25 papers · ranked by Valyu relevance
Tuomas Kari, Mehmet Kosa
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR systems are used in various settings, digital gaming being among the most popular ones. However, there has been a dearth of understanding regarding the central factors behind VR gaming acceptance and use. The present study…
Jordi Torner, Stavros Skouras, José L. Molinuevo, Juan D. Gispert + 1 more
Virtual reality is a trending, widely accessible, contemporary technology of increasing utility to biomedical and health applications. However, most implementations of VR environments are tailored to specific applications. We describe the complete development of a novel, open-source virtual reality environment that is…
Daniel Perez-Marcos
Background In the context of stroke rehabilitation, new training approaches mediated by virtual reality and videogames are usually discussed and evaluated together in reviews and meta-analyses. This represents a serious confounding factor that is leading to misleading, inconclusive outcomes in the interest of…
Ayush Sharma, Piyush Bajpai, Sukhdev Singh, Kiran Khatter
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR technology. Further an attempt is made to gain an insight on the psychological…
Tiffany I. Leung, Farhana Zulkernine, Haruna Isah
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile technologies is opening a new world of opportunities that can transform the ways in which…
Aryabrata Basu
In this article, we are going to review a brief history of the field of Virtual Reality (VR)1 , VR systems, and applications and discuss how they evolved. After that, we will familiarize ourselves with the essential components of VR experiences and common VR terminology. Finally, we discuss the evolution of ubiquitous…
Madis Vasser, Markus Kängsepp, Murad Magomedkerimov, Kälver Kilvits + 4 more
We present VREX, a free open-source Unity toolbox for virtual reality research in the fields of experimental psychology and neuroscience. Different study protocols about perception, attention, cognition and memory can be constructed using the toolbox. VREX provides a procedural generation of (interconnected) rooms that…
Gunther Eysenbach, Brandon Birckhead, Barbara Atzori, Simon Thurnheer + 6 more
'Simon Thurnheer' 'Bernie Garrett' 'Tarnia Taverner' 'Diane Gromala' 'Gordon Tao' 'Elliott Cordingley' 'Crystal Sun'] Background Virtual reality (VR) therapy has been explored as a novel therapeutic approach for numerous health applications, in which three-dimensional virtual environments can be explored in real time.…
Parth Rajesh Desai, Pooja Nikhil Desai, Komal Deepak Ajmera, Khushbu Mehta
'Khushbu Mehta'] Abstract: Oculus rift: Virtual reality (VR) is a burgeoning field that has the inherent potential of manipulating peoples mind with a superlative 3D experience. Oculus rift is one such application that assists in achieving the same. With the fleeting enhancements in VR it now seems very feasible to…
Massimo Magrini, Olivia Curzio, Marco Tampucci, Gabriele Donzelli + 7 more
Anorexia Nervosa (AN) patients exhibit distorted body representation. The purpose of this study was to explore studies that analyze virtual reality (VR) applications, related to body image issues, to propose a new tool in this field. We conducted a systematic review in accordance with the Preferred Reporting Items for…
Saba Ghazanfar Ali, Xiangning Wang, Ping Li, Younhyun Jung + 7 more
Virtual Reality (VR) has emerged as a new safe and efficient tool for the rehabilitation of many childhood and adulthood illnesses. VR-based therapies have the potential to improve both motor and functional skills in a wide range of age groups through cortical reorganization and the activation of various neuronal…
Mar Gonzalez-Franco, Jaron Lanier
In Virtual Reality (VR) it is possible to induce illusions in which users report and behave as if they have entered into altered situations and identities. The effect can be robust enough for participants to respond “realistically,” meaning behaviors are altered as if subjects had been exposed to the scenarios in…
Doerte Kuhrt, Natalie R. St. John, Jacob L. S. Bellmund, Raphael Kaplan + 1 more
Advances in virtual reality (VR) technology have greatly benefited spatial navigation research. By presenting space in a controlled manner, changing aspects of the environment one at a time or manipulating the gain from different sensory inputs, the mechanisms underlying spatial behaviour can be investigated. In…
