was separated according to molecular size by using chromatography, and the fractions were pooled as small (MW 128 kDa), medium (MW 277 kDa) and large (MW 510 kDa) pentastarch. We studied the effect of various physicochemical parameters on the efficiency of radiolabelling with 99mTc and on the stability of the products, and evaluated the biological properties of the 99mTc labelled preparations., Results: We developed an optimised kit formulation containing 3.25 mg pentastarch and 0.13 mg gentisic acid that can be reliably labelled with 99mTc at pH 6.6-8.2 with good stability. In mice, the 99mTc labelled medium pentastarch showed the more favourable blood retention properties (56% of initial blood activity is retained after 3 h) with lower liver levels.
- Published
- 2005
- Full Text
- View/download PDF
236. A novel amine-dioxime chelator for technetium-99m: synthesis and evaluation of 2-nitroimidazole-containing analogues as markers for hypoxic cells.
- Author
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Su ZF, Ballinger JR, Rauth AM, Abrams DN, and Billinghurst MW
- Subjects
- Animals, Biological Transport, CHO Cells, Chelating Agents chemistry, Chelating Agents pharmacokinetics, Cricetinae, Indicators and Reagents, Nitroimidazoles pharmacokinetics, Organotechnetium Compounds pharmacokinetics, Oximes pharmacokinetics, Radiopharmaceuticals pharmacokinetics, Structure-Activity Relationship, Chelating Agents chemical synthesis, Nitroimidazoles chemical synthesis, Organotechnetium Compounds chemical synthesis, Oximes chemical synthesis, Radiopharmaceuticals chemical synthesis
- Abstract
A novel amine-dioxime chelator for (99m)Tc has been developed. It offers the advantages of ease of synthesis and flexibility in alteration of lipophilicity. Labeling by stannous reduction of pertechnetate takes place rapidly and efficiently at room temperature and is stable for 24 h. The (99m)Tc:ligand ratio is believed to be 1:2. Seven different alkyl moieties were used to achieve a range of lipophilicities. Three series of compounds were prepared: 2-nitroimidazoles as potential hypoxia-targeting agents, 4-nitroimidazoles as a less easily reduced isomer, and untargeted anilines. In an in vitro model of cellular hypoxia, the 2-nitroimidazole compounds all showed selective accumulation whereas 4-nitroimidazoles showed variable selectivity and aniline showed no selectivity. These experiments demonstrate the potential utility of the 2-nitroimidazole derivatives of the amine-dioxime class of chelator as hypoxia-targeting agents.
- Published
- 2000
- Full Text
- View/download PDF
237. New interface metaphors for complex information space visualization: an ECG monitor object prototype.
- Author
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Kaufman S, Poupyrev I, Miller E, Billinghurst M, Oppenheimer P, and Weghorst S
- Subjects
- Analysis of Variance, Humans, Pilot Projects, Decision Making, Computer-Assisted, Electrocardiography instrumentation, Point-of-Care Systems, User-Computer Interface
- Abstract
Wearable augmented reality medical (WARM) interfaces could provide ubiquitous point-of-care decision support and enhance the quality and efficiency of clinicians' efforts. Creation of such systems involves the design and evaluation of new information displays that leverage the representational and presentational capabilities of three-dimensional AR environments. We describe our first efforts in this process: the implementation of interface objects for display of real-time electrocardiographic monitoring information and an evaluation methodology using a simulated clinical environment. Our pilot data confirm the utility of presentation modes that place simultaneous information tasks in close proximity, and highlight issues encountered in designing new representations of medical information.
- Published
- 1997
238. The expert surgical assistant. An intelligent virtual environment with multimodal input.
- Author
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Billinghurst M, Savage J, Oppenheimer P, and Edmond C
- Subjects
- Endoscopes, Equipment Design, Humans, Image Processing, Computer-Assisted instrumentation, Minimally Invasive Surgical Procedures, Natural Language Processing, Paranasal Sinuses surgery, Surgical Instruments, Tomography, X-Ray Computed instrumentation, Artificial Intelligence, Computer Simulation, Decision Support Techniques, Expert Systems, General Surgery education, User-Computer Interface
- Abstract
Virtual Reality has made computer interfaces more intuitive but not more intelligent. This paper shows how an expert system can be coupled with multimodal input in a virtual environment to provide an intelligent simulation tool or surgical assistant. This is accomplished in three steps. First, voice and gestural input is interpreted and represented in a common semantic form. Second, a rule-based expert system is used to infer context and user actions from this semantic representation. Finally, the inferred user actions are matched against steps in a surgical procedure to monitor the user's progress and provide automatic feedback. In addition, the system can respond immediately to multimodal commands for navigational assistance and/or identification of critical anatomical structures. To show how these methods are used we present a prototype sinus surgery interface. The approach described here may easily be extended to a wide variety of medical and non-medical training applications by making simple changes to the expert system database and virtual environment models. Successful implementation of an expert system in both simulated and real surgery has enormous potential for the surgeon both in training and clinical practice.
