At present, the bremsstrahlung photon beams produced by linear accelerators are the most commonly employed method of radiotherapy for tumor treatments. A photoneutron source based on three different energies (6, 10 and 15 MeV) of a linac electron beam was designed by means of Geant4 and Monte Carlo N-Particle eXtended (MCNPX) simulation codes. To obtain maximum neutron yield, two arrangements for the photo neutron convertor were studied: (a) without a collimator, and (b) placement of the convertor after the collimator. The maximum photon intensities in tungsten were 0.73, 1.24 and 2.07 photon/e at 6, 10 and 15 MeV, respectively. There was no considerable increase in the photon fluence spectra from 6 to 15 MeV at the optimum thickness between 0.8 mm and 2 mm of tungsten. The optimum dimensions of the collimator were determined to be a length of 140 mm with an aperture of 5 mm × 70 mm for iron in a slit shape. According to the neutron yield, the best thickness obtained for the studied materials was 30 mm. The number of neutrons generated in BeO achieved the maximum value at 6 MeV, unlike that in Be, where the highest number of neutrons was observed at 15 MeV. Statistical uncertainty in all simulations was less than 0.3% and 0.05% for MCNPX and the standard electromagnetic (EM) physics packages of Geant4, respectively. Differences among spectra in various regions are due to various cross-section and stopping power data and different simulations of the physics processes.
Recently, a mobile augmented reality (AR) system with AR technology that requires high performance has become popular due to the improved performance of smartphones. In particular, mobile AR that directly interacts with outdoor environments has been in development because of increasing interest in e-leisure due to improvements in living standards. Therefore, this paper aims to study tracking and augmentation in mobile AR for e-leisure. We analyzed the performance of human body tracking application implemented in a mobile system (smartphone) using three methods (marker-based, markerless, and sensor-based) for the feasibility examination of human body tracking in mobile AR. Furthermore, game information augmentation was examined through the implementation of mobile AR using two methods (marker- and sensor-based).
Background Recently, ski exergames have been gaining popularity due to the growing interest in health improvement. Conventional studies evaluating the effects of ski exergames only considered exercise capacity and overlooked concentration. Ski exergames consist of a motion platform for exercise and virtual reality (VR) content in the game. The VR content enhances the exercise capacity and concentration of the user by providing a challenging goal. Objective The aim of this study is to evaluate the effects of VR and non-VR exercises on the exercise capacity and concentration of users in a ski exergame. Methods To examine the effects of the VR content in ski exergames, we performed 2 experiments, non-VR exercise and VR exercise, where participants exercised on the motion platform. If a user performs an exercise without using any VR content, it is a non-VR exercise. Contrastingly, in the case of VR exercise, a user exercises according to the VR content (a downhill scenario). In addition to the range of motion (ROM) of the ankle and rated perceived exertion (RPE) to assess exercise capacity, we used electroencephalography (EEG) to assess users’ concentration. Results We evaluated the effects of the VR content by comparing the results obtained from VR and non-VR exercises. The ROM of the ankle with VR exercise was wider than that with non-VR exercise. Specifically, ROM of the ankle was 115.71° (SD 17.71°) and 78.50° (SD 20.43°) in VR exercise and non-VR exercise, respectively. The RPE difference between the 2 exercises was not statistically significant. The result of the sensorimotor rhythm waves (which are concentration-related EEG signals) was more favorable for VR exercise than non-VR exercise. The ratios of sensorimotor rhythm wave in EEG were 3.08% and 2.70% in the VR exercise and non-VR exercise, respectively. Conclusions According to the results of this experiment, higher exercise capability and concentration were achieved with the VR exercise compared with non-VR exercise. The observations confirm that VR content can enhance both exercise capability and concentration of the user. Thus, the ski exergames can be used effectively by those who, in general, do not like exercise but enjoy games.
Background Although more people are experiencing cybersickness due to the popularization of virtual reality (VR), no official standard for the cause and reduction of cybersickness exists to date. One of the main reasons is that an objective method to assess cybersickness has not been established. To resolve this, research on evaluating cybersickness with physiological responses that can be measured in real time is required. Since research on deriving physiological responses that can assess cybersickness is at an early stage, further studies examining various physiological responses are needed. Objective This study analyzed the effects of cybersickness caused by head-mounted display–based VR on physiological responses. Methods We developed content that provided users with a first-person view of an aircraft that moved (with translation and combined rotation) over a city via a predetermined trajectory. In the experiment, cybersickness and the physiological responses of participants were measured. Cybersickness was assessed by the Simulator Sickness Questionnaire (SSQ). The measured physiological responses were heart rate, blood pressure, body temperature, and cortisol level. Results Our measurement confirmed that all SSQ scores increased significantly (all Ps<.05) when participants experienced cybersickness. Heart rate and cortisol level increased significantly (P=.01 and P=.001, respectively). Body temperature also increased, but there was no statistically significant difference (P=.02). Systolic blood pressure and diastolic blood pressure decreased significantly (P=.001). Conclusions Based on the results of our analysis, the following conclusions were drawn: (1) cybersickness causes significant disorientation, and research on this topic should focus on factors that affect disorientation; and (2) the physiological responses that are suitable for measuring cybersickness are heart rate and cortisol level.
The SHiP experiment is proposed to search for very weakly interacting particles beyond the Standard Model which are produced in a 400 GeV/c proton beam dump at the CERN SPS. About 10 11 muons per spill will be produced in the dump. To design the experiment such that the muoninduced background is minimized, a precise knowledge of the muon spectrum is required. To validate the muon flux generated by our Pythia and GEANT4 based Monte Carlo simulation (FairShip), we have measured the muon flux emanating from a SHiP-like target at the SPS. This target, consisting of 13 interaction lengths of slabs of molybdenum and tungsten, followed by a 2.4 m iron hadron absorber was placed in the H4 400 GeV/c proton beam line. To identify muons and to measure the momentum spectrum, a spectrometer instrumented with drift tubes and a muon tagger were used. During a 3-week period a dataset for analysis corresponding to (3.27 ± 0.07) × 10 11 protons on target was recorded. This amounts to approximatively 1% of a SHiP spill.
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