Lucie Denisart, Diana Zapata-Dominguez, Xavier David, Aubin Leclere + 5 more
The manufacturing process of batteries can be complex and time-consuming. We introduce a new version of the digital twin of our lithium ion battery pilot line, Simubat 4.0 Gen-2, based on a new combination of Virtual Reality and Mixed Reality. This digital twin is designed to deliver training on the lithium-ion battery…
Julian Keil, Annika Korte, Dennis Edler, Frank Dickmann
The use of extended reality (XR) hardware for virtual reality (VR) and augmented reality (AR) applications provides new opportunities for innovative spatial research. It enables ways for immersive (re-)presentation of and interaction with spatial environments that are not possible with monitor-based studies.…
Wolfgang Felger, Martin Göbel, Dirk Reiners, Gabriel Zachmann
Another marketing project was developed for the Swiss bank UBS to address specifically the young customer segment . The marketing campaign was held during the summer 1994 with daily shows in 12 major Swiss cities. The complete VR setup (SGI Crimson Reality Engine, passive stereo projection, HMD, tracking) were…
Simon Bennie, Kara Ranaghan, Helen Deeks, Heather Goldsmith + 3 more
The reemergence of virtual reality (VR) in the last few years has led to affordable commodity hardware that can offer new ways to teach, communicate and engage with difficult concepts, especially those which involve complicated 3D motion and spatial manipulation. In a higher education context, these immersive…
Kate A. Spitzley, Andrew R. Karduna
Commercially-available Virtual Reality (VR) systems have the potential to be effective tools for simultaneous visual manipulation and kinematic data collection. Previously, these systems have been integrated with research-grade motion capture systems to provide both functionalities; however, they are yet to be used as…
Alejandro A. Franco, Emilie Loup-Escande, Goran Loiseaux, Jean-Noël Chotard + 5 more
We present two digital-based serious games aiming to engage students and the general public with battery sciences. The first one is a multiscale simulator in Mixed Reality of a battery-powered Electric Vehicle (EV) interacting with an Electrical Grid. One of the players drives the EV in a Virtual Reality (VR)…
Vasily Pyatin, Arseny Videnin, Olga Maslova, Sergei Chaplygin + 1 more
A modern person constantly changes the environment of his mental activity, moving real into an immersive environment, for example, from the surrounding reality to the information environment of a smartphone and back. This kind of transition is needed to satisfy many of the cognitive and emotional needs of people. The…
Authors not listed
For decades, molecular visualization software has been fundamental to education and research in chemistry, structural biology, and materials science. These tools have enabled the inspection of structures, dynamics, and interactions, yet their reliance on two-dimensional (2D) interfaces imposes persistent limitations.…
Matthew Warburton, Mark Mon-Williams, Faisal Mushtaq, J. Ryan Morehead
Consumer virtual reality (VR) systems are increasingly being deployed in research to study sensorimotor behaviours, but properties of such systems require verification before being used as scientific tools. The ‘motion-to-photon’ latency (the lag between a user making a movement and the movement being displayed within…
William Chung, Michael Barnett-Cowan
The malaise symptoms of cybersickness are thought to be related to the sensory conflict present in the exposure to virtual reality (VR) content. When there is a sensory mismatch in the process of sensory perception, the perceptual estimate has been shown to change based on a reweighting mechanism between the relative…
Wei Zhang, Jonathan A Fine, Christopher Sculley, Jordon McGraw + 1 more
The representation of complex biomolecular structures and interactions is a difficult challenge across life sciences. Researchers and students use unintuitive 2D representations to gain an intuitive understanding of 3D space and molecular interactions. Since this is cumbersome for complex structures, such as…
Lucie Denisart, Javier F. Troncoso, Emilie Loup-Escande, Alejandro A. Franco
In a scenario in which the manufacturing of high-performance, safe batteries on an unprecedented large scale is crucial for the energy transition and fight against climate change, research laboratories and cell production industries are facing challenges due to the lack of efficient data management and training tools.…