Search results for " reali"

showing 10 items of 923 documents

Cognitive assessment of OCD patients: Neurovr vs neuropsychological test

2014

This study aimed to evaluate the reliability and validity of the Neuro- Virtual Reality as tool for the neuropsychological assessment in OCD patients. We used the neuropsychological battery and a virtual version of the Multiple Errand Test (V-MET), developed using the NeuroVR software, in order to evaluate the executive functions, the ability to plan ahead on complex problem solving tasks in daily life in 30 obsessive compulsive disorder (OCD) patients and 30 healthy controls. The results showed the presence of difficulties of OCD patients: lower levels of divided attention and higher levels of errors; higher mean rank of inefficiencies, interpretation failures and rule breaks and longer ti…

Computer Science (all)Virtual RealitySettore M-PSI/03 - PsicometriaReproducibility of Resultsexecutive functions; neuropsychological assessment; Obsessive-compulsive disorder; virtual multiple errands testNeuropsychological TestsMental Status and Dementia Testsexecutive functionsNeuropsychological assessmentVirtual multiple errands testExecutive functionSettore M-PSI/08 - Psicologia ClinicaObsessive-compulsive disorderSettore MED/48 -Scienze Infermierist. e Tecn. Neuro-Psichiatriche e Riabilitat.HumansSettore M-PSI/01 - PSICOLOGIA GENERALESettore MED/25 - Psichiatria
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Chess recognition using 3D patterned illumination camera

2021

Computer Vision has been applied to augment traditional board games such as Chess for a number of reasons. While augmented reality enhances the gaming experience, the required additional hardware (e.g. head gear) is still not widely accepted in everyday leisure activities, and therefore, camera based methods have been developed to interface the computer with the real-life chess board. However, traditional 2D camera approaches suffer from ill-defined environmental conditions (lighting, viewing angle) and are therefore severely limited in their application. To answer this issue, we have incorporated a consumer-grade depth camera based on patterned illumination. We could show that in combinati…

Computer programComputer sciencebusiness.industryHead (linguistics)Interface (computing)ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONComputingMilieux_PERSONALCOMPUTINGRGB color modelAugmented realityComputer visionArtificial intelligenceViewing anglebusinessThirteenth International Conference on Machine Vision
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Shopping with virtual hands

2020

Retailers can use virtual reality as a new touchpoint for their customers: within an existent channel or as a new sales channel. Thus, it is crucial to understand the differences and similarities between the physical and the virtual shopping environment. Shopping simulations make it possible to test, observe, and collect data in a controlled, low-cost, and fast way compared to field experiments. However, past studies might have provided biased results due to the characteristics of the sample used. This study analyzes how consumers behave in two virtual shopping tasks. The exploratory, experimental research uses an immersive VR shopping environment and a sample of participants balanced acros…

Computer science05 social sciencesSample (statistics)Virtual realityField (computer science)Experimental researchTest (assessment)Human–computer interaction0502 economics and business050211 marketingTouchpoint050203 business & managementConsumer behaviourCommunication channel
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Developing design knowledge and a conceptual model for virtual reality learning environments

2021

This chapter focuses on applying design science research for virtual reality learning environment (VRLE) design processes. Six selected case studies are presented in the context of VRLEs. The case selections were analyzed in terms of their contributions to design knowledge. The objective of this book chapter is twofold: 1) for researchers, the design knowledge contributions of case studies are highlighted for future reference, and 2) for developers and practitioners, design principles are presented for the development of VRLEs. The final outcome of the present study is a conceptual model describing the current design knowledge in the field of VRLEs and identifying the research gaps that sho…

Computer science4. Education05 social sciencesConceptual model (computer science)050301 education020207 software engineering02 engineering and technologyVirtual realityDesign knowledge113 Computer and information sciencesHuman–computer interaction0202 electrical engineering electronic engineering information engineering516 Educational sciences0503 education
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A modeling study suggesting how a reduction in the context-dependent input on CA1 pyramidal neurons could generate schizophrenic behavior.

2011

The neural mechanisms underlying schizophrenic behavior are unknown and very difficult to investigate experimentally, although a few experimental and modeling studies suggested possible causes for some of the typical psychotic symptoms related to this disease. The brain region most involved in these processes seems to be the hippocampus, because of its critical role in establishing memories for objects or events in the context in which they occur. In particular, a hypofunction of the N-methyl-D-aspartate (NMDA) component of the synaptic input on the distal dendrites of CA1 pyramidal neurons has been suggested to play an important role for the emergence of schizophrenic behavior. Modeling st…

Computer scienceCognitive Neurosciencemedia_common.quotation_subjectSchizophrenia Realistic model CA1 Hippocampus Object recognition Synaptic integrationCentral nervous systemModels NeurologicalCa1 neuronHippocampusHippocampal formationSynapse03 medical and health sciences0302 clinical medicineArtificial IntelligencePerceptionmedicineAnimalsHumansInvariant (mathematics)CA1 Region Hippocampal030304 developmental biologymedia_common0303 health sciencesRecallArtificial neural networkPyramidal NeuronSynaptic integrationPyramidal CellsCognitive neuroscience of visual object recognitionDendritesmedicine.diseasemedicine.anatomical_structurenervous systemSchizophreniaSynapsesSchizophreniaNMDA receptorNeuronNerve NetNeuroscience030217 neurology & neurosurgeryNeural networks : the official journal of the International Neural Network Society
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2D virtual texture on 3D real object with coded structured light

