The impact of three-dimensional simulation and virtual reality technologies on surgical decision-making and postoperative satisfaction in aesthetic surgery: a preliminary study
Background Three-dimensional (3D) simulation and virtual reality (VR) technologies are increasingly used in aesthetic surgery consultations to enhance decision-making and expectation management. However, their impact on surgical decision-making and postoperative satisfaction across different procedures remains unclear. Objectives This study aimed to evaluate the influence of 3D simulation and VR technology in patients undergoing rhinoplasty, breast augmentation, mastopexy, augmentation-mastopexy and breast reduction. Methods A retrospective study was conducted with 75 female patients who underwent primary aesthetic surgery. Preoperative 3D simulations and VR visualizations were generated using the Crisalix Virtual Esthetics system (Crisalix S.A., Switzerland). Patients were assessed postoperatively at one year using structured surveys to evaluate the influence of 3D simulation and VR technology on their decision-making and satisfaction. Statistical analyses included the Kruskal-Wallis H test, the Chi-Square test, and Spearman’s correlation. Results 3D simulation had the greatest influence on breast augmentation (8.4/10), rhinoplasty (7.6/10), and augmentation-mastopexy (7.1/10) patients but was less impactful for mastopexy (6.6/10) and breast reduction (3.8/10) patients (p < 0.001). The most decisive factors were previous patient photos (30.7%) and communication with the surgeon (29.3%), with simulation ranking third (18.7%). Postoperative similarity ratings were highest in breast augmentation (7.9/10) and rhinoplasty (7.5/10) patients. While 70.7% of patients would recommend 3D simulation, VR headset use did not influence decisions (p < 0.001). Conclusions 3D simulation enhances patient engagement and expectation management across various aesthetic procedures. While its influence is more significant in surgeries primarily focused on aesthetic outcomes, it serves as a complementary tool rather than a definitive factor in decision-making.
- Research Article
- 10.12974/2311-8687.2023.11.14
- Dec 2, 2023
- International Journal of Pediatrics and Child Health
Pediatric central nervous system tumors are the primary solid malignancies in children and remain a leading cause of mortality in infancy. Advances in pediatric neuro-oncology, driven by molecular oncology research, emphasize the critical need for high-quality pathological tissue to support advanced molecular investigations. However, the vast heterogeneity of these tumors requires precise discrimination of collection sites, aligning with preoperative imaging data. Surgical resection, a pivotal step in diagnosis and treatment, could result in potential morbidities influencing children's neurological status. This, in turn, affects the feasibility of subsequent oncological treatments, influencing overall prognosis and quality of life. To address these challenges, technological tools enhance neurosurgeon orientation in pre-surgical planning and resection. While stereotactic navigation systems reduce morbidity, limitations persist in providing only two-dimensional anatomical information. Recent developments in 3D surgical simulation and virtual reality revolutionize procedural planning, offering real-time integration with intraoperative navigation systems. Beyond surgery, virtual reality has potential in case discussions, preoperative planning, and operative guidance, aiming to improve care and patient outcomes. The virtual reality experience, coupled with detailed anatomical visualization, facilitates meticulous surgical strategy planning for minimal invasiveness. Despite expanding literature on virtual reality applications in neurosurgery, pediatric neurosurgical oncology experiences remain limited. Scientific evaluation of simulation systems' impact on techniques and outcomes, combined with advances in neuroimaging, offers promise for adapting surgical approaches based on neoplastic brain lesion behavior. In conclusion, incorporating 3D surgical simulation and virtual reality technologies in pediatric neurosurgical oncology holds substantial benefits, offering improved procedural planning, enhanced precision, and patient-specific adaptation. Despite limited reported experiences, the compelling advantages underscore the need for further exploration and consideration in the evolving landscape of pediatric neuro-oncology.
