Virtual Reality
Art contemplation typically occurs in museums or art galleries. However, aesthetic experience has been predominantly investigated in laboratory settings, limiting the generalizability of the results. Virtual reality (VR) can create immersive and realistic simulations, potentially bridging this gap. However, the extent to which aesthetic engagement in virtual environments parallels that of physica…
Abstract This study examines the subjective game experience in an active locomotion context by comparing virtual reality (VR) and traditional screen (tablet format) across two fixed speeds (4 km/h and 6 km/h), using a $$2\times 2$$ factorial within-subjects design with 42 participants. Each participant interacted for 1 min with an obstacle-based video game under each of the four experimental cond…
Virtual reality–based mirror therapy (VR-MT) has been used as an alternative approach to traditional mirror therapy. This preclinical study evaluates the usability, safety, and user experience of multi-axis virtual reality–based mirror therapy (VR-MT), an approach designed to address the limitations of conventional mirror therapy. This randomized controlled, double-blind study involved 172 health…
Abstract Can virtual feedback training improve performance in the physical world? Can enactment enhance this feedback training effect? This study addresses these questions using two affordance judgment (AJ) tasks, implemented in both physical (PE) and virtual (VE) environments. Sixty-four young adults completed two tasks. The Aperture Task (Oculus Rift head-mounted display, HMD) was included to t…
Abstract Technological progress has facilitated the integration of VR in sectors like E-commerce and design, and improves how products are represented by virtual prototypes (VPs) using head-mounted displays (HMDs), allowing their qualities to be understood even when no physical prototype is available. Despite VR having become well-established as an efficient tool to evaluate VPs, factors like phy…
Abstract The use of immersive technologies in conjunction with conventional rehabilitation methods holds potential for alleviating symptoms of Parkinson’s disease. Recent research has highlighted the positive effects of multisensory stimuli within virtual immersive environments on maintaining motor function, as well as ways to mitigate the risks of and slow down undesired outcomes. However, exist…
Abstract Traditional psychiatric assessments often depend on self-reports, which may be biased, while real-world evaluations pose safety and feasibility challenges. Specific phobias are underdiagnosed and often comorbid, with affected individuals at elevated risk for severe outcomes. This study aimed to integrate the DSM-5 diagnostic framework, Virtual Reality (VR), and Machine Learning (ML) to i…
In recent years, virtual reality has experienced rapid development, establishing itself as a significant research area within computer science and engineering. This evolution underscores the importance of conducting a macro-level systematic analysis to compare the status, hotspots, and trends of VR research both in China and globally. Such an analysis addresses a crucial gap in the literature con…
The primary objective was to determine whether virtual reality affects heart rate compared to standard care during childhood vaccination. Secondary objectives included examining heart rate variation according to age and other influencing factors. A randomised controlled clinical trial. This article presents the secondary findings of a study on the effect of virtual reality on pain and fear in chi…
This research aims to train secondary school students to raise awareness of earthquakes and enable students to experience the moment of an earthquake with Earthquake Education in the Physical World Interactive Metaverse Universe. The research was conducted using a sequential explanatory design, a type of mixed research method. While the quantitative part of the study employed a pre-test/post-test…
This paper presents a novel augmented reality haptic feedback system that combines real-time finite element simulations, fast visualization techniques, and haptic feedback devices. To achieve real-time computations, a reduced-order modeling technique using proper orthogonal decomposition with interpolation and radial basis functions is employed. A multiresolution meshing technique that dynamicall…
Visual working memory (VWM) enables the temporary storage and manipulation of visual information, yet its limited capacity makes it sensitive to the amount and structure of the information it must retain. The vast majority of previous VWM research has used two-dimensional stimuli, while real-world visual perception incorporates depth-related spatial cues which may affect performance. Prior work s…
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Players’ perceptual-cognitive skills and exploratory activity are essential components of football performance. This preliminary study explored the impact of Virtual Reality (VR) training on perceptual-cognitive skills and its potential transferability to game performance in national level youth football players. Sixteen players ($${M}_{age}$$=14.6, SD = 0.5) from a national level youth football …
In this article, we propose a texture-mapping procedure to enhance visual appearances of volumetric models. To texture a volumetric model, the proposed method performs an unsupervised training to transform a Self-Organizing Map (SOM) into a fitting surface at first. Then, another unsupervised training is conducted to UV-parameterize the fitting surface. As a result, a bridge connecting the volume…
Sensorimotor entrainment, the spontaneous alignment of movement with external rhythms, plays a key role in how we experience music and motion. In this study, we introduce a novel method combining musical stimuli, vection, and visually induced motion sickness (VIMS) in virtual reality (VR) to investigate how cross-modal rhythmic stimulation shapes self-motion perception and comfort. In a within-su…
Autostereoscopic 3D panels in augmented reality head-up displays use periodic optics to overlay pixel grids, creating a moiré effect. It is essential to predict this in advance to ensure display quality in virtual and augmented reality. The moiré effect in three-dimensional displays arises from the interference between the display panel’s pixel grid and periodic optical elements such as lenticula…
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