Robert W. Lindeman
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View article: Arthroscopic Bankart Repair With Remplissage Results in Low Recurrent Instability Rates Without Reducing Shoulder Range of Motion at Midterm Follow-up: A Systematic Review of Studies With Minimum 5-Year Outcomes
Arthroscopic Bankart Repair With Remplissage Results in Low Recurrent Instability Rates Without Reducing Shoulder Range of Motion at Midterm Follow-up: A Systematic Review of Studies With Minimum 5-Year Outcomes Open
Background: Anterior shoulder instability remains a frequent occurrence in the young, active patient. Arthroscopic remplissage in addition to anteroinferior labral (Bankart) repair is a common treatment to address subcritical bone loss and…
View article: Paper 47: Subsequent Total Shoulder Arthroplasty Following Common Shoulder Stabilization and Reconstructive Procedures
Paper 47: Subsequent Total Shoulder Arthroplasty Following Common Shoulder Stabilization and Reconstructive Procedures Open
Objectives: Shoulder stabilization and reconstructive surgeries are indicated based on a variety of pathologies including instability, impingement, and rotator cuff tears. It is widely accepted that sports-related injuries about the should…
View article: IEEE VR 2024 VGTC Virtual Reality Academy Award
IEEE VR 2024 VGTC Virtual Reality Academy Award Open
The IEEE VGTC Virtual Reality Academy was established in 2022 to highlight the accomplishments of the leaders in the field.Criteria for election to the VR Academy include: Cumulative and momentous contributions to research and/or developm…
View article: Design and assessment of a virtual reality learning environment for firefighters
Design and assessment of a virtual reality learning environment for firefighters Open
The use of virtual reality (VR) in firefighter training is promising because it provides cost-effective, safe environments that arouse similar behavioral responses to real-life scenarios. However, the pedagogical potential of VR and its im…
View article: Applying Cinematic Virtual Reality with Adaptability to Indigenous Storytelling
Applying Cinematic Virtual Reality with Adaptability to Indigenous Storytelling Open
Cinematic Virtual Reality (CVR) is a style of narrative-based Virtual Reality (VR) experience built on filmed or computer-generated 360-degree videos. Since CVR is becoming more popular and widely accessible, researchers and practitioners …
View article: Privacy threats of behaviour identity detection in VR
Privacy threats of behaviour identity detection in VR Open
This study explores the potential privacy risks associated with the use of behavioural data as an identification mechanism in immersive VR applications. With the advent of modern VR technology, tracking sensors are now able to provide a hi…
View article: Prop-oriented world rotation: enabling passive haptic feedback by aligning real and virtual objects in virtual reality
Prop-oriented world rotation: enabling passive haptic feedback by aligning real and virtual objects in virtual reality Open
Passive haptics have long been used to enhance the user’s experience in virtual reality (VR). However, creating props to be used in a virtual environment can be a complicated and lengthy process. Current research looks to create passive ha…
View article: Deep Learning-based Simulator Sickness Estimation from 3D Motion
Deep Learning-based Simulator Sickness Estimation from 3D Motion Open
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View article: Cross-Reality Gaming: Comparing Competition and Collaboration in an Asymmetric Gaming Experience
Cross-Reality Gaming: Comparing Competition and Collaboration in an Asymmetric Gaming Experience Open
Due to the level of immersion and differences in the user interface, there can be a very large discrepancy in the user experience between users in immersive systems and non-immersive systems when playing games together. To investigate the …
View article: Training mental imagery skills of elite athletes in virtual reality
Training mental imagery skills of elite athletes in virtual reality Open
Mental imagery practice is widely used to help athletes prepare for competitions, as it can produce motor actions that enhance performance. The goal of imagery training for athletes is to create realistic images in their minds and to famil…
View article: Identifying Strategies to Mitigate Cybersickness in Virtual Reality Induced by Flying with an Interactive Travel Interface
Identifying Strategies to Mitigate Cybersickness in Virtual Reality Induced by Flying with an Interactive Travel Interface Open
As Virtual Reality (VR) technology has improved in hardware, accessibility of development and availability of applications, its interest has increased. However, the problem of Cybersickness (CS) still remains, causing uncomfortable symptom…
View article: Eliciting real cravings with virtual food: Using immersive technologies to explore the effects of food stimuli in virtual reality
Eliciting real cravings with virtual food: Using immersive technologies to explore the effects of food stimuli in virtual reality Open
In this paper, we explore the current technical possibilities of eating in virtual reality (VR) and show how this could be used to influence eating behaviors. Cue-based exposure therapy is a well-known method used to treat eating disorders…
View article: Immersive competence and immersive literacy: Exploring how users learn about immersive experiences
Immersive competence and immersive literacy: Exploring how users learn about immersive experiences Open
While immersive experiences mediated through near-eye displays are still a relatively immature medium, there are millions of consumer devices in use. The level of awareness of the forms of the interface and media will vary enormously acros…