- Research Article
9
- 10.1088/1742-6596/1515/2/022001
- Apr 1, 2020
- Journal of Physics: Conference Series
The article considers the possibility of using virtual and mixed reality in studying the geometry of the crystal lattice in the framework of the course of solid state physics. The application of mixed and virtual reality technologies in the study of various branches of physics is receiving more and more attention. Virtual reality headsets were used in practical and laboratory classes, where students had to create crystal structures and carry out modeling of various processes. When studying complex spatial objects of crystallography, virtual reality technology allowed students to familiarize themselves with the object of study in more detail, understand the structure of crystals and, accordingly, complete the task in a timely manner. At the same time, the prolonged use of virtual reality headsets led to rapid fatigue of students.
- Research Article
- 10.1038/s41598-025-16634-w
- Sep 26, 2025
- Scientific Reports
Dry eye disease is characterized by tear film instability, often linked to a reduced blink rate during prolonged visual display use. Although blink suppression during virtual reality (VR) headset use has been reported, its effect on tear film stability remains unclear. Accordingly, we developed a system using an ultra-compact camera for the time-course, noninvasive observation of tear film dynamics. Fourteen healthy participants played a 30-min VR game while tear film kinetics were analyzed. As gameplay progressed, a significant increase in the interference grade of the tear film lipid layer was observed (p < 0.05), along with elevated corneal and upper eyelid surface temperatures (p < 0.05). The increased interference grade suggests thickening of the lipid layer, possibly attributable to a periocular temperature elevation which may result in facilitation of the incorporation of polar lipids into the nonpolar lipid layer. These findings suggest that VR headset use may increase lipid layer thickness, potentially improving tear film stability under these conditions.
- Research Article
5
- 10.24136/eq.3557
- Mar 30, 2025
- Equilibrium. Quarterly Journal of Economics and Economic Policy
Research background: Cognitive computing and robotic technologies, enterprise digital twin system modeling, and sensory perception algorithms optimize industrial big data exchange and production collaboration, production floor management, and smart device 3D simulation and visualization in the Industry 5.0 metaverse and virtual shop floor environments. Enterprise metaverse business operations, multi-granularity cognitive computing, and industrial big data fusion simulation integrate virtual and augmented reality technologies, collaborative robotic and industrial cyber-physical production systems, and artificial intelligence-enabled edge computing and Internet of Everything devices in mobile edge computing environments. Cloud-based production and digital twin Internet of Things networks, 3D immersive virtual reality and realistic 3D scene construction technologies, and cyber-physical production and business process management systems articulate smart production engineering and management, artificial intelligence-driven physics simulation, and Internet of Things-based robotic manufacturing in highly realistic industrial product representations and 3D virtual spaces with regard to big data-driven business decisions. Purpose of the article: We show that 3D immersive virtual reality and digital twin metaverse technologies, spatial scanning modeling, and autonomous robotic and virtual factory simulation systems are pivotal in immersive 3D process management, industrial manufacturing production value, and knowledge accumulation in synthetic simulated environments. 3D simulation-based industrial processes and immersive experiences can be attained through cognitive computing and robotic technologies, multi-modal information fusion, autonomous intelligence generation, and multiple production process management in immersive 3D metaverse environments. Immersive, multisensory, and augmented digital experiences can be attained through 3D factory simulation and immersive extended reality technologies, cognitive robotic process automation, autonomous robotic and industrial machine learning systems, and task allocation optimization in computer-generated 3D virtual environments. Methods: We analyzed and synthesized common operations for the first 60 companies in industrial metaverse on ensun (AI-based supplier sourcing tool’s) website in terms of key takeaway, working industry, type of company, and specialized areas, and identified three main topics. Findings & value added: The main value added derived from our research is that industrial metaverse 3D simulation and modeling, digital twin and remote fault diagnosis technologies, multiphysics simulation and predictive maintenance tools assist industrial big data monitoring and management, Internet of Things-based robotic manufacturing, and multiple processing tasks in 3D digital twin factories. Collaborative autonomous manufacturing operations, artificial intelligence-driven physics simulation, and smart industrial devices and processes necessitate industrial metaverse decentralized federated learning, cognitive computing and robotic technologies, and cognitive digital twins in virtual shop floor environments, generating economic value. 3D simulation and visualization technologies, business intelligence and digital twin-based cyber-physical production systems, and big data-driven forecasting and real-time collision detection algorithms can be harnessed in robotic automation processes, intelligent manufacturing upgrading, and sustainable industrial value creation across 3D digital twin factories and distributed computing environments.