2008

Augmented reality is used to improve color segmentation on human body or on precious no touch artifacts. We propose a technique to project a synthesized texture on real object without contact. Our technique can be used in medical or archaeological application. By projecting a suitable set of light patterns onto the surface of a 3D real object and by capturing images with a camera, a large number of correspondences can be found and the 3D points can be reconstructed. We aim to determine these points of correspondence between cameras and projector from a scene without explicit points and normals. We then project an adjusted texture onto the real object surface. We propose a global and automat…

Computer scienceColor imagebusiness.industryEpipolar geometryComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONImage processingImage segmentationObject (computer science)law.inventionProjectorlawComputer graphics (images)Augmented realitySegmentationComputer visionArtificial intelligencebusinessComputingMethodologies_COMPUTERGRAPHICSStructured lightImage Processing: Machine Vision Applications
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Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning

2019

Escape rooms are a phenomenon that has taken the world by storm in the last decade. Simultaneously Virtual Reality is a promising technology for innovation in education, training and e-learning. Combining these two concepts, this paper outlines a new model for designing serious games in virtual reality environments for high quality, deep and meaningful learning, the Serious E-scape Room. It describes the theoretical grounding, general guidelines and principles of the model. It also presents the case study “Room of Keys”, a serious virtual escape room for biology concepts. To test the assumptions of the model, researchers conducted a mixed research study with 148 students in a US high school…

Computer scienceE-learning (theory)media_common.quotation_subject05 social sciences050301 education02 engineering and technologySerious gameVirtual realityData scienceTest (assessment)Meaningful learning020204 information systemsPhenomenon0202 electrical engineering electronic engineering information engineeringQuality (business)0503 educationmedia_common2019 10th International Conference on Information, Intelligence, Systems and Applications (IISA)
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The cone of gaze

2011

Gaze direction is an important cue that regulates social interactions. Although humans are very accurate in determining gaze directions in general, they have a surprisingly liberal criterion for the presence of mutual gaze. We first established a psychophysical task to measure the cone of gaze, which required observers to adjust the eyes of a virtual head to the margins of the area of mutual gaze. Then we examined differences between 2D, 3D, and genuine real life gaze. Finally, the tolerance for image distortions when the virtual head is not viewed from the proper vantage point was investigated. Gaze direction was remarkably robust toward loss in detail and distortion. Important lessons for…

Computer scienceHead (linguistics)business.industrymedia_common.quotation_subjectComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONEye contactVirtual realityGazeVisualizationInformationSystems_MODELSANDPRINCIPLESRobustness (computer science)DistortionPerceptionComputer visionArtificial intelligencebusinessmedia_common2011 4th International Conference on Human System Interactions, HSI 2011
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Visually Perceived Distance Judgments: Tablet-Based Augmented Reality Versus the Real World

2016

Does visually perceived distance differ when objects are viewed in augmented reality (AR), as opposed to the real world? What are the differences? These questions are theoretically interesting, and the answers are important for the development of many tablet- and phone-based AR applications, including mobile AR navigation systems. This article presents a thorough literature review of distance judgment experimental protocols, and results from several areas of perceptual psychology. In addition to distance judgments of real and virtual objects, this section also discusses previous work in measuring the geometry of virtual picture space and considers how this work might be relevant to tablet A…

Computer scienceHuman Factors and Ergonomics02 engineering and technologySpace (commercial competition)050105 experimental psychologyField (computer science)0202 electrical engineering electronic engineering information engineeringAR application0501 psychology and cognitive sciencesPerceptual psychologyComputer visiondistance perceptionta113experimental protocolstablet-based augmented realitybusiness.industrybisection05 social sciencesnavigation systems020207 software engineeringaugmented realityComputer Science ApplicationsHuman-Computer Interactioncellular telephone systemsAugmented realityArtificial intelligencebusinessInternational Journal of Human–Computer Interaction
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Multisensory Experiences in Virtual Reality and Augmented Reality Interaction Paradigms

2020

Multisensory stimuli can be integrated in systems that make use of different paradigms, such as Virtual Reality (VR), Augmented Reality (AR) or, in a wider sense, Mixed Reality (MR), enhancing user experiences within the virtual content. However, despite the many technological solutions that exist (both hardware and software), only visual and sonic stimuli can be considered as highly integrated in consumer-grade applications. This chapter addresses the current state of the art in multisensory experiences, taking also in consideration the aforementioned interaction paradigms, and brings the benefits and challenges. As an example, authors introduce ROMOT, a RObotic 3D-MOvie Theatre, that supp…

Computer scienceHuman–computer interaction05 social sciences0202 electrical engineering electronic engineering information engineering020207 software engineering0501 psychology and cognitive sciencesAugmented reality02 engineering and technologyVirtual reality050107 human factors
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