Related papers: Launching Your VR Neuroscience Laboratory
Augmented reality (AR) is one of the relatively old, yet trending areas in the intersection of computer vision and computer graphics with numerous applications in several areas, from gaming and entertainment, to education and healthcare.…
Extended reality (XR) devices have become ubiquitous. They are equipped with arrays of sensors, collecting extensive user and environmental data, allowing inferences about sensitive user information users may not realize they are sharing.…
Along with the massive growth of the Internet from the 1990s until now, various innovative technologies have been created to bring users breathtaking experiences with more virtual interactions in cyberspace. Many virtual environments with…
Sedentary behavior is becoming increasingly prevalent in daily work and study environments. VR exergaming has emerged as a promising solution in these places of work and study. However, private spaces in these environments are not easy, and…
Virtual Reality (VR) has emerged as a promising tool for enhancing social skills and emotional well-being in individuals with Autism Spectrum Disorder (ASD). Through a technical exploration, this study employs a multiplayer serious gaming…
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many…
Effective data visualization is a key part of the discovery process in the era of big data. It is the bridge between the quantitative content of the data and human intuition, and thus an essential component of the scientific path from data…
Virtual Reality (VR) is increasingly being used to support workplace well-being, but many interventions focus narrowly on a single activity or goal. Our work explores how VR can meet the diverse physical and mental needs of knowledge…
While Virtual Reality (VR) systems have become increasingly immersive, they still rely predominantly on visual input, which can constrain perceptual performance when visual information is limited. Incorporating additional sensory…
In this position paper, we aim to spark more discussions surrounding the use of empathy as the intended outcome of many studies on immersive virtual reality experiences. As a construct, empathy has many significant flaws that may lead to…
The sense of presence is central to immersive experiences in Virtual Reality (VR), and particularly salient in socially rich platforms like social VR. While prior studies have explored various aspects related to presence, less is known…
Despite extensive use in related domains, Virtual Reality (VR) for generalised anxiety disorder (GAD) has received little previous attention. We report upon a VR environment created for the Oculus Rift and Unreal Engine 4 (UE4) to…
Emotions are an integral part of being human, and experiencing a range of emotions is what makes life rich and vibrant. From basic emotions like anger, fear, happiness, and sadness to more complex ones like excitement and grief, emotions…
Human-robot interaction is becoming an interesting area of research in cognitive science, notably, for the study of social cognition. Interaction theorists consider primary intersubjectivity a non-mentalist, pre-theoretical, non-conceptual…
Newcomers are crucial for the growth of online communities, yet their successful integration into these spaces requires overcoming significant initial hurdles. Social Virtual Reality (VR) platforms are novel avenues that offer unprecedented…
Neurosim is a fast, real-time, high-performance library for simulating sensors such as dynamic vision sensors, RGB cameras, depth sensors, and inertial sensors. It can also simulate agile dynamics of multi-rotor vehicles in complex and…
Life science today involves computational analysis of a large amount and variety of data, such as volumetric data acquired by state-of-the-art microscopes, or mesh data from analysis of such data or simulations. Visualization is often the…
For over half a century, the computer mouse has been the primary tool for interacting with digital data, yet it remains a limiting factor in exploring complex, multi-scale scientific images. Traditional 2D visualization methods hinder…
In recent years, the field of neuroscience has gone through rapid experimental advances and a significant increase in the use of quantitative and computational methods. This growth has created a need for clearer analyses of the theory and…
The Virtual Research Environment is an analysis platform developed at CERN serving the needs of scientific communities involved in European Projects. Its scope is to facilitate the development of end-to-end physics workflows, providing…