- Published
- 1996
239. Hepatobiliary clearance of intravenous Tc-99m pertechnetate.
- Author
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Stern SS, Leslie WD, Dupont JO, Peterdy AE, Billinghurst MW, and Abrams DN
- Subjects
- Adult, Child, Diagnosis, Differential, Gastrointestinal Hemorrhage etiology, Humans, Male, Meckel Diverticulum complications, Meckel Diverticulum diagnostic imaging, Polyps complications, Radionuclide Imaging, Time Factors, Tissue Distribution, Biliary Tract diagnostic imaging, Gastrointestinal Hemorrhage diagnostic imaging, Liver diagnostic imaging, Sodium Pertechnetate Tc 99m pharmacokinetics
- Abstract
The normal biodistribution of Tc-99m pertechnetate includes the thyroid gland, salivary glands, choroid plexus, and gastric mucosa. The primary route of excretion is through renal clearance. The authors describe two cases in which hepatobiliary excretion of intravenously administered Tc-99m pertechnetate was observed during scanning for Meckel's diverticulum as a possible source of gastrointestinal bleeding.
- Published
- 1995
- Full Text
- View/download PDF
240. Stabilization of [99mTc]HMPAO--1. Ethanolic preparation.
- Author
-
Billinghurst MW, Abrams DN, and Lawson MS
- Subjects
- Animals, Brain metabolism, Mice, Technetium Tc 99m Exametazime, Tissue Distribution, Water, Ethanol, Excipients, Organotechnetium Compounds pharmacokinetics, Oximes pharmacokinetics
- Abstract
The use of [99mTc]HMPAO for cerebral blood flow imaging has been hampered by the short useful life time of the labelled radiopharmaceutical. Preparation of [99mTc]HMPAO in 85% ethanol was found to increase the in vitro stability (92% radiochemical purity at 90 min) in comparison to the aqueous preparation (79% at 90 min). Biological distribution studies in mice indicated similar brain uptake (4.42 +/- 1.02 and 4.12 +/- 0.82% per gram at 20 min) and brain: blood ratio (0.97 +/- 0.27 and 1.03 +/- 0.20 at 20 min) of the ethanolic (2 h after preparation) and aqueous (15 min after preparation) formulations of [99mTc]HMPAO respectively. The improved in vitro stability of [99mTc]HMPAO prepared in 85% ethanol may prove useful in instances where previously the 30 min time limit precluded its use.
- Published
- 1991
- Full Text
- View/download PDF
241. Some factors affecting the calibration of radionuclide calibrators--I. 99mTc.
- Author
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Billinghurst MW and Palser RF
- Subjects
- Calibration, Radiation Protection, Radioactivity, Hospital Departments standards, Nuclear Medicine Department, Hospital standards, Technetium
- Abstract
In the Winnipeg area a centralized radiopharmacy serves several Nuclear Medicine departments supplying all their 99mTc radiopharmaceuticals on a daily basis. It was observed that there was very poor consistency between the assays as determined by the Radiopharmacy and those determined in the various Nuclear Medicine departments. An attempt to "correct" the various calibrators using a 57Co "mock" 99mTc source resulted in an aggravation of the problem, and an investigation of relative responses of various calibrators to the "mock" relative to a 99mTc source was undertaken, together with an investigation of the influences of various environmental conditions on the calibrator function. In many Nuclear Medicine departments technologists sensitive to concerns of radiation exposure have stacked lead shielding around the calibrator as added protection. However if the calibrator is not calibrated with sufficient lead shielding, such additional shielding will increase the ionization within the chamber, resulting in an elevated assay being obtained due to the lead X-rays and back-scattered radiation. In the absence of lead shielding, similar effects, although smaller in magnitude, are observed from other environmental factors such as the proximity of a wall or a person. Thus in selecting a calibrator, one which comes from the manufacturer, with a calibration certified by the manufacturer, incorporating an adequate amount of lead shielding to prevent additional back-scatter re-entering the ionization chamber should be considered essential unless a complete on-site recalibration using accurately calibrated samples of the radionuclides in question is planned.
- Published
- 1983
- Full Text
- View/download PDF
242. Contamination from 131I, 103Ru, and 239Np in the eluate of 99Mo-99mTc generators loaded with (n, gamma)-produced 99Mo.
- Author
-
Billinghurst MW and Hreczuch FW
- Subjects
- Iodine Radioisotopes analysis, Molybdenum, Neptunium analysis, Quality Control, Radioisotopes analysis, Ruthenium analysis, Technetium
- Abstract
Iodine-131, ruthenium-103, and neptunium-239 are present as contaminants in the eluate of 99Mo-99mTc generators loaded with 99Mo prepared by thermal-neutron irradiation of enriched 98Mo. The elution pattern of each of these contaminants is determined, together with the amounts found in the eluate of all generators tested over a 7-month period.
