Biosensors (Basel)
December 2019
There is a growing need for biosensors that are capable of efficiently and rapidly quantifying protein biomarkers, both in the biological research and clinical setting. While accurate methods for protein quantification exist, the current assays involve sophisticated techniques, take long to administer and often require highly trained personnel for execution and analysis. Herein, we explore the development of a label-free biosensor for the detection and quantification of a standard protein.
View Article and Find Full Text PDFAnnu Int Conf IEEE Eng Med Biol Soc
July 2017
Virtual reality (VR) navigation is usually constrained by plausible simulator sickness (SS) and intuitive user interaction. The paper reports on the use of four different degrees of body motion induced navigational VR controllers, a TiltChair, omni-directional treadmill, a manual wheelchair joystick (VRNChair), and a joystick in relation to a participant's SS occurrence and a controller's intuitive utilization. Twenty young adult participants utilized all controllers to navigate through the same VR task environment in separate sessions.
View Article and Find Full Text PDFAge-related impairments during spatial navigation have been widely reported in egocentric and allocentric paradigms. However, the effect of age on more specific navigational components such as the ability to drive or update directional information has not received enough attention. In this study we investigated the effect of age on spatial updating of a visual target after a series of whole-body rotations and transitions using a novel landmark-less virtual reality (VR) environment.
View Article and Find Full Text PDFAnnu Int Conf IEEE Eng Med Biol Soc
August 2015
The use of Head Mounted Displays (HMDs) to view Virtual Reality Environments (VREs) has received much attention recently. This paper reports on the difference between actual humans' navigation in a VRE viewed through an HMD compared to that in the same VRE viewed on a laptop PC display. A novel Virtual Reality (VR) Navigation input device (VRNChair), designed by our team, was paired with an Oculus Rift DK2 Head-Mounted Display (HMD).
View Article and Find Full Text PDFThis paper presents a novel virtual reality navigation (VRN) input device, called the VRNChair, offering an intuitive and natural way to interact with virtual reality (VR) environments. Traditionally, VR navigation tests are performed using stationary input devices such as keyboards or joysticks. However, in case of immersive VR environment experiments, such as our recent VRN assessment, the user may feel kinetosis (motion sickness) as a result of the disagreement between vestibular response and the optical flow.
View Article and Find Full Text PDFAnnu Int Conf IEEE Eng Med Biol Soc
July 2013
Virtual reality (VR) experiments are commonly used to assess human brain functions. We orient ourselves in an environment by computing precise self-to-object spatial relations (egocentric orientation) as well as object-to-object spatial relations (allocentric orientation). Egocentric orientation involves cues that depend on the position of the observer (i.
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