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Grigore C. Burdea

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22ranked-venue papers
14as first author
0since 2021 · last 2013
0000-0001-5429-054XORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 13 · 9 first-authorHuman-computer interaction and ubiquitous computing · 10 · 7 first-authorApplied, interdisciplinary, general and emerging computing · 5 · 3 first-authorArtificial intelligence and machine learning · 2 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
6 papers
Health and well-being technologies · 47% Games and playful interaction · 25% Interaction techniques and input · 16%
Computer graphics and multimedia
7 papers
Virtual and augmented reality · 100%
Interdisciplinary, comprehensive, and emerging computing
3 papers
Computing education · 62% Medical and health informatics · 38%

Topics — the 16 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › serious games
rehabilitation game
0.212013
Repetitive bimanual integrative therapy (RABIT) virtual rehabilitation system · VR 2013
Health and well-being technologies › rehabilitation
virtual reality rehabilitation
0.212013
Repetitive bimanual integrative therapy (RABIT) virtual rehabilitation system · VR 2013
Virtual and augmented reality › virtual reality
virtual reality applications
0.112007
VR Support of Clinical Applications: Collaboration, Politics, and Ethics · VR 2007
Interaction techniques and input
input device
0.132007
Tutorial 1: Virtual Reality Technology - An Introduction · VR 2007
Virtual Reality Technology - An Introduction · VR 2006
Virtual Reality Technology - An Introduction · VR 2005
Haptics and multimodal interaction
tactile display
0.132007
Tutorial 1: Virtual Reality Technology - An Introduction · VR 2007
Virtual Reality Technology - An Introduction · VR 2006
Virtual Reality Technology - An Introduction · VR 2005
Health and well-being technologies
clinical virtual reality
0.012002
Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR · VR 2002
Health and well-being technologies › psychological measurement
cognitive assessment
0.012002
Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR · VR 2002
Health and well-being technologies › mental health › mental healthcare › psychotherapy
exposure therapy
0.012002
Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR · VR 2002
Health and well-being technologies
rehabilitation
0.012002
Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR · VR 2002
Virtual and augmented reality
immersive interaction
0.022004
Teaching Virtual Reality: Why and How? · VR 2004
Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR · VR 2002
Virtual and augmented reality
teleoperation
0.011999
Invited review: the synergy between virtual reality and robotics · IEEE Trans. Robotics Autom. 1999
Immersive interaction › virtual reality
cybersickness
0.012006
Virtual Reality Technology - An Introduction · VR 2006
Medical and health informatics › medical imaging
dental imaging
0.011991
Robotic system for dental subtraction radiography · ICRA 1991
Robotics › Robot manipulation
assembly
0.011989
Solving jigsaw puzzles by a robot · IEEE Trans. Robotics Autom. 1989
Computer vision › 3D vision
jigsaw puzzle solving
0.011989
Solving jigsaw puzzles by a robot · IEEE Trans. Robotics Autom. 1989
Computer vision › Image recognition and object detection
object recognition
0.011989
Solving jigsaw puzzles by a robot · IEEE Trans. Robotics Autom. 1989

Methods — techniques the papers use, named apart from their topics

cognitive training games · 0.2bimanual therapy · 0.2survey · 0.0six-degree-of-freedom position sensing · 0.0error analysis · 0.0vision-manipulation integration · 0.0combinatorial optimization · 0.0
YearPublicationVenuePosition
2013 Repetitive bimanual integrative therapy (RABIT) virtual rehabilitation system
abstract
Virtual rehabilitation games have gained increased clinical acceptance in the therapy of patients post stroke or traumatic brain injury. This is due to their ability to motivate, as well as intrinsic large number of movement repetitions that are keys to inducing brain plasticity and facilitating recovery. Unfortunately, bi-manual therapy, while potentially more efficacious, is less developed at this time. The novel RABIT system combines physical and cognitive training in integrative game-play sessions. Using the Razer Hydra game interface, the patients playa series of custom games designed to improve focusing, decision making (executive function), short-term and long-term memory, progressing in difficulty over 6 weeks of therapy.
