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Wally Niu

Publications and source records attributed to Wally Niu.

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VR MRI Training for Adolescents: A Comparative Study of Gamified VR, Passive VR, 360{\deg} Video, and Traditional Educational Video

Meta Quest Store: https://www.meta.com/experiences/stanford-mri-simulator/8205539289482347/ Magnetic Resonance Imaging (MRI) can be a stressful experience for pediatric patients due to the loud acoustic environment, enclosed scanner bore, and a prolonged requirement to remain still. While sedation is commonly used to manage anxiety and motion, it carries clinical risks and logistical burdens. Traditional preparatory approaches, such as instructional videos and mock scans, often lack engagement for older children and adolescents. In this study, we present a comparative evaluation of four MRI preparation modalities: (1) a gamified virtual reality (VR) simulation that trains stillness through real-time feedback; (2) a passive VR experience replicating the MRI environment without interactivity; (3) a 360{\deg} first-person video of a real MRI procedure; and (4) a standard 2D educational video. Using a within-subjects design (N = 11, ages 10-16), we assess each method's impact on head motion data, anxiety reduction, procedural preparedness, usability, cognitive workload, and subjective preference. Results show that the gamified VR condition has significantly lower head motion (p < 0.001) and yielded the highest preparedness scores (p < 0.05). Head motion data were significantly correlated with learning outcomes (p < 0.01), suggesting that behavioral performance in VR strongly indicates procedural readiness. While all modalities reduced anxiety and were rated usable, interactive VR was preferred by most participants and demonstrated unique advantages in promoting engagement and behavioral rehearsal. We conclude with design recommendations for designing immersive simulations and integrating VR training into pediatric imaging workflows.

cs.HC

Augmented Reality Prosthesis Training Setup for Motor Skill Enhancement

Adjusting to amputation can often time be difficult for the body. Post-surgery, amputees have to wait for up to several months before receiving a properly fitted prosthesis. In recent years, there has been a trend toward quantitative outcome measures. In this paper, we developed the augmented reality (AR) version of one such measure, the Prosthetic Hand Assessment Measure (PHAM). The AR version of the PHAM - HoloPHAM, offers amputees the advantage to train with pattern recognition, at their own time and convenience, pre- and post-prosthesis fitting. We provide a rigorous analysis of our system, focusing on its ability to simulate reach, grasp, and touch in AR. Similarity of motion joint dynamics for reach in physical and AR space were compared, with experiments conducted to illustrate how depth in AR is perceived. To show the effectiveness and validity of our system for prosthesis training, we conducted a 10-day study with able-bodied subjects (N = 3) to see the effect that training on the HoloPHAM had on other established functional outcome measures. A washout phase of 5 days was incorporated to observe the effect without training. Comparisons were made with standardized outcome metrics, along with the progression of kinematic variability over time. Statistically significant (p<0.05) improvements were observed between pre- and post-training stages. Our results show that AR can be an effective tool for prosthesis training with pattern recognition systems, fostering motor learning for reaching movement tasks, and paving the possibility of replacing physical training.

cs.HC