Researchers found that playing virtual reality sports games can promote psychological well-being by helping players feel connected to others and engage in real-time communication. The positive effects of feeling socially present were even stronger for those experiencing loneliness.
A flexible skin-mounted haptic interface can replicate diverse motions using a single actuator, providing rich tactile feedback and versatility. The technology aims to assist humans in various applications, including wearable human-machine interfaces and medical operations.
Computer scientists at Princeton University are working on a system that pairs virtual reality with a physical robot, allowing users to seamlessly interact with the physical world. The technology enables tasks like selecting an object across the room or erasing physical objects from view, creating a more immersive experience.
Two brain regions have been identified as a neural compass, allowing people to maintain their sense of direction while navigating naturalistic virtual reality cities. These regions are consistent across different city features and task phases, suggesting they track direction relative to the north-south axis.
A new study from UCLA Health suggests that virtual reality (VR) may offer a promising tool to ease psychological stress and support heart health. After a VR session, many patients experienced a significant impact on their psychological state, with reduced anxiety and increased vagal tone.
A study by the University of Exeter found that immersive VR nature scenes can reduce symptoms of long-term pain. Participants who felt more present during the experience experienced the strongest effects. The study suggests that nature scenes delivered using VR can help change how pain signals are transmitted in the brain and spinal cord.
A team of researchers from Waseda University investigated the effects of new communication media, including video-conferencing and embodied virtual reality, on self-disclosure. They found that embodied VR, especially with unrealistic avatars, resulted in higher self-disclosure of personal feelings compared to face-to-face conversations.
A recent study suggests that virtual reality therapy is effective in treating psychosis, working faster than current cognitive behavioral therapy. The treatment involves exposing patients to simulated social situations to reduce avoidance behavior and anxiety.
A Cochrane review found that virtual reality (VR) can help stroke survivors regain arm movement and increase therapy time. VR may also improve balance and reduce activity limitations, but effects on mobility and quality of life are uncertain.
SourceCochrane·JournalCochrane Database of Systematic Reviews·TypeSystematic review·DateJun 19, 2025
Researchers at Mass General Brigham have developed a virtual reality training tool to teach clinicians core concepts in infection control, including cleaning and disinfecting portable medical equipment. The pilot study found that 88.6% of participants reported an overall positive experience with the VR module.
A new study found that augmented reality can significantly increase trust in autonomous vehicles by adding, modifying or removing driving-related information. The technology uses sensors to deliver real-time data, ensuring drivers stay focused on the road while accessing critical info.
Rice University students have developed a cutting-edge wearable haptic wristband that can deliver two distinct forms of tactile feedback. The device aims to make virtual reality more immersive and accessible, and is entirely self-contained with a modular design that makes it easy to repair and integrate into different environments.
A new study published in Neuron has identified a brain region, the fusiform gyrus, as key to distinguishing between real and imagined experiences. The region's strength of activity can predict whether someone judges an experience as real or imagined.
A new MSU study reveals that virtual reality can enhance social connection and student outcomes during classroom instruction, but only until virtual meeting fatigue sets in. The optimal VR duration varies between students, ranging from 20 to 280 minutes.
Virtual reality can be used sparingly and thoughtfully for intense experiences like travel and learning surgery, but its value fades with mundane activities. The medium is not suitable for anonymity or precision movements.
Researchers have developed an image-analysis tool called SeaSplat that cuts through the ocean's optical effects and generates images of underwater environments with accurate colors. The team paired SeaSplat with a computational model to convert images into three-dimensional underwater worlds, allowing for virtual exploration.
Researchers developed T2IRay, a VR input method with precise object pointing, and ChoreoCraft, a virtual reality tool supporting choreographers' creativity. These technologies received Honorable Mention awards at CHI 2025 for their contributions to human-computer interaction.
Project Chimera combines a VR computer game with educational problems to convey scientific content in a motivating way. The game enables players to develop a desire for learning through story-based exploration of physics, mechanical engineering, and other subjects.
A space-saving version of boccia, called Boccia XR, has been developed as a rehabilitation program for older adults. Participants showed improved moods, vitality, and energy after experiencing both Boccia XR and traditional boccia, with increased muscle activity in the rectus femoris during both types of boccia.
Researchers at Pohang University of Science & Technology (POSTECH) have developed an achromatic metagrating that handles all colors in a single glass layer, eliminating the need for multiple layers. This breakthrough enables vivid full-color images using a 500-µm-thick single-layer waveguide.
