Search results for "Virtual Reality"

showing 10 items of 376 documents

L'esperienza immersiva e le sue ragioni

2021

"L'idea di immersività" che emerge dai volumi: Nel centro del quadro di Bruno Di Marino e "Immagine, arte, virtualità" di Roberto Diodato "The idea of ​​immersiveness" that emerges from the volumes: In the center of the painting by Bruno Di Marino and "Image, art, virtuality" by Roberto Diodato

Realtà virtuale immersività postcinemaSettore L-ART/06 - Cinema Fotografia E TelevisioneVirtual reality immersion post-cinema
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Abstract concept and imagination teaching through Virtual Reality in people with Autism Spectrum Disorders

2006

RehabilitationmedicineAutismHealth InformaticsVirtual realityPsychologymedicine.diseaseSpectrum (topology)Abstract conceptCognitive psychologyTechnology and Disability
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Changing Induced Moods Via Virtual Reality

2006

Mood Induction Procedures (MIPs) are designed to induce emotional changes in experimental subjects in a controlled way, manipulating variables inside the laboratory. The induced mood should be an experimental analogue of the mood that would occur in a certain natural situation. Our team has developed an MIP using VR (VR-MIP) in order to induce different moods (sadness, happiness, anxiety and relaxation). The virtual environment is a park, which changes according to the mood to be induced. This work will present data about the efficacy of this procedure not only to induce a mood, but also to change after the mood is induced.

Relaxation (psychology)Computer scienceEmotional Changesmedia_common.quotation_subjectVirtual realitybehavioral disciplines and activitiesSadnessMoodMood inductionmental disordersHappinessMood statemedicineAnxietysense organsmedicine.symptommedia_commonCognitive psychology
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User-Centered Virtual Reality for Promoting Relaxation: An Innovative Approach

2019

[EN] Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on genetic environments filled with relaxing "narratives" to induce control over one's own body and physiological response, while the second one engages the user in virtual reality-mediated activities to empower his/her own abilities to regulate emotion. The scope of the present contribution is to extend the discourse on VR use to promote relaxation, by proposing a third approach. This would be based on VR with personalized content, based on user research to identify important life events. As a…

Relaxationemotion regulationEXPRESION GRAFICA EN LA INGENIERIAlcsh:BF1-990Control (management)Virtual realityPersonalized virtual realitypersonalized virtual realityVirtual reality050105 experimental psychologyPersonalization03 medical and health sciencesUser-centered virtual reality0302 clinical medicinerelaxationHuman–computer interactionSettore M-PSI/01 - PSICOLOGIA GENERALEPsychology0501 psychology and cognitive sciencesNarrativeGeneral PsychologyScope (project management)Emotion regulation05 social sciencesLife eventsUser Researchlcsh:PsychologyPerspectivevirtual realityRelaxation (approximation)Psychology030217 neurology & neurosurgeryuser-centered virtual realityFrontiers in Psychology
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2016

The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In section 1.1, we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in section 1.2, we go on to discuss recent evidence indicating that immersion in VR can have psy…

Research ethicsKnowledge managementbusiness.industryComputer science05 social sciencesVirtual realityOnline research methodsApplied ethics050105 experimental psychologyComputer Science Applications03 medical and health sciencesImmersive technology0302 clinical medicineArtificial IntelligenceVirtuality (gaming)0501 psychology and cognitive sciencesEngineering ethicsPsychological manipulationbusiness030217 neurology & neurosurgeryEthical codeFrontiers in Robotics and AI
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Journalism in virtual reality : opportunities and future research challenges

2016

This paper presents a state-of-the-art overview on journalism and its opportunities and challenges in virtual reality. First we take a look at what kind of real-life journalistic experiments there have been made in this field so far, then we analyze the research literature on journalistic VR. The paper proceeds to discuss the emergence of virtual reality and immersive journalism explored in the latest reports in the fields of HCI and VR design. In order to analyse VR-journalism further, early draft of analysis model is being developed based on sample of three VR-productions and four VR-applications. The paper concludes to discuss the results of the analysis and outlines more advanced and in…

Research literatureEngineeringimmersive journalism050801 communication & media studiesinnovation journalism02 engineering and technologyjournalismVirtual realitycomputer.software_genreField (computer science)0508 media and communications0202 electrical engineering electronic engineering information engineeringta518lisätty todellisuusmixed realityHCIMultimediabusiness.industry05 social sciencesyhdistetty todellisuus020207 software engineeringMixed realityaugmented realityvirtuaalitodellisuusjournalismivirtual realityAugmented realityJournalismbusinesscomputer
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Towards a ‘Virtual’ Rationality?

1999

Psychology has, for a long time, shown the boundaries of human rationality. The rationalistic model of human behaviour assumed by neoclassical economics has broken down; the idea that companies are guided by managers who are able to weigh all the options and make the most rational or optimum decisions in accordance with maximizing principles, such as ‘profits’, cannot be held any more.

Residential densityRationalityPositive economicsVirtual reality
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The use of virtual reality as a potential restorative environment in school during recess

2020

Publisher Copyright: © 2020, Springer Nature Switzerland AG. Copyright: Copyright 2021 Elsevier B.V., All rights reserved. Previous research has found out that simulated, Virtual Reality (VR)-based forests can bring equal or even higher restorative effects than real forests. In this study, a Virtual Reality (VR)-based forest was created in order to compare whether VR-based forest can possess restorative effects in the context of primary school, and how the possible effects compare to restorative effects of a normal recess or to a situation when there is no recess at all. The effects were measured using Restorative Outcome Scale (ROS) and problem-solving tasks after the intervention. The res…

Restorative outcome scale attention restorationpalautuminen05 social sciencesApplied psychologySignificant differenceeducationStatistical differencekoululaisetVirtual forest050109 social psychologyContext (language use)Virtual realityvälitunnitmetsät050105 experimental psychologyVirtual realityvirtuaalitodellisuus0501 psychology and cognitive sciencesPsychologyluonnonympäristö1172 Environmental sciences
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Real Virtuality: A Code of Ethical ConductRecommendations for Good Scientific Practice and the Consumers of VR-Technology

2016

The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in Section “Illusions of Embodiment and Their Lasting Effect,” we go …

Robotics and AIEthicsInformed Consentdual uselcsh:Mechanical engineering and machinerydepersonalization disorderAvataraugmented realitylcsh:QA75.5-76.95derealizationvirtual realitylcsh:TJ1-1570lcsh:Electronic computers. Computer sciencesubstitutional realityFrontiers in Robotics and AI
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Motion Cueing Algorithms: A Review

2017

Robotic motion platforms are commonly used in motion-based vehicle simulation. However, the reproduction of realistic accelerations within a reduced workspace is a major challenge. Thus, high-level control strategies commonly referred to as motion cueing algorithms (MCA) are required to convert the simulated vehicle physical state into actual motion for the motion platform. This paper reviews the most important strategies for the generation of motion cues in simulators, listing the advantages and drawbacks of the different solutions. The motion cueing problem, a general scheme and the four most common approaches – classical washout, adaptive washout, optimal control and model predictive con…

Scheme (programming language)Class (computer programming)business.industryComputer scienceWork (physics)ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONControl engineeringWorkspaceVirtual realityOptimal controlMotion (physics)Computer visionArtificial intelligenceState (computer science)businessAlgorithmcomputercomputer.programming_languageInternational Journal of Virtual and Augmented Reality
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