View article: Toward VR in VR: Assessing Engagement and Social Interaction in a Virtual Conference
Toward VR in VR: Assessing Engagement and Social Interaction in a Virtual Conference Open
The pandemic brought about an unprecedented number of virtual conferences, given the heavy restrictions on travel to in-person meetings. Despite all the advances in technology, people still complain about virtual events. There is Zoom fati…
View article: First insights in perception of feet and lower-body stimuli for proximity and collision feedback in 3D user interfaces
First insights in perception of feet and lower-body stimuli for proximity and collision feedback in 3D user interfaces Open
The visual and auditory quality of computer-mediated stimuli for virtual and extended reality (VR/XR) is rapidly improving. Still, it remains challenging to provide a fully embodied sensation and awareness of objects surrounding, approachi…
View article: Touch-Move-Release: Studies of Surface and Motion Gestures for Mobile Augmented Reality
Touch-Move-Release: Studies of Surface and Motion Gestures for Mobile Augmented Reality Open
Despite a broad range of mobile AR applications available to date, the majority still primarily use surface gestures, i.e., gesturing on the touch screen surface of the device and do not utilise the affordance of three-dimensional user int…
View article: Augmented Perception Through Spatial Scale Manipulation in Virtual Reality for Enhanced Empathy in Design-Related Tasks
Augmented Perception Through Spatial Scale Manipulation in Virtual Reality for Enhanced Empathy in Design-Related Tasks Open
This research explores augmented perception by investigating the effects of spatial scale manipulation in Virtual Reality (VR) to simulate multiple levels of virtual eye height (EH) and virtual interpupillary distance (IPD) of the VR users…
View article: Adaptive Playback Control: A Framework for Cinematic VR Creators to Embrace Viewer Interaction
Adaptive Playback Control: A Framework for Cinematic VR Creators to Embrace Viewer Interaction Open
Content creators have been trying to produce engaging and enjoyable Cinematic Virtual Reality (CVR) experiences using immersive media such as 360-degree videos. However, a complete and flexible framework, like the filmmaking grammar toolbo…
View article: Content-rich and Expansive Virtual Environments Using Passive Props As World Anchors
Content-rich and Expansive Virtual Environments Using Passive Props As World Anchors Open
In this paper, we present a system that allows developers to add passive haptic feedback into their virtual reality applications by making use of existing physical objects in the user's real environment. Our approach has minimal dependence…
View article: Ātea Presence—Enabling Virtual Storytelling, Presence, and Tele-Co-Presence in an Indigenous Setting
Ātea Presence—Enabling Virtual Storytelling, Presence, and Tele-Co-Presence in an Indigenous Setting Open
Developing, evaluating, and disseminating IT research prototypes for and with indigenous partners is both challenging and rewarding. In conjunction with our domain expert collaborators, Te Rau Aroha Marae (Bluff, Aotearoa/New Zealand) and …
View article: Directions for 3D User Interface Research from Consumer VR Games
Directions for 3D User Interface Research from Consumer VR Games Open
With the continuing development of affordable immersive virtual reality (VR) systems, there is now a growing market for consumer content. The current form of consumer systems is not dissimilar to the lab-based VR systems of the past 30 yea…
View article: Ātea Presence—Enabling Virtual Storytelling, Presence, and Tele-Co-Presence in an Indigenous Setting
Ātea Presence—Enabling Virtual Storytelling, Presence, and Tele-Co-Presence in an Indigenous Setting Open
Developing, evaluating, and disseminating IT research prototypes for and with indigenous partners is both challenging and rewarding. In conjunction with our domain expert collaborators, Te Rau Aroha Marae (Bluff, Aotearoa/New Zealand) and …
View article: Perspective: Does Realism Improve Presence in VR? Suggesting a Model and Metric for VR Experience Evaluation
Perspective: Does Realism Improve Presence in VR? Suggesting a Model and Metric for VR Experience Evaluation Open
The concepts of “immersion” and “presence” have been considered as staple metrics for evaluating the quality of virtual reality experiences for more than five decades, even as the concepts themselves have evolved in terms of both technical…
View article: Viewer’s Role and Viewer Interaction in Cinematic Virtual Reality
Viewer’s Role and Viewer Interaction in Cinematic Virtual Reality Open
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 ex…
View article: Evaluating Virtual Human Role-Players for the Practice and Development of Leadership Skills
Evaluating Virtual Human Role-Players for the Practice and Development of Leadership Skills Open
This article reports on a study to evaluate the effectiveness of virtual human (VH) role-players as leadership training tools within two computer-generated environments, virtual reality (VR) and mixed reality (MR), compared to a traditiona…
View article: Using a Fully Expressive Avatar to Collaborate in Virtual Reality: Evaluation of Task Performance, Presence, and Attraction
Using a Fully Expressive Avatar to Collaborate in Virtual Reality: Evaluation of Task Performance, Presence, and Attraction Open
Avatar-mediated collaboration in virtual environments is becoming more and more prevalent. However, current consumer systems are not suited to fully replicate real-world nonverbal communication. We present a novel avatar system for collabo…