The MASTER project invites educational institutions to develop innovative XR educational content and validate cutting-edge XR technologies in real settings. Selected applicants will receive financial support, access to advanced XR tools, and expert mentorship.
Researchers created MotionBlocks to decrease barriers in VR for people with mobility limitations, allowing users to customize game controls to fit their movements. The tool was tested with positive feedback from participants, who reported greater enjoyment and less fatigue.
Researchers developed a novel vote-based model for accurate hand-held object pose estimation, addressing issues with existing approaches. The new framework achieves significant improvements in accuracy and robustness, enabling robots to handle complex objects and advancing AR technologies.
Researchers used a virtual reality game to investigate how brief anxiety impacts spatial learning and threat recognition. Participants who learned to distinguish between safe and dangerous areas showed better spatial memory and lower anxiety.
Researchers at Carnegie Mellon University are developing a VR/AR system to simulate stressful situations, allowing users to practice stress-relief strategies in a realistic environment. The system was tested on a group of participants, who found it helpful in gaining awareness and learning self-sufficiency skills.
Researchers from PolyU explore how virtual environments and collaborative learning influence film lighting skills acquisition in VR-based education. The study reveals that beach settings boost engagement but increase frustration, while team learning enhances collaboration.
Researchers studied active and passive touch tasks using virtual reality and EEG to better understand how people with autism process touch. The study found that individuals with autism showed little variation in brain response to active and passive touch, suggesting difficulty predicting consequences of actions.
A collaborative research team has developed a novel mixed reality (MR) technology that uses real-world doors as natural transition points. The system allows users to select a door within their MR interface and seamlessly transition into a virtual space, creating an unprecedented sense of immersion.
A study found that people process movements differently based on avatar appearance, with a neural system dedicated to perceiving others' movements playing a key role. The findings may help scientists improve human-AI interactions.
A new system for early detection of Autism Spectrum Disorder (ASD) has been developed using virtual reality and artificial intelligence. The system, which uses biomarkers related to behavior, motor activity, and gaze direction, achieves an accuracy of over 85%, surpassing traditional methods.
Cognitive neuroscientists are using VR to develop innovative ways to assess cognitive decline, particularly in identifying age-related differences in spatial memory navigation. The study found significant impacts on memory performance due to the build-up of Alzheimer's proteins in the brain.
Researchers at the University of Arizona have developed a new 3D imaging technique, deflectometry, paired with advanced computation to improve eye-tracking accuracy. The method can capture gaze direction information from more than 40,000 surface points, theoretically millions, increasing accuracy by a factor of over 3,000 compared to c...
Researchers developed a lighter, smarter magnetoreceptive e-skin that tracks signal paths for applications like virtual reality and robotic systems. The new technology emulates the functioning of real skin and saves energy by using a single global sensor surface and central processing unit.
Researchers at Northwestern University developed a new wearable device that can apply precise movements to mimic the complexity of human touch. The device creates a sophisticated variety of haptic sensations, including vibrations, stretching, pressure, and twisting, allowing for more nuanced and realistic tactile feedback.
A study by University of Cologne found that virtual reality videos increased feelings of being intensely involved in the narrative, leading to a stronger positive emotional affect and greater willingness to donate. This immersive experience was found to have a significant impact on personal attitudes and behavioral intentions.
NJIT's forensics program showcased new research and innovations, including a virtual reality crime scene reconstruction tool, CSIxR, which simulates scenarios to train investigators. The app aims to augment hands-on training, making forensic education more accessible and impactful.
Researchers found that digital games effective in reducing drinking, smoking, and illicit drug use among adolescents when personalized to individual players, had social components, and included content encouraging behavior change.
A new free VR platform has been launched to help people overcome public speaking anxiety, with clinical trials showing significant increases in confidence after a single 30-minute session. The platform uses Overexposure Therapy to build adaptability, grit, and resilience through repeated practice in extreme scenarios.
The platform has been clinically proven to significantly increase levels of confidence for most users after a single 30-minute session. A week of self-guided use was beneficial to 100% of participants, helping them feel more prepared, adaptable, resilient, confident, and able to manage nerves.
The FOME alliance has developed a device-agnostic VR module that enables immersive learning experiences for students and executives worldwide. The module, built in partnership with Cornerstone, provides a 20-minute pilot scenario for crisis management exercises, honing soft skills through digital interactions.