- Published
- 1976
243. Interaction of some sterilizing filter materials with some technetium-99m radiopharmaceuticals.
- Author
-
Billinghurst MW, Abrams DN, and Light L
- Subjects
- Cellulose analogs & derivatives, Imino Acids, Organometallic Compounds, Pentetic Acid, Polycarboxylate Cement, Polymers, Sulfones, Technetium Tc 99m Aggregated Albumin, Technetium Tc 99m Disofenin, Technetium Tc 99m Pentetate, Micropore Filters, Sterilization instrumentation, Technetium
- Abstract
The retention of a variety of 99mTc radiopharmaceuticals on four different sterilizing filter membranes has been evaluated. It was demonstrated that some 99mTc radiopharmaceuticals show significant retention of certain types of sterilizing filters, presumably due to interactions between the radiopharmaceutical and the filter material.
- Published
- 1988
- Full Text
- View/download PDF
244. Radiochemical purity of 99mTc-pertechnetate.
- Author
-
Billinghurst MW, Groothedde M, and Palser R
- Subjects
- Cesium analysis, Radioisotopes analysis, Rhenium analysis, Technetium analysis
- Published
- 1974
245. Mechanistic aspects of the interaction of 99mTc in association with stannous pyrophosphate with damaged red blood cells.
- Author
-
Billinghurst MW and Waddell TL
- Subjects
- Hot Temperature adverse effects, Humans, Isotope Labeling, Sodium Pertechnetate Tc 99m, Erythrocytes, Polyphosphates, Technetium, Technetium Tc 99m Pyrophosphate, Tin Polyphosphates
- Abstract
The binding of the various components of [99mTc] stannous pyrophosphate and stannous pyrophosphate/pertechnetate to damaged red blood cells is studied. It is shown that the pyrophosphate molecule enters the damaged red blood cells when the pyrophosphate concentration in blood is greater than 100 nmol/ml but does so as the uncomplexed ion. Uptake of 99mTc when introduced as [99mTc]stannous pyrophosphate is constant at approximately 18%. If the 99mTc is introduced as pertechnetate after the damaged cells are mixed with stannous pyrophosphate then at low stannous ion concentrations the uptake is directly dependent on the stannous ion concentration. However, at higher stannous ion concentrations the uptake of technetium by the damaged red cells decreases, but this decrease appears to result from several independent aspects of the sample, such as the binding of the technetium to the plasma proteins and the displacement of the technetium by pyrophosphate within the damaged cell.
- Published
- 1983
- Full Text
- View/download PDF
246. Chemical aspects of labeling sucralfate with 99mTcO4.
- Author
-
Billinghurst MW, Abrams DN, and Lawson MS
- Subjects
- Chemical Phenomena, Chemistry, Drug Stability, Humans, Hydrogen-Ion Concentration, Radionuclide Imaging, Serum Albumin, Sodium Pertechnetate Tc 99m, Stomach, Organometallic Compounds, Organotechnetium Compounds, Peptic Ulcer diagnostic imaging, Sucralfate, Technetium
- Abstract
Two formulations of [99mTc]sucralfate have been used to image gastric and duodenal ulcers and inflammatory bowel disease. One formulation is a complexation of [99mTc]HSA with sucralfate. The second is prepared by directly labeling sucralfate with [99mTc]pertechnetate in the presence of stannous ion. An in vitro study of the factors affecting the production and stability of these labeled sucralfate preparations was conducted. Both formulations were stable at the acidic pH likely encountered in the stomach. However, at pH greater than 6 the albumin-sucralfate complex began to dissociate while directly labeled sucralfate was stable to a pH of 9. Conversely it was shown that directly labeled sucralfate was more susceptible to loss of 99mTc to other chelating species. Sucralfate complexed with [99mTc]HSA was radiochemically stable up to a specific activity of 26 GBq (700 mCi) per gram while directly labeled sucralfate showed decreased 24-hr stability at specific activities greater than 837 mCi (31 GBq) per gram.
- Published
- 1989
247. Determination of the optimal concentrations of stannous pyrophosphate for in vivo red blood cell labelling with technetium-99m.
- Author
-
Billinghurst MW, Jette D, and Greenberg D
- Subjects
- Humans, Injections, Intravenous, Time Factors, Erythrocytes, Isotope Labeling methods, Polyphosphates, Technetium blood, Tin Polyphosphates administration & dosage, Tin Polyphosphates blood
- Published
- 1980
- Full Text
- View/download PDF
248. Hidden-part suppression on three-dimensional plots.
- Author
-
Palser R, Breitman K, and Billinghurst M
- Subjects
- Computers, Mathematics
- Abstract
The conceptual and mathematical description of a method to draw a three-dimensional histographic surface in oblique projection, with the drawing of hidden parts suppressed, is given.
- Published
- 1975
- Full Text
- View/download PDF
249. Letter: Gel chromatography as an analytical tool for 99mTc radiopharmaceuticals.
- Author
-
Billinghurst MW and Palser RF
- Subjects
- Methods, Chelating Agents analysis, Chromatography, Gel, Technetium
- Published
- 1974
250. A qualitative method for determining the level of oxidant in a solution of [99mTc] pertechnetate.
- Author
-
Billinghurst MW and Rempel S
- Subjects
- Methods, Hydrogen Peroxide analysis, Sodium Hypochlorite analysis, Technetium analysis
- Published
- 1977
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