![]() Analysis of hand movement is important because it enables the possibility of interacting with the virtual entities in a natural way. Gesture-tracking can also be achieved through optical tracking of hand movements with custom gestures with devices such as the HoloLens. Hand-tracking in VR or AR requires use of hand-tracking devices (eg, joysticks, data gloves). In the AR environment, it is important to register user movements in the real world to synchronize them with movements of the virtual entities and to generate the illusion of spatial localization of each virtual entity. ![]() For VR, it is necessary to track the head movements and move the virtual point of view based on the direction the user is looking at. ![]() The first step in interacting with a simulated environment is to always know the position of the user and to capture the user’s (head, hands, body) movements. CAD modeling, on the other hand, is time and resource intensive to create but allows full control of the display and manipulation of the VR environment.Ĭomplex interactions including haptic feedback are currently being developed. Panoramic stereoscopic videos are the least time intensive to create and make use of currently commercially available 360-degree video recording cameras that can record a room and be processed and displayed stereoscopically, allowing for simulated 3D and immersive 360-degree viewing ( Fig 1). Immersive environments can be created through panoramic stereoscopic videos, computer-aided design (CAD) modeling, or digital composition (scanning of real environments). These investments funded further developments, including increased resolution of the microdisplays and the adoption of fish-eye lenses to provide a wider field of view for a more immersive environment. The absence of formal intellectual property agreements for new head-mounted displays allowed other companies such as Sony (Tokyo, Japan) and Google (Mountain View, Calif) to invest in VR. Initially developed and tested in computer science departments, in 2012, Oculus (Oculus Rift Facebook Technologies, Menlo Park, Calif) commercialized VR with funding through a wildly successful Kickstarter campaign ( 14). Sutherland, an American computer scientist and Internet pioneer, titled The Ultimate Display ( 13). VR was originally developed in 1965 with an article published by Ivan E. VR relies on the creation of an immersive environment ( Table 1). Finally, we review the current limitations and future directions for this technology for radiology. Second, we detail its application for education and training, communication, and clinical care in interventional radiology. The purpose of this review article is to summarize how three imaging departments have explored VR and AR for radiology. VR and AR technologies are a novel means to communicate and have potential for supplementing radiology training communicating with colleagues, referring clinicians, and patients and aiding in interventional radiology procedures. Many medical specialties are now exploring the application of these tools for their respective fields ( 8– 12). These technologies provide stereoscopic and three-dimensional (3D) immersion within an environment, as in VR, or overlaid onto a real-world background, as in AR. A number of fields ranging from entertainment and gaming to the military, education, and sports ( 1– 7) have adopted these technologies for use within their respective fields. Advances in computing technology have enabled widespread availability of simulated reality technologies, including virtual reality (VR) and augmented reality (AR).
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