Grigore C. Burdea, Colin Defais
VR1
2010 Feasibility of modified remotely monitored in-home gaming technology for improving hand function in adolescents with cerebral palsy
abstract
The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a fifths dimension technologies ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants' limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self- and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.
Meghan Huber, Bryan Rabin, Ciprian Docan, Grigore C. Burdea, Moustafa AbdelBaky, Meredith R. Golomb
IEEE Trans. Inf. Technol. Biomed.4
2007 Tutorial 1: Virtual Reality Technology - An Introduction
Grigore C. Burdea
VR1
2007 VR Support of Clinical Applications: Collaboration, Politics, and Ethics
Grigore C. Burdea, Zohara A. Cohen, Henry Fuchs, Richard M. Satava
VR1
2006 Virtual Reality Technology - An Introduction
abstract
Summary form only for tutorial. This tutorial is intended for those new to the VR/VE field. It will present topics related to Input Devices (such as and Gesture Interfaces), Output Devices (such as Haptic Displays and auto-stereoscopic displays), Computing Architectures for VR, Modeling of virtual objects, VR Programming issues, Human Factors in VR (user performance evaluations and cybersickness) and VR Applications. The tutorial is based on the textbook published by the Instructor and class slides from his courses at Rutgers University.
Grigore C. Burdea
VR1
2005 Virtual Reality Technology - An Introduction
Grigore C. Burdea
VR1
2005 Guest Editorial: Special Issue on Haptics, Virtual, and Augmented Reality
abstract
Guest Editorial: Special Issue on Haptics, Virtual, and Augmented Reality
Grigore C. Burdea, Ming C. Lin, William Ribarsky, Benjamin Watson 0001
IEEE Trans. Vis. Comput. Graph.1
2004 Introduction to VR Technology
abstract
Provides an abstract of the tutorial presentation and a brief professional biography of the presenter. The complete presentation was not made available for publication as part of the conference proceedings.
Grigore C. Burdea
VR1
2004 Teaching Virtual Reality: Why and How?
Rudy Darken, Grigore C. Burdea, William R. Sherman, Robert J. Stone
VR2
2003 Editorial: Virtual Reality in Mental Health and Rehabilitation
Grigore C. Burdea, Daniel Thalmann
Comput. Animat. Virtual Worlds1
2002 Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR
abstract
Virtual Reality (VR) technology continues to evolve from the realm of an “expensive toy” into that of a functional technology. Although media hype may have oversold VR’s potential during the early 90’s, data has now emerged that supports its use as a valuable tool for cognitive, behavioral, physical, mental health and medical applications. Much like an aircraft simulator serves to test and train pilots under a variety of controlled conditions, VE simulations can model processes that are vital in the assessment, rehabilitation and treatment of clinical populations. In this regard, a growing number of laboratories are developing research programs investigating the use of VEs for these patient purposes and some of these systems have now made the transition into clinical practice. The presenters for this workshop have all developed and/or implemented VR applications that have shown promise for addressing fear reduction with phobic clients, pain and stress reduction for cancer patients, post traumatic stress disorder, physical therapy, anger management, driving abilities with Multiple Sclerosis and brain injury patients, and in the assessment and rehabilitation of motor skills, attention, memory, and vis uospatial processing in persons with central nervous system dysfunction and the elderly. These therapeutic targets reflect an informed appreciation of the unique assets that are available when using VR technology and provide a foundation of work that is supportive of the further development of these “healing” applications. The presenters will detail their work and support the case that these areas represent the “Kinder Killer App”!
