The measurement of noise exposure from communication headsets poses a methodological challenge. Although several standards describe methods for general noise measurements in occupational settings, these are not directly applicable to noise assessments under communication headsets. For measurements under occluded ears, specialized methods have been specified by the International Standards Organization (ISO 11904) such as the microphone in a real ear and manikin techniques. Simpler methods have also been proposed in some national standards such as the use of general purpose artificial ears and simulators in conjunction with single number corrections to convert measurements to the equivalent diffuse field. However, little is known about the measurement agreement between these various methods and the acoustic manikin technique. Twelve experts positioned circum-aural, supra-aural and insert communication headsets on four different measurement setups (Type 1, Type 2, Type 3.3 artificial ears, and acoustic manikin). Fit-refit measurements of four audio communication signals were taken under quiet laboratory conditions. Data were transformed into equivalent diffuse-field sound levels using third-octave procedures. Results indicate that the Type 1 artificial ear is not suited for the measurement of sound exposure under communication headsets, while Type 2 and Type 3.3 artificial ears are in good agreement with the acoustic manikin technique. Single number corrections were found to introduce a large measurement uncertainty, making the use of the third-octave transformation preferable.
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http://dx.doi.org/10.4103/1463-1741.178479 | DOI Listing |
J Mol Graph Model
December 2024
School of Life Sciences, École Polytechnique Fédérale de Lausanne, CH-1015, Switzerland. Electronic address:
MolecularWebXR is a new web-based platform for education, science communication and scientific peer discussion in chemistry and biology, based on modern web-based Virtual Reality (VR) and Augmented Reality (AR). With no installs as it is all web-served, MolecularWebXR enables multiple users to simultaneously explore, communicate and discuss concepts about chemistry and biology in immersive 3D environments, by manipulating and passing around objects with their bare hands and pointing at different elements with natural hand gestures. Users may either be present in the same physical space or distributed around the world, in the latter case talking naturally with each other thanks to built-in audio.
View Article and Find Full Text PDFEpileptic Disord
December 2024
Department of Neurology, Duke University Hospital, Durham, North Carolina, USA.
Objective: The aim of this paper was to visualize 3-dimensional (3-D) brain and electrode placement data for epilepsy surgery within an augmented reality (AR) environment using a wearable headset, with the ultimate goal of enhancing presurgical planning for epilepsy surgery and understanding the efficiency and utility of such a program in a clinical setting. The evaluation process for surgical intervention in epilepsy cases involves a series of extensive tests, including EEG, MRI, PET, SPECT, and fMRI. A second phase of assessment incorporates the placement of depth electrodes within the brain to record seizure activity.
View Article and Find Full Text PDFComput Biol Med
January 2025
Department of Software Engineering, Computer Science School, University of Granada, Granada, Spain; Research Centre for Information and Communication Technologies (CITIC-UGR), University of Granada, Granada, Spain.
Background: In the realm of emotion detection, comfort and portability play crucial roles in enhancing user experiences. However, few works study the reduction in the number of electrodes used to detect emotions, and none of them compare the location of these electrodes with a commercial low-cost headband.
Methods: This work explores the potential of wearable EEG devices, specifically the Muse S headband, for emotion classification in terms of valence and arousal.
Sensors (Basel)
November 2024
Department of Industrial and Systems Engineering, Korea Advanced Institute of Science and Technology (KAIST), Daejeon 34141, Republic of Korea.
Selection is a fundamental interaction element in virtual reality (VR) and 3D user interfaces (UIs). Raycasting, one of the most common object selection techniques, is known to have difficulties in selecting small or distant objects. Meanwhile, recent advancements in computer vision technology have enabled seamless vision-based hand tracking in consumer VR headsets, enhancing accessibility to freehand mid-air interaction and highlighting the need for further research in this area.
View Article and Find Full Text PDFJMIR Med Educ
November 2024
Department of Health, Faculty of Health Sciences, VID Specialized University, Stavanger, Norway.
Background: Virtual reality (VR) is increasingly being used in higher education for clinical skills training and role-playing among health care students. Using 360° videos in VR headsets, followed by peer debrief and group discussions, may strengthen students' social and emotional learning.
Objective: This study aimed to explore student-perceived usability of VR simulation in three health care education programs in Norway.
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