Search results for "virtual reality"

showing 10 items of 376 documents

Virtual reality exposure for OCD: Is it feasible? [Exposición mediante realidad virtual para el TOC: ¿Es factible?]

2014

Virtual reality exposure therapy (VRET) is receiving increased attention, especially in the fields of anxiety and eating disorders. This study is the first trial examining the utility of VRET from the perspective of OCD patients. Four OCD women assessed the sense of presence, emotional engagement, and reality judgment, and the anxiety and disgust levels they experimented in four scenarios, called the Contaminated Virtual Environment (COVE), in which they had to perform several activities. The COVE scenarios were presented on a Full HD 46” TV connected to a laptop and to a Kinect device. Results indicate that the COVE scenarios generated a good sense of presence. The anxiety and disgust leve…

Perspective (graphical)Applied psychologySense of presencemedicine.diseasehumanitiesDisgustVirtual Reality Exposure TherapyPsychiatry and Mental healthClinical PsychologyEmotional engagementEating disordersmedicineAnxietymedicine.symptomPsychologySocial psychologyRevista de Psicopatología y Psicología Clínica
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The Power of Odor Persuasion: The Incorporation of Olfactory Cues in Virtual Environments for Personalized Relaxation

2021

Olfaction is the most ancient sense and is directly connected with emotional areas in the brain. It gives rise to perception linked to emotion both in everyday life and in memory-recall activities. Despite its emotional primacy in perception and its role in sampling the real physical world, olfaction is rarely used in clinical psychological settings because it relies on stimuli that are difficult to deliver. However, recent developments in virtual-reality tools are creating novel possibilities for the engagement of the sense of smell in this field. In this article, we present the relevant features of olfaction for relaxation purposes and then discuss possible future applications of involvi…

Persuasionsense of smellmedia_common.quotation_subjectPersuasive CommunicationOlfactory cuesOlfactionrelaxationPerceptionHumansSettore M-PSI/01 - PSICOLOGIA GENERALEEveryday lifeGeneral Psychologymedia_commonCommunicationRelaxation (psychology)Autobiographical memorybusiness.industryautobiographical memoryOlfactory PerceptionSmellOdorOdorantsvirtual realityCuesbusinessPsychology
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A crop field modeling to simulate agronomic images

2010

In precision agriculture, crop/weed discrimination is often based on image analysis but though several algorithms using spatial information have been proposed, not any has been tested on relevant databases. A simple model that simulates virtual fields is developed to evaluate these algorithms. Virtual fields are made of crops, arranged according to agricultural practices and represented by simple patterns, and weeds that are spatially distributed using a statistical approach. Then, experimental devices using cameras are simulated with a pinhole model. Its ability to characterize the spatial reality is demonstrated through different pairs (real, virtual) of pictures. Two spatial descriptors …

PixelComputer sciencebusiness.industryNearest neighbour algorithmComputer visionImage processingPrecision agricultureArtificial intelligenceFunction (mathematics)Virtual realityReal imagebusinessSpatial analysis2010 4th International Symposium on Communications, Control and Signal Processing (ISCCSP)
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Towards an Immersive and Accessible Virtual Reconstruction of Theaters from the Early Modern

2020

This paper reports on the work being done towards achieving an immersive and accessible reconstruction of Historical and Cultural Heritage, focusing on Theaters of the Early Modern as use case. In particular, the paper presents and discusses potential possibilities to enable: 1) the acoustical reconstruction of the virtual (lost) environments – beyond the graphical reconstruction for the buildings, elements and performances; 2) effective interaction features and navigation within the virtual environment (e.g. by means of adaptive interfaces, guiding methods, insertion of Point of Interest); and 3) accessible experiences, by means of an innovative and personalized presentation modes for acce…

Point of interestMultimediaComputer sciencemedia_common.quotation_subjectAudio descriptionVirtual realitycomputer.software_genreCultural heritagePresentationWork (electrical)Virtual machinecomputerTourismmedia_commonACM International Conference on Interactive Media Experiences
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Immersi nel futuro

2020

"Immersi nel futuro" è un volume di ricerca che affronta il tema dei contenuti "cinematici" per la realtà virtuale. "Immersi nel futuro" is a research volume that deals with the theme of "cinematic" contents for virtual reality.