- Research Article
42
- 10.1080/00140139.2020.1869320
- Feb 8, 2021
- Ergonomics
Ergonomics issues while using virtual reality (VR) headsets for text-intensive applications have not been studied. Measures of neck and shoulder discomfort and simulator sickness symptoms were quantified while participants were performing a document creation task for 60 min using a VR headset and a desktop monitor. During the task with the headset, participants rotated the head 2.7 times more frequently and used the neck extensor muscles 25.9% more, in average. They also rated the neck and shoulder discomfort 60% and 17.5% higher after the task. The simulator sickness symptoms were also rated significantly higher (p < .05) for the headset condition, with more pronounced differences in the symptoms related to visual discomfort. Results indicate that the physical discomforts due to the frequent head rotations and the headset weight, and visual discomforts due to difficulty in reading texts were the main issues of the VR headset for common office tasks. Practitioner summary: Ergonomics issues associated with the use of a VR headset for conducting office productivity work tasks have been evaluated in an experiment. Study results indicate that the development in the neck physical discomfort and visual discomfort may be the main barriers to the use of current VR headsets for office works. Abbreviations: VR: virtual reality; VDT: video display terminal; EMG: electromyography; MVC: maximum voluntary contraction; SSQ: simulator sickness questionnaire; ECG: electrocardiogram; NEMG: normalised electromyography
- Research Article
- 10.1093/jsxmed/qdae001.250
- Feb 5, 2024
- The Journal of Sexual Medicine
Introduction Vasectomy is a widely performed procedure for male sterilization, with an estimated 33 million procedures conducted annually worldwide. Although vasectomy is generally safe and associated with minimal complications, concerns over procedural pain and anxiety can deter patients from pursuing the procedure. To address these concerns, innovations such as no-needle and no-scalpel techniques have been adopted to minimize pain during vasectomy. However, anticipated pain and anxiety remain significant barriers for patients. Therefore, optimizing patient comfort during procedures performed under local anesthesia is crucial for improving outcomes and satisfaction. Virtual reality (VR) devices have emerged as a promising non-pharmacological intervention for pain modulation in various medical fields. VR technology has demonstrated pain reduction and anxiety alleviation in pediatric burn therapy, physical therapy, dental procedures, and more. The adult urologic community has also embraced VR, with positive results observed in surveillance cystoscopy and office-based prostate biopsy procedures. However, limited research exists on the use of VR headsets during vasectomy, with only one previous non-randomized trial reporting high patient satisfaction but no improvement in pain or anxiety. In this ongoing single-center, randomized, open-label clinical trial, we present interim data evaluating the effectiveness of the SmileyScope VR device in reducing anxiety and pain during in-office vasectomy performed with local anesthesia. Objective The primary objective of this study is to evaluate the efficacy of virtual reality (VR) devices in alleviating peri-procedure anxiety and pain during in-office vasectomy performed with local anesthesia. The secondary goal of this study is to compare the effectiveness of interactive VR, enabling patient control of the experience, with static VR, which does not provide patient control. Methods The study enrolled patients who were scheduled for in-office vasectomy with a single urologist. The patients were randomly assigned to one of three groups: the control group receiving standard in-office vasectomy without a VR headset, the static VR intervention group, or the interactive VR intervention group. The primary outcome measures included patient-reported pain and anxiety levels before and after the procedure, along with heart rate measurements recorded using a wearable device. Results Interim analysis of this ongoing study includes data from a total of 58 men. 20 men were in the control group, 19 in the static VR arm, and 19 in the interactive VR arm. There was no observed difference in subjective pain scores or heart rate variability during the procedure. However, patients who wore a VR headset reported a significantly lower level of pre-procedure anxiety (P = 0.0700). Conclusions Anticipation of periprocedural pain and anxiety are barriers to vasectomy utilization. Initial results from our ongoing randomized clinical trial indicate that the utilization of virtual reality is feasible, safe, and effective in reducing pre-procedure anxiety in patients undergoing vasectomy. Disclosure No.
