Search results for "virtual reality"
showing 10 items of 376 documents
Spatial Cognition 2020/1: Book of abstracts : August 2-4, 2021, University of Latvia
2021
Spatial Cognition is concerned with the acquisition, development, representation, organization, and use of knowledge about spatial objects in real, virtual or hybrid environments and processed by human or artificial agents. Spatial Cognition includes research from different fields insofar as they are concerned with cognitive agents and space, such as cognitive and developmental psychology, linguistics, computer science, geography, cartography, philosophy, neuroscience, and education. Research issues in the field range from the investigation of human spatial cognition to mobile robot navigation, including topics such as wayfinding, spatial planning, spatial learning, internal and external re…
The efficacy of virtual reality tools for total knee replacement rehabilitation: A systematic review.
2019
ABSTRACTPurpose. To assess the effects of training with virtual reality tools (VRT) during rehabilitation of patients after total knee replacement (TKR). Methods. Systematic review. Six databases w...
The Future of Technology in Positive Psychology: Methodological Advances in the Science of Well-Being
2018
Advances in biotechnology and information technology are poised to transform well-being research. This article reviews the technologies that we predict will have the most impact on both measurement and intervention in the field of positive psychology over the next decade. These technologies include: psychopharmacology, non-invasive brain stimulation, virtual reality environments, and big-data methods for large-scale multivariate analysis. Some particularly relevant potential costs and benefits to individual and collective well-being are considered for each technology as well as ethical considerations. As these technologies may substantially enhance the capacity of psychologists to intervene…
Immersive gaming as journalism
2021
This chapter discusses immersion and how it may be applied to journalism. It begins by unraveling the concept of immersion itself as a reminder that it is not only connected to virtual reality or augmented reality technologies, but rather that it is a multifaceted concept that may be understood in many ways. The chapter turns specifically to the theorizing done in the context of digital games research, where immersion and some related concepts have been explored in detail over the last decades. This theorizing helps us see how immersion can be understood and in what way the concept may be problematic. The chapter maps out some of the historical precedents for immersion, discusses alternativ…
Seeing Gravity: Gait Adaptations to Visual and Physical Inclines – A Virtual Reality Study
2020
Using advanced virtual reality technology, we demonstrate that exposure to virtual inclinations visually simulating inclined walking induces gait modulations in a manner consistent with expected gravitational forces (i.e., acting upon a free body), suggesting vision-based perception of gravity. The force of gravity critically impacts the regulation of our movements. However, how humans perceive and incorporate gravity into locomotion is not well understood. In this study, we introduce a novel paradigm for exposing humans to incongruent sensory information under conditions constrained by distinct gravitational effects, facilitating analysis of the consistency of human locomotion with expecte…
An Immersive Motor Protocol for Frailty Rehabilitation
2019
Frailty is a pre-clinical condition that worsens physical health and quality of life. One of the most frequent symptoms of frailty is an increased risk of falling. In order to reduce this risk, we propose an innovative virtual reality motor rehabilitation program based on an immersive tool. All exercises will take place in the CAVE, a four-screen room with a stationary bike. The protocol will include two types of exercises for the improvement of balance: “Positive Bike” and “Avoid the Rocks.” We will choose evaluation scales related to the functional aspects and subjective perception of balance. Our aim is to prove that our innovative motor rehabilitation protocol is as effective as or more…
Editorial: New approaches to understand domestic violence and reduce its prevalence
2023
Chirurgische Ausbildung im digitalen Zeitalter – Virtual Reality, Augmented Reality und Robotik im Medizinstudium
2021
The digital transformation of healthcare is changing the medical profession. Augmented/Virtual Reality (AR/VR) and robotics are being increasingly used in different clinical contexts and require supporting education and training, which must begin within the medical school. There is currently a large discrepancy between the high demand and the number of scientifically proven concepts. The aim of this thesis was the conceptual design and structured evaluation of a newly developed learning/teaching concept for the digital transformation of medicine, with a special focus on the influence of surgical teaching.Thirty-five students participated in three courses of the blended learning curriculum "…
Ambienti digitali ed extended reality: alcune questioni semiotiche a partire da esempi di branding e retailing.
2021
This article raises some semiotic questions about extendend reality that involves the wide range of digital technologies including VR (virtual reality), AR (augmented reality) and MR (mixed reality), drawing on some cases from the world of organised retail and branding. We are talking about a set of technologies that, since the beginning of their creation and today in the fields in which they are most used, have brought to the surface, because they have questioned them, a series of theoretical problems of great interest for semiotics, such as corporeality and perception, the situation of fruition and the change of point of view, but also the narrative dimension produced - or not produced - …
A Multi-Projector Calibration Method for Virtual Reality Simulators with Analytically Defined Screens
2017
The geometric calibration of projectors is a demanding task, particularly for the industry of virtual reality simulators. Different methods have been developed during the last decades to retrieve the intrinsic and extrinsic parameters of projectors, most of them being based on planar homographies and some requiring an extended calibration process. The aim of our research work is to design a fast and user-friendly method to provide multi-projector calibration on analytically defined screens, where a sample is shown for a virtual reality Formula 1 simulator that has a cylindrical screen. The proposed method results from the combination of surveying, photogrammetry and image processing approac…