Albert A. Rizzo, Grigore C. Burdea, Larry F. Hodges, Maria T. Schultheis, Dorothy Strickland, Brenda K. Wiederhold, Mark D. Wiederhold
VR2
2000 A virtual reality-based exercise program for stroke rehabilitation
abstract
A PC based desktop Virtual Reality system was developed for rehabilitating hand function in stroke patients. The system uses two hand input devices, a CyberGlove and a RMII force feedback glove, to allow the user to interact with one of four rehabilitation exercises. Each of which is designed to exercise one specific parameter of hand movement, namely range, speed, fractionation or strength. The therapy program is semi-automated and personalized to each user through the use of performance-based target levels. These are adapted between sessions in order to induce the user to improve. Feedback is provided to each user throughout the exercise sessions. To further motivate the user to continue the exercise program, screen displays are designed as interactive games. The system is described and sample data is presented from preliminary studies performed on control subjects.
David Jack, Rares F. Boian, Alma S. Merians, Sergei V. Adamovich, Marilyn Tremaine, Michael Recce, Grigore C. Burdea, Howard Poizner
ASSETS7
2000 Haptics Issues in Virtual Environments
abstract
Haptics is a recent enhancement to virtual environments, allowing users to "touch" and feel the simulated objects they interact with. Current commercial products allow tactile feedback through desktop interfaces (such as the FEELIt/sup TM/ mouse or the PHANToM/sup TM/ arm) and dextrous tactile and force feedback at the fingertips through haptic gloves (such as the CyberTouch/sup TM/ and the CyberGrasp/sup TM/). Virtual reality haptic programming requires good physical modeling of user interactions, primarily through collision detection, and of object responses, such as surface deformation, hard-contact simulation, slippage, etc. It is at present difficult to simulate complex virtual environments that have a realistic behavior. This task is added to by the recent introduction of haptic toolkits (such as Ghost/sup TM/ or VPS). Current technology suffers from a number of limitations, which go beyond the higher production cost of haptic interfaces. These technical drawbacks include the limited workspace of desktop interfaces, the large weight of force-feedback gloves, the lack of force feedback to the body, safety concerns, etc. Not to be neglected is the high bandwidth requirement of haptics, which is not met by current Internet technology. As a result, it is not possible at present to have a large number of remote participants interacting haptically in a shared virtual space.
Grigore C. Burdea
Computer Graphics International1
2000 A virtual-reality-based telerehabilitation system with force feedback
abstract
A PC-based orthopedic rehabilitation system was developed for use at home, while allowing remote monitoring from the clinic. The home rehabilitation station has a Pentium II PC with graphics accelerator, a Polhemus tracker, and a multipurpose haptic control interface. This novel interface is used to sample a patient's hand positions and to provide resistive forces using the Rutgers Master II (RMII) glove. A library of virtual rehabilitation routines was developed using WorldToolKit software. At the present time, it consists of three physical therapy exercises (DigiKey, ball, and power putty) and two functional rehabilitation exercises (peg board and ball game). These virtual reality exercises allow automatic and transparent patient data collection into an Oracle database. A remote Pentium II PC is connected with the home-based PC over the Internet and an additional video conferencing connection. The remote computer is running an Oracle server to maintain the patient database, monitor progress, and change the exercise level of difficulty. This allows for patient progress monitoring and repeat evaluations over time. The telerehabilitation system is in clinical trails at Stanford Medical School (CA), with progress being monitored from Rutgers University (NJ). Other haptic interfaces currently under development include devices for elbow and knee rehabilitation connected to the same system.
Viorel G. Popescu, Grigore C. Burdea, Mourad Bouzit, Vincent R. Hentz
IEEE Trans. Inf. Technol. Biomed.2
1999 Virtual Reality Simulation Modeling for a Haptic Glove
abstract
The recent addition of force and touch feedback to virtual reality simulations has enhanced their realism. Research on haptics interfaces is now extended to physical modeling of contact surfaces, object hardness, surface deformation, etc. This is especially needed when dextrous manipulation of virtual objects is concerned. The paper describes a VR system using a haptic glove (Rutgels Master II) connected to a PC workstation, and a new method for modeling virtual hand haptic interactions. An application example presented here is an orthopedic rehabilitation library. The exercises in this library involve interactions with dynamic objects and physical modeling of plasticity.