- Research Article
- 10.1093/milmed/usaf209
- Sep 1, 2025
- Military medicine
Vection, a stationary individual's illusion of self-motion, is a form of spatial disorientation (SD) typically provoked visually. In aviation, SD is a failure to correctly sense one's position, motion, and/or attitude in relation to the earth's surface and its gravitational vertical. The Virtual Reality Vection System (VRVS) induces vection with visual virtual reality (VR) technology. During MHSRS 2023, USAARL demonstrated the VRVS at its Command Booth, which included an approved, exempt protocol to conduct a vection experiment on site. This exploratory study is reported here. The Vive Pro Eye VR headset presented the computer-controlled vection stimuli. Each trial included 2 45-second frames of moving black dots separated by a 15-second blank field. Frame 1 presented 250 randomly spaced dots moving uniformly to the right at 40°/second, illustrating the 100% vection perception. Frame 2 also presented 250 dots moving at 40°/second, but the number of uniformly moving dots was randomly selected from the set {0, 50, 100, 150, 200, 250} while the complement number of dots moved randomly. Data collected were vection duration and magnitude experienced during Frame 2 relative to the 100% Frame 1 vection percept. The subject's button press (BP) and linear potentiometer (LP) settings registered the vection duration and magnitude, respectively. Average BP and LP values were systematically dependent on the number of uniformly moving dots, increasing from 0 to 50 and then to 100 dots, then remaining relatively constant to 200 dots, then further increased with 250 dots, thus demonstrating a systematic psychophysical dependence of vection on quantifiable stimulus motion characteristics. The VRVS successfully used consumer-grade VR technology to execute a quantitative psychophysical pilot study of vection under the uncontrolled conditions of the MHSRS Exhibit Hall. Virtual reality technology can be expected to play an increasing role in supporting research designed for computer-controlled studies at remote sites.
- Research Article
9
- 10.1155/2022/2604408
- Jan 10, 2022
- Scientific Programming
The application of artificial intelligence technology in the film and television field has profoundly changed the content and production methods of television programs and promoted the development and production of a new generation of artificial intelligence television. The popularization of artificial intelligence technology is conducive to improving the quality of television program content, innovating content categories, reducing television program production cost, and improving production efficiency. Due to the popularization and the use of virtual reality (VR) technology in scientific research and social life, the application of VR technology has been studied from the perspective of film and television animation (FTA) teaching, hoping to promote the development of FTA education. First, the existing dynamic environment modeling technology, real-time three-dimensional (3D) graphic generation technology, stereoscopic display, and sensor technology and other VR technologies are combined to carry out teaching design. In view of the current situation of the teaching process of FTA major, the research on these four aspects has been carried out. VR technology is used as an auxiliary teaching tool to complete the basic course teaching of FTA; the 3D animation course and VR technology are combined to improve the teaching effect of professional skill courses. Then, in the application effect, classroom satisfaction, comprehensive quality evaluation, and professional core curriculum effect are compared and analyzed. The results show that the students’ comprehensive quality evaluation in VR technology group is significantly improved, and the satisfaction of classroom atmosphere, teaching mode, and teaching facilities are 75%, 61%, and 81%, respectively. The students in this group can better integrate the new design method into the animation modeling and complete the course design task with high quality. Compared with the traditional teaching mode, the students’ satisfaction is higher and the harvest is greater. Therefore, the use of VR technology in FTA teaching can stimulate students’ interest in learning, improve learning efficiency, and promote the mastery of professional knowledge and skills. The application mode and effect analysis of the proposed VR technology provide a reference for the application of VR technology in FTA teaching.