Postcinema virtual reality new mediaSettore L-ART/06 - Cinema Fotografia E TelevisionePostcinema Realtà virtuale Nuovi media
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System aspects of sharing a virtual reality

1998

We have recently held the second annual "System Aspects of Sharing a Virtual Reality" workshop, in conjunction with CVE '98 (see report in this issue). The single-day format allowed for twelve presentations plus discussion, which are summarized below. The topics addressed were: designing systems to cope with network limitations; managing communication and information; the construction of systems and toolkits; issues of presentation and user interaction; and application development and evaluation.

PresentationMultimediaHuman–computer interactionComputer sciencemedia_common.quotation_subjectGeneral MedicineVirtual realitycomputer.software_genrecomputermedia_commonConjunction (grammar)ACM SIGGROUP Bulletin
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Value co-creation process and measurement in 4.0 SMEs: An exploratory research in a B2B marketing innovation context

2021

The purpose of this exploratory research is to contribute to the lack of empirical research exploring techniques and protocols that can be used to measure the level of value obtained from using these technologies in the various marketing processes and in a business-to-business (B2B) context. By doing so, firms operating in fast changing dynamic environments can develop the right means to continuously adapt, integrate, reconfigure, and redeploy resources and capabilities to become more competitive and disruptive in their offerings. The phenomenon of interest is described by applying a case study qualitative approach to three 4.0 companies which use virtual reality (VR)/augmented reality (AR)…

Process managementStandardizationProcess (engineering)Computer science05 social sciencesExploratory researchContext (language use)Virtual realityGeneral Business Management and AccountingB2Blcsh:Political institutions and public administration (General)value co-creationcase studyEmpirical researchmarketing innovationddc:3500502 economics and business4.0 industryCo-creationlcsh:JF20-2112050211 marketingAugmented reality050203 business & management
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Perceived Product Risk while Shopping Online: Does Virtual Reality vs. 2D Reduce Uncertainty?

2019

This research explores if a virtual reality (VR) vs. a 2D display of an online shop reduces the perceived product risk. Thereby the role of the sense of presence (SoP) will be analyzed and whether the evocation of the SoP can be predicted by the possibility to interact with the virtual environment as well as by the social connectivity with a friend while shopping online. The results of three empirical studies affirm the importance of a VR display to reduce uncertainties regarding the products in online shops and outline techniques how to trigger the SoP.

Product riskEmpirical researchVirtual machineComputer scienceHuman–computer interactionEvocationSense of presenceVirtual realitycomputer.software_genrecomputer
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Treatment of flying phobia using virtual reality exposure with or without cognitive restructuring: Participant's preferences

2015

This study analyses participants’ preferences regarding two exposure treatment modali- ties for Fear of Flying (FF): virtual reality exposure treatment (VRET) by itself or VRET plus cognitive restructuring (VRET+CR). An alternating treatment conditions design was established and a non-concurrent multiple baseline design across individuals (four participants) was used. Both conditions were equally effective and after the treatment all the participants took a flight. At the end of each session the participants were asked for their opinion on the condition they received. High mean scores were obtained in both conditions; non-significant differences between the two condi- tions were found. When…

Psychiatry and Mental healthClinical Psychologyexposurecognitive restructuringexposiciónvirtual realitypreferenciasfear of flyingreestructuración cognitivamiedo a volarrealidad virtualpreferences
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Presence-inducing media for mental health applications

2015

Presence inducing media have recently emerged as a potentially effective way to provide general and specialty mental health services, and they appear poised to enter mainstream clinical delivery. However, to ensure appropriate development and use of these technologies, clinicians must have a clear understanding of the opportunities and challenges they will provide to professional practice.

PsychoanalysisSpecialtyMedicine (miscellaneous)Professional practiceMental healthMainstreamvirtual realitySettore M-PSI/01 - PSICOLOGIA GENERALEEngineering ethicsPerformance artAugmented realityPsychologypresencePsychological treatment
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