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    • Home
    • About
      • About the lab
      • Research Clusters & Hubs
      • Knowledge Mobilization
    • People
      • Supervisors
      • Meet Our Team
      • maxSIMstarters
      • List of Alumni
    • Showcase
      • Publications
      • diSIMinate2build
      • Echo Knowledge
      • 3D printing
      • GEN
    • Collaborate
      • Meet Our Partners
      • Partnerships and Projects
    • Opportunities
      • Research
      • Contracts
  • Home
  • About
  • People
  • Showcase
  • Collaborate
  • Opportunities

Immersive Technologies Hub

Research Team

Alvaro Quevedo

Alvaro Quevedo

Alvaro Quevedo

Bill Kapralos

Alvaro Quevedo

Alvaro Quevedo

Andrei Torres

Alvaro Quevedo

Andrei Torres

Equipment

VR HEADSETS

  • Oculus Quest
  • VIVE Pro Eye
  • Pico Neo 2

VR ACCESSORIES

  • VIVE Tracker
  • Looking Glass Portrait
  • Kinect v2
  • Intel® RealSense™ D435  
  • Tobii Eye Tracker 5
  • Nvidia Jetson TX2 Module
  • Leap Motion
  • Novint's* Falcon Haptic Device
  • Sculpt 3D Haptic Device 
  • Haptx Gloves DK2

Projects

Gamified Educational Network (GEN)

 This is a video demonstrating the use of GEN. The demo comes from a recent research study with University of Montreal/CHUM group lead by Dr. Erica Patocskai. To learn more about GEN, click here. 

Virtual and Augmented Reality Eye Fundus Examination

This project focused on the development of a simulated environment for eye fundus examination employing VR and AR technologies.

Virtual Reality Reach and Grasp Customization

 VR comes in a one-size-fits-all package where users adapt to the hardware and the software. While this works for the average person, it may affect how tasks are performed with impacts on immersion, presence and engagement. This project focuses on factoring upper limb ergonomics to customize reach and grasp VR tasks to improve task completion. 

Virtual Reality Experience Employing Eye Tracking

This project focuses on understanding gaze tracking to customize VR experiences towards task completion. Currently, the use case centers around cardiac auscultation comparing how gaze tracking employing the head mounted display’s orientation in conjunction with a ray cast and a cone cast method compares to eye tracking.

Virtual Reality for Safe Nuclear Radiation Training

CANDU Fuel Channel Assembly in VR with Physiological Measures

 This iteration focused on employing physiological measures to understand challenges when performing an inspection task in VR. 

Development of a Model for Attenuating Radiation in VR for Nuclear Safety Awareness

 This iteration focused on creating a virtual experience for visualizing radiation in a laboratory setting.

Development of a Model of Radioactive Plume Path Program for Accident Scenario Response Readiness

 This iteration presented a top view of Durham Region to visualize a radioactive plume with the goal to select evaluation routes. 

Virtual Reality for Reminiscence Therapy

 This project focuses on the development of a VR reminiscence therapy by exploring different levels of immersion. 

VR Room Prototype for Reminiscence Therapy

This iteration presents a VR room that displays multimedia for helping the patient recall past events.

Facial Tracking for Non-Immersive Depth VR Prototype

 This iteration presents a non-immersive VR prototype that employs head tracking employing a web camera to create the illusion of immersion through a regular monitor. 

Spatial Conference Room for Spatial Audio Navigation

The project focused on exploring the use of spatial audio in a webXR application to help users with reduced or no sight to navigate a virtual conference room. 

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