- Research Article
3
- 10.3390/cancers15030949
- Feb 2, 2023
- Cancers
Simple SummaryAwake craniotomy (AC) with brain mapping by direct electrical stimulation for tumors within or adjacent to eloquent brain regions is a surgical approach for minimizing the risk of postoperative neurologic deficits and preserving the patient’s health-related quality of life. Language and motor functions are frequently mapped, but mapping is less frequent for more complex functions, such as visuospatial and social cognition, despite the importance of these functions for daily life activities. This lack of mapping for these functions results at least in part from a lack of tasks fully compatible with the restrictive environment of an operating room and AC procedures. We show here that the use of a virtual reality headset with eye tracking opens up new possibilities for the mapping of these complex functions.Background: Awake craniotomy (AC) with brain mapping for language and motor functions is often performed for tumors within or adjacent to eloquent brain regions. However, other important functions, such as vision and visuospatial and social cognition, are less frequently mapped, at least partly due to the difficulty of defining tasks suitable for the constrained AC environment. Objective: The aim of this retrospective study was to demonstrate, through illustrative cases, how a virtual reality headset (VRH) equipped with eye tracking can open up new possibilities for the mapping of language, the visual field and complex cognitive functions in the operating room. Methods: Virtual reality (VR) tasks performed during 69 ACs were evaluated retrospectively. Three types of VR tasks were used: VR-DO80 for language evaluation, VR-Esterman for visual field assessment and VR-TANGO for the evaluation of visuospatial and social functions. Results: Surgery was performed on the right hemisphere for 29 of the 69 ACs performed (42.0%). One AC (1.5%) was performed with all three VR tasks, 14 ACs (20.3%) were performed with two VR tasks and 54 ACs (78.3%) were performed with one VR task. The median duration of VRH use per patient was 15.5 min. None of the patients had “VR sickness”. Only transitory focal seizures of no consequence and unrelated to VRH use were observed during AC. Patients were able to perform all VR tasks. Eye tracking was functional, enabling the medical team to analyze the patients’ attention and exploration of the visual field of the VRH directly. Conclusions: This preliminary experiment shows that VR approaches can provide neurosurgeons with a way of investigating various functions, including social cognition during AC. Given the rapid advances in VR technology and the unbelievable sense of immersion provided by the most recent devices, there is a need for ongoing reflection and discussions of the ethical and methodological considerations associated with the use of these advanced technologies in AC and brain mapping procedures.
- Research Article
2
- 10.1186/s12958-022-01021-1
- Oct 11, 2022
- Reproductive Biology and Endocrinology : RB&E
BackgroundPrevious research has shown that the type and duration of erotic material that men have access to during masturbation can influence semen parameters. To our knowledge, the use of virtual reality (VR) headsets to present erotica has not previously been studied. We reasoned that, because VR can provide a more immersive experience to the user, semen parameters of masturbatory ejaculates may be altered.MethodsThis study had a balanced and randomized controlled cross-over within-subjects design. 504 ejaculates were collected from 63 sperm donors at 4 locations in Denmark. During masturbation each donor was instructed to observe erotic material either on a touch screen monitor or using a VR headset. The order of each pair of within-subject treatments was randomized by the throw of a dice. Anonymized data were analysed with linear mixed and piecewise structural equation models.ResultsBoth abstinence period and VR-use influenced the total number of motile spermatozoa ejaculated. For short abstinence periods, VR-use increased the number of motile sperm in the ejaculate. However, the difference between VR and non-VR ejaculates decreased as abstinence period increased such that there was no difference at the mean abstinence period of 58 h. For longer abstinence periods, total motile sperm counts were lower, on average, when men used VR compared to those that did not.ConclusionThe use of VR headsets to view erotica had a strong positive effect on the number of motile sperm in an ejaculate when the donor’s abstinence time was short (< 24 h). VR-use could improve the ejaculate quality of men who are asked to provide samples after a short period of abstinence, such as men in infertile partnerships producing samples for ART or cancer patients depositing sperm before treatment.Trial registrationTrial retrospectively registered on 13 July 2022 at ClinicalTrials.gov. Identifier: NCT05457764.