Viorel G. Popescu, Grigore C. Burdea, Mourad Bouzit
CA2
1999 Evaluation of robot-based registration for subtraction radiography
Grigore C. Burdea, Stanley M. Dunn, Guy Levy
Medical Image Anal.1
1999 Invited review: the synergy between virtual reality and robotics
abstract
To a large extent the robotics and the newer virtual reality (VR) research communities have been working in isolation. This article reviews three areas where integration of the two technologies can be beneficial. First, we consider VR-enhanced CAD design, robot programming, and plant layout simulation. Subsequently, we discuss how VR is being used in supervisory teleoperation, for single operator-single robot systems, single operator multiplexed to several slave robots, and collaborative control of a single robot by multiple operators. Here VR can help overcome problems related to poor visual feedback as well as system instabilities due to time delays. Finally, we show how robotics can be beneficial to VR in general, since robots can serve as force feedback interfaces to the simulation. Newer back-drivable manipulators offer increased safety for the user that closely interacts with the robot. The synergy between the fields of robotics and virtual reality is expected to grow in years to come.
Grigore C. Burdea
IEEE Trans. Robotics Autom.1
1997 Human performance using virtual reality tumor palpation simulation
Noshir A. Langrana, Grigore C. Burdea, Jumoke Oluwakemi Ladeji-Osias, Michael Dinsmore
Comput. Graph.2
1996 Multimodal virtual reality: Input-output devices, system integration, and human factors
abstract
Virtual reality (VR) involves multimodal interactions with computer‐simulated worlds through visual, auditory, and haptic feedback. This article reviews the state of the art in special‐purpose input‐output devices, such as trackers, sensing gloves, 3‐D audio cards, stereo displays, and haptic feedback masters. The integration of these devices in local and network‐distributed VR simulation systems is subsequently discussed. Finally, we present human‐factor studies that quantify the benefits of several feedback modalities on simulation realism and sensorial immersion. Specifically, we consider tracking and dextrous manipulation task performance in terms of error rates and learning times when graphics, audio, and haptic feedback are provided.
Grigore C. Burdea, Paul Richard, Philippe Coiffet
Int. J. Hum. Comput. Interact.1
1994 Dynamic force feedback in a virtual knee palpation
Noshir A. Langrana, Grigore C. Burdea, K. Lange, Sonal Deshpande
Artif. Intell. Medicine2
1991 Robotic system for dental subtraction radiography
abstract
Dental subtraction radiography requires accurate repositioning of the patient and X-ray source in order to correctly diagnose decay, movement, or bone loss. Present mechanical repositioning systems do not allow the imaging of the teeth in the back of the mouth, and are uncomfortable for the patient. A new repositioning system that utilizes a six-degree-of-freedom position sensor and a robot arm with an X-ray source is proposed. A model for the system is given, and an error analysis is performed to determine the influence of sensor and robot errors. Experiments performed to determine sensor noise and accuracy are described. Further tests showed that there is no adverse effect due to the presence of metal work in the patient's mouth.>
Grigore C. Burdea, Stanley M. Dunn, Charles H. Immendorf
ICRA1
1989 Solving jigsaw puzzles by a robot
abstract
An integrated vision-manipulation algorithm for assembly of apictorial jigsaw puzzles is presented. A discussion is presented of the solution of large jigsaw puzzles using vision, combinatorial optimization, and fine assembly techniques. The implementations of a vision algorithm for assembly of large jigsaw puzzles and a fully integrated robotic-vision algorithm for assembly of small puzzles are presented. The problem of assembling pieces with unpredictable shape is discussed.>
Grigore C. Burdea, Haim J. Wolfson
IEEE Trans. Robotics Autom.1