Strictly speaking the word “virtuality” or the expression “virtual reality” refers to an application for things simulated or created by the computer, which not really exist. More and more often such things are becoming equally referred with the adjective “virtual” or “digital” or mentioned with the prefixes “e-” or “cyber-”. So we know, for instance, of virtual or digital or e- or cyber- community, cash, business, greetings, books .. till even pets. The virtuality offers interesting advantages with respect to the “simple” reality, since it can reproduce, augment and even overcome the reality. The reproduction is not intended as it has been so far that a camera films a scenario from a fixed point of view and a player shows it, but today it is possible to reproduce the scene dynamically moving the point of view in practically any directions, and “real” becomes “realistic”. The virtuality can augment the reality in the sense that graphics are pulled out from a television screen (or computer/laptop/palm display) and integrated with the real world environments. In this way useful, and often in somehow essentials, information are added for the user. As an example new apps are now available even for iphone users who can obtain graphical information overlapped on camera played real scene surroundings, so directly reading the height of mountains, names of streets, lined up of satellites .., directly over the real mountains, the real streets, the real sky. But the virtuality can even overcome reality, since it can produce and make visible the hidden or inaccessible or old reality and even provide an alternative not real world. So we can virtually see deeply into the matter till atomic dimensions, realize a virtual tour in a past century or give visibility to hypothetical lands otherwise difficult or impossible to simple describe. These are the fundamental reasons for a naturally growing interest in “producing” virtuality. So here we will discuss about some of the different available methods to “produce” virtuality, in particular pointing out some steps necessary for “crossing” reality “towards” virtuality. But between these two parallel worlds, as the “real” and the “virtual” ones are, interactions can exist and this can lead to some further advantages. We will treat about the “production” and the “interaction” with the aim to focus the attention on how the virtuality can be applied in biomedical fields, since it has been demonstrated that virtual reality can furnish important and relevant benefits in e-health applications. As an example virtual tomography joins together 3D imaging anatomical features from several CT (Computerized axial Tomography) or MRI (Magnetic Resonance Imaging) images overlapped with a computer-generated kinesthetic interface so to obtain a useful tool in diagnosis and healing. With the new endovascular simulation possibilities, a head mounted display superimposes 3D images on the patient’s skin so to furnish a direction for implantable devices inside blood vessels. Among all, we chose to investigate the fields where we believe the virtual applications can furnish the meaningful advantages, i.e. in surgery simulation, in cognitive and neurological rehabilitation, in postural and motor training, in brain computer interface. We will furnish to the reader a necessary partial but at the same time fundamental view on what the virtual reality can do to improve possible medical treatment and so, at the end, resulting a better quality of our life.

Saggio, G., Pinto, C. (2011). Virtuality supports reality for e-health applications. In Jae-Jin Kim, Aleksandar Lazinica (a cura di), Virtual reality (pp. 247-272). InTech publications.

Virtuality supports reality for e-health applications

SAGGIO, GIOVANNI;
2011-01-01

Abstract

Strictly speaking the word “virtuality” or the expression “virtual reality” refers to an application for things simulated or created by the computer, which not really exist. More and more often such things are becoming equally referred with the adjective “virtual” or “digital” or mentioned with the prefixes “e-” or “cyber-”. So we know, for instance, of virtual or digital or e- or cyber- community, cash, business, greetings, books .. till even pets. The virtuality offers interesting advantages with respect to the “simple” reality, since it can reproduce, augment and even overcome the reality. The reproduction is not intended as it has been so far that a camera films a scenario from a fixed point of view and a player shows it, but today it is possible to reproduce the scene dynamically moving the point of view in practically any directions, and “real” becomes “realistic”. The virtuality can augment the reality in the sense that graphics are pulled out from a television screen (or computer/laptop/palm display) and integrated with the real world environments. In this way useful, and often in somehow essentials, information are added for the user. As an example new apps are now available even for iphone users who can obtain graphical information overlapped on camera played real scene surroundings, so directly reading the height of mountains, names of streets, lined up of satellites .., directly over the real mountains, the real streets, the real sky. But the virtuality can even overcome reality, since it can produce and make visible the hidden or inaccessible or old reality and even provide an alternative not real world. So we can virtually see deeply into the matter till atomic dimensions, realize a virtual tour in a past century or give visibility to hypothetical lands otherwise difficult or impossible to simple describe. These are the fundamental reasons for a naturally growing interest in “producing” virtuality. So here we will discuss about some of the different available methods to “produce” virtuality, in particular pointing out some steps necessary for “crossing” reality “towards” virtuality. But between these two parallel worlds, as the “real” and the “virtual” ones are, interactions can exist and this can lead to some further advantages. We will treat about the “production” and the “interaction” with the aim to focus the attention on how the virtuality can be applied in biomedical fields, since it has been demonstrated that virtual reality can furnish important and relevant benefits in e-health applications. As an example virtual tomography joins together 3D imaging anatomical features from several CT (Computerized axial Tomography) or MRI (Magnetic Resonance Imaging) images overlapped with a computer-generated kinesthetic interface so to obtain a useful tool in diagnosis and healing. With the new endovascular simulation possibilities, a head mounted display superimposes 3D images on the patient’s skin so to furnish a direction for implantable devices inside blood vessels. Among all, we chose to investigate the fields where we believe the virtual applications can furnish the meaningful advantages, i.e. in surgery simulation, in cognitive and neurological rehabilitation, in postural and motor training, in brain computer interface. We will furnish to the reader a necessary partial but at the same time fundamental view on what the virtual reality can do to improve possible medical treatment and so, at the end, resulting a better quality of our life.
1-gen-2011
Settore ING-INF/01 - ELETTRONICA
English
Rilevanza internazionale
Capitolo o saggio
http://www.intechopen.com/articles/show/title/virtuality-supports-reality-for-e-health-applications
http://www.intechweb.org/books/show/title/virtual-reality
Saggio, G., Pinto, C. (2011). Virtuality supports reality for e-health applications. In Jae-Jin Kim, Aleksandar Lazinica (a cura di), Virtual reality (pp. 247-272). InTech publications.
Saggio, G; Pinto, C
Contributo in libro
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2108/11460
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