- Research Article
- 10.25259/ijms_271_2022
- Jun 26, 2023
- Indian Journal of Medical Sciences
Objectives: Patient satisfaction is of paramount importance in breast augmentation surgery. One of the most important determinants of the post-operative outcome is the implant volume. Conventionally, patients are fitted with different-sized implants under their bra to give them an idea of the post-operative result. However, it is cumbersome, and the patient is not able to visualize the final appearance of her breast. With the advent of three-dimensional (3D) simulations, this technique is increasingly being employed in pre-operative counseling sessions to aid the patient in choosing the right implant size for herself. We wished to study the usefulness of 3D simulation as a clinical aid in pre-operative counseling of breast augmentation patients. Materials and Methods: In this study, we asked a set of three questions to the patients who chose their breast implant size based on 3D simulation to understand their views on the utility of this technique. Results: The majority (85–90%) of the respondents found 3D simulation to be very helpful in choosing the implant and would strongly recommend it to their peers. They also found the post-operative results to be very concordant with the pre-operative simulated image. Conclusion: 3D simulation is a useful aid in choosing the implants for breast augmentation and helps in involving the patient in the decision-making process, resulting in higher satisfaction.
- Research Article
9
- 10.28945/4816
- Jan 1, 2021
- Journal of Information Technology Education: Research
Aim/Purpose: This case study examines students’ affective responses to and relationships with two-dimensional (2D) and 360° videos that were experienced with or without low-cost virtual reality (VR) headsets. Background: The prior research on low-cost VR technology is scant. Schools and universities are not financially able to purchase tens or hundreds of expensive inbuilt VR headsets. Therefore, we recommend an alternative, low-cost solution. Methodology: We conducted the experiment with students’ (N=100) responses to videos and VR technologies used in a higher education setting. We also applied a quantitative research approach examined in light of media richness and affective experience theories. Contribution: This study provides evidence of the integral role that VR technologies and 360° video content play, because using low-cost VR headsets potentially decreases the initial affective experiences of 360° videos among students. Although VR headsets improve media richness, they might simultaneously weaken students’ overall affective experiences if they experience usability challenges. Findings: The results showed that using low-cost VR headsets decreased positive user experiences when they were watching 360° videos. The 360° video experience was noted to be better without low-cost VR headsets. Low-cost VR headsets with a smartphone and 360° videos were found to be complicated to set up and use among first-time users. However, 360° videos created a more positive affect than did 2D videos. We also found that the positive affect of videos enhanced the social sharing intention. Recommendations for Practitioners: Educational institutes and teachers with limited financial budgets need to plan and manage courses that increases their need to adopt low-cost VR headsets. However, a poor initial user experience of low-cost VR technology usability might create negative student attitudes, which might hinder VR’s adoption rate in higher education. Recommendation for Researchers: This study provides a new understanding about students’ affective experiences of 2D videos and 360° videos with and without low-cost VR headsets. The results show that positive user experiences of 2D and 360° videos enhance students’ interest in sharing and collaboration in digital learning environments. Impact on Society: The results help educators to predict possible usability challenges in selecting the proper rich media for different learning situations. Additionally, the results assist educators to design VR assisted courses that motivate students. Future Research: The experimental comparison of different VR solutions and traditional learning technologies merits further examination. Additionally, more research is needed to determine the relationship of VR technologies, video content and learning methods, because technological features and content are tightly integrated in VR.
- Research Article
- 10.25683/volbi.2022.58.129
- Feb 20, 2022
- Бизнес. Образование. Право
Рассматриваются особенности применения технологий VR (виртуальной реальности) и AR (дополненной реальности) организациями финансовой сферы. Определяется специфика технологий виртуальной и дополненной реальности. Последовательно представлена история их продвижения на рынки, отмечены наиболее яркие факты, результаты совершенствования в контексте технологического прогресса (Sensorama, head-mounted display, «Кинокарта Аспена», устройство Eye Tap, коммерческая система RB2, VR-консоль компании SEGA Games Co., очки Oculus Rift и др.). Отмечаются области и возможности их применения. Изучена степень проникновения технологий виртуальной и дополненной реальности в деятельность финансовых организаций. Указаны основные направления их применения: приведены конкретные примеры интеграции VR- и AR-технологий в работу финансовых организаций. Систематизированы такие цели применения AR- и VR-технологий в финансовой сфере, как упрощение получения и обработки информации клиентами посредством приема