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Keywords = cinematic VR

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11 pages, 26704 KiB  
Article
No-Reference-Based and Noise Level Evaluations of Cinematic Rendering in Bone Computed Tomography
by Jina Shim and Youngjin Lee
Bioengineering 2024, 11(6), 563; https://doi.org/10.3390/bioengineering11060563 - 2 Jun 2024
Cited by 1 | Viewed by 1224
Abstract
Cinematic rendering (CR) is a new 3D post-processing technology widely used to produce bone computed tomography (CT) images. This study aimed to evaluate the performance quality of CR in bone CT images using blind quality and noise level evaluations. Bone CT images of [...] Read more.
Cinematic rendering (CR) is a new 3D post-processing technology widely used to produce bone computed tomography (CT) images. This study aimed to evaluate the performance quality of CR in bone CT images using blind quality and noise level evaluations. Bone CT images of the face, shoulder, lumbar spine, and wrist were acquired. Volume rendering (VR), which is widely used in the field of diagnostic medical imaging, was additionally set along with CR. A no-reference-based blind/referenceless image spatial quality evaluator (BRISQUE) and coefficient of variation (COV) were used to evaluate the overall quality of the acquired images. The average BRISQUE values derived from the four areas were 39.87 and 46.44 in CR and VR, respectively. The difference between the two values was approximately 1.16, and the difference between the resulting values increased, particularly in the bone CT image, where metal artifacts were observed. In addition, we confirmed that the COV value improved by 2.20 times on average when using CR compared to VR. This study proved that CR is useful in reconstructing bone CT 3D images and that various applications in the diagnostic medical field will be possible. Full article
(This article belongs to the Section Biosignal Processing)
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20 pages, 9063 KiB  
Article
Exploring the Potential of Three-Dimensional Imaging, Printing, and Modeling in Pediatric Surgical Oncology: A New Era of Precision Surgery
by Arnau Valls-Esteve, Núria Adell-Gómez, Albert Pasten, Ignasi Barber, Josep Munuera and Lucas Krauel
Children 2023, 10(5), 832; https://doi.org/10.3390/children10050832 - 3 May 2023
Cited by 21 | Viewed by 4868
Abstract
Pediatric surgical oncology is a technically challenging field that relies on CT and MRI as the primary imaging tools for surgical planning. However, recent advances in 3D reconstructions, including Cinematic Rendering, Volume Rendering, 3D modeling, Virtual Reality, Augmented Reality, and 3D printing, are [...] Read more.
Pediatric surgical oncology is a technically challenging field that relies on CT and MRI as the primary imaging tools for surgical planning. However, recent advances in 3D reconstructions, including Cinematic Rendering, Volume Rendering, 3D modeling, Virtual Reality, Augmented Reality, and 3D printing, are increasingly being used to plan complex cases bringing new insights into pediatric tumors to guide therapeutic decisions and prognosis in different pediatric surgical oncology areas and locations including thoracic, brain, urology, and abdominal surgery. Despite this, challenges to their adoption remain, especially in soft tissue-based specialties such as pediatric surgical oncology. This work explores the main innovative imaging reconstruction techniques, 3D modeling technologies (CAD, VR, AR), and 3D printing applications through the analysis of three real cases of the most common and surgically challenging pediatric tumors: abdominal neuroblastoma, thoracic inlet neuroblastoma, and a bilateral Wilms tumor candidate for nephron-sparing surgery. The results demonstrate that these new imaging and modeling techniques offer a promising alternative for planning complex pediatric oncological cases. A comprehensive analysis of the advantages and limitations of each technique has been carried out to assist in choosing the optimal approach. Full article
(This article belongs to the Special Issue New Research in Pediatric Surgical Oncology)
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17 pages, 1726 KiB  
Article
Viewer’s Role and Viewer Interaction in Cinematic Virtual Reality
by Lingwei Tong, Robert W. Lindeman and Holger Regenbrecht
Computers 2021, 10(5), 66; https://doi.org/10.3390/computers10050066 - 18 May 2021
Cited by 15 | Viewed by 6412
Abstract
Cinematic Virtual Reality (CVR) is a form of immersive storytelling widely used to create engaging and enjoyable experiences. However, issues related to the Narrative Paradox and Fear of Missing Out (FOMO) can negatively affect the user experience. In this paper, we review the [...] Read more.
Cinematic Virtual Reality (CVR) is a form of immersive storytelling widely used to create engaging and enjoyable experiences. However, issues related to the Narrative Paradox and Fear of Missing Out (FOMO) can negatively affect the user experience. In this paper, we review the literature about designing CVR content with the consideration of the viewer’s role in the story, the target scenario, and the level of viewer interaction, all aimed to resolve these issues. Based on our explorations, we propose a “Continuum of Interactivity” to explore appropriate spaces for creating CVR experiences to archive high levels of engagement and immersion. We also discuss two properties to consider when enabling interaction in CVR, the depth of impact and the visibility. We then propose the concept framework Adaptive Playback Control (APC), a machine-mediated narrative system with implicit user interaction and backstage authorial control. We focus on “swivel-chair” 360-degree video CVR with the aim of providing a framework of mediated CVR storytelling with interactivity. We target content creators who develop engaging CVR experiences for education, entertainment, and other applications without requiring professional knowledge in VR and immersive systems design. Full article
(This article belongs to the Special Issue Advances in Seated Virtual Reality)
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