визуализации, сохранение безопасности, маркетинговые коммуникативные цели и др. В результате проведенного исследования обозначены тенденции использования технологий на финансовом рынке, выявлены возможности их развития и перспективы применения, факторы, сдерживающие их развитие, определены и систематизированы преимущества и недостатки как самих технологий, так и функционирования этих технологий в финансовой среде. В заключение сделан вывод о том, что применение VR- и AR-технологий позволит финансовым организациям укрепить свои конкурентные позиции на рынке, а клиентам финансовых организаций — создать собственную безопасную онлайн-среду, в которой они смогут управлять своими деньгами и инвестициями и совершать транзакции. The features of the use of VR (virtual reality) and AR (augmented reality) technologies by financial organizations are considered. The specifics of virtual and augmented reality technologies are determined. The history of their promotion to markets is presented in a coherent manner, highlighting key facts, the results of improvements in the context of technological advances (Sensorama, head-mounted display, Aspen’s Cinema Map, Eye Tap device, RB2 commercial system, VR-console of SEGA Games Co., glasses Oculus Rift and more). Areas and possibilities of their application are noted. The areas and possibilities of their application are highlighted. The degree of penetration of virtual and augmented reality technologies in the activities of financial institutions is explored. The main directions of their application are indicated: specific examples of integration of VR- and AR-technologies in the work of financial institutions are given. The goals of using AR and VR technologies in the financial sector, such as simplifying the receipt and processing of information by clients through the reception of visualization, maintaining security, marketing communication goals, etc., are systematized. As a result of the study, trends in the use of the technologies in the financial market are identified, opportunities for their development and prospects of application, factors that restrain their development are identified, the advantages and disadvantages of both the technologies themselves and the functioning of these technologies in the financial environment are identified and systematized. It is concluded that the use of VR and AR technologies will allow financial institutions to strengthen their competitive positions in the market, and let the clients of financial institutions create their own secure online environment in which they can manage their money and investments and make transactions.
- Research Article
44
- 10.2147/eb.s233195
- Feb 1, 2020
- Eye and Brain
This review assesses the risk of a photic-induced seizure in a child during viewing of 3D (binocular 3 dimensional, stereoscopic) movies or games, either on standard video displays or when wearing a virtual reality (VR) headset. Studies published by pediatric epilepsy experts emphasize the low risk of 3D viewing even for children with known photosensitive epilepsy (PSE). The low incidence of PSE is noteworthy because the number of hours devoted to 2D or 3D screen viewing and/or VR headset use by children worldwide has increased markedly over the last decade. The medical literature does not support the notion that VR headset use poses a risk for PSE.
- Research Article
23
- 10.1007/s00266-017-0830-2
- Mar 13, 2017
- Aesthetic Plastic Surgery
Breast augmentation is among the most frequently performed cosmetic plastic surgeries. Providing patients with "realistic" 3D simulations of breast augmentation outcomes is becoming increasingly common. Until recently, such programs were costly and required significant equipment, training, and office space. New simple user-friendly cloud-based programs have been developed, but to date there remains a paucity of objective evidence comparing these 3D simulations with the post-operative outcomes. To determine the aesthetic similarity between pre-operative 3D simulation generated by Crisalix and real post-operative outcomes. A retrospective review of 20 patients receiving bilateral breast augmentation was conducted comparing 6-month post-operative outcomes with 3D simulation using Crisalix software. Similarities between post-operative and simulated images were measured by three attending plastic surgeons and ten plastic surgery residents using a series of parameters. Assessment reveals similarity between the 3D simulation and 6-month post-operative images for overall appearance, breast height, breast width, breast volume, breast projection, and nipple correction. Crisalix software generated more representative simulations for symmetric breasts than for tuberous or ptotic breasts. Comparison of overall aesthetic outcome to simulation showed that the post-operative outcome was more appealing for the symmetric and tuberous breasts and less appealing for the ptotic breasts. Our data suggest that Crisalix offers a good overall 3D simulated image of post-operative breast augmentation outcomes. Improvements to the simulation of the post-operative outcomes for ptotic and tuberous breasts would result in greater predictive capabilities of Crisalix. Collectively, Crisalix offers good predictive simulations for symmetric breasts. This journal requires that authors assign a level of evidence to each article. For a full description of these Evidence-Based Medicine ratings, please refer to the Table of Contents or the online Instructions to Authors http://www.springer.com/00266 .
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