Researchers at Ohio State University developed an e-Taste system that uses sensors and chemical dispensers to simulate various tastes. In field testing, participants could distinguish between different sour intensities with high accuracy, paving the way for immersive virtual food experiences.
The study investigates how the brain perceives pain and finds that the Surprise Hypothesis better explains the mechanism. Participants in the experiment reported stronger pain when they were surprised by painful stimuli, confirming the importance of reducing the gap between expected and unexpected events.
A study published in Mayo Clinic Proceedings suggests that virtual reality can reduce preoperative anxiety in older patients undergoing open-heart surgery. The research found that immersive VR was effective and well-tolerated, leading to reduced anxiety scores and improved mood.
A study by Seoul National University researchers found that men and women prioritize different aspects of visibility in urban spaces, with men focusing on clear views and women concerned with unexpected threats. The research suggests designing piloti parking spaces with transparent fences and minimizing blind spots can reduce crime anx...
A new study published in Scientific Reports found that a computer-generated breathing coach was perceived as likable and trustworthy by 73% of participants, with 76% finding it easy to use. The researchers aim to investigate the virtual coach using 3D immersive VR technology in future studies.
The iKNOW system combines VR and AI features to provide a natural learning environment for students with autism. It includes avatar interactions and real-time speech recognition, allowing students to practice social skills in a more relatable setting.
Researchers at Cornell University have created mini virtual reality (VR) headsets called MouseGoggles, which allow mice to navigate virtual environments with greater immersion and accuracy. The technology has the potential to reveal insights into spatial navigation and memory function, shedding light on disorders like Alzheimer's disease.
Researchers at Stanford University have designed a comfortable, flexible knit sleeve that simulates realistic touch using pressure-based haptics. The Haptiknit sleeve provides more accurate tactile feedback than vibration-based devices, allowing for smoother navigation, military communication, and rehabilitation.
Researchers develop personalized cognitive integrated sensorimotor virtual reality training to improve gait and balance in individuals with traumatic brain injury (TBI). A separate study uses robotic balance training combined with non-invasive brain stimulation to enhance postural control and motor recovery in TBI.
The RATE-XR guideline standardizes reporting for early-phase clinical studies involving extended reality technologies, ensuring transparency, safety, and ethical reporting. Developed through a multidisciplinary team of international experts, the comprehensive framework fosters reproducibility and patient-centeredness.
Teletrix's VIZRAD AR platform simulates ionizing radiation behavior using augmented reality technology, providing a safe and immersive way to learn about radiation without exposure. The platform offers improved training capabilities for workers in radiation-controlled areas.
Researchers from Flinders University and international partners developed a VR platform to observe insect behavior, including hoverflies and crabs. The study provides insights into how these tiny creatures interact with virtual reality environments, paving the way for future research on animal behavior and decision-making.
The HumanTech Summit 2024 conference brings together experts in technological and social innovation, discussing key topics such as data security and interpersonal relationships. With a proven legacy of impact, the event has attracted over 1,400 participants and featured renowned keynote speakers from top universities.
A study by Osaka University researchers found that visual landmarks can be difficult to find in certain environments, leading to motion sickness. They propose using radio-frequency localization, such as ultra-wideband sensing, to overcome these challenges and improve indoor augmented reality applications.
A study by Florida Atlantic University found that virtual reality training increased empathy and sympathy towards individuals with mental health conditions in police officers. The training, which simulated realistic scenarios, allowed officers to practice handling complex civilian interactions with greater emotional connection.
Researchers found that confined environments influence sense of smell, while VR simulations evoke stronger emotions and aroma perceptions. The study aims to improve diets for isolated individuals by personalizing aromas.
Researchers have developed a deep-learning-powered metalens imaging system that overcomes limitations of traditional metalenses. The system pairs a mass-produced metalens with an image restoration framework driven by AI to achieve aberration-free, full-color images while maintaining compact form factor.
Researchers developed a system that uses machine learning to recognize touching on the skin, achieving over 96% accuracy. The EgoTouch tool can detect various types of touch, including force and gesture, and has potential applications for skin-based interfaces and virtual reality.
The Virginia Tech Transportation Institute received nearly $1 million in grants to develop and enhance tractor-trailer educational programs. The programs focus on advanced driver assistance systems (ADAS) and safer driving outreach, aiming to save lives by educating drivers on the benefits of these technologies.
Researchers at EPFL have created a unique experimental setup combining non-invasive deep-brain stimulation, virtual reality training, and fMRI imaging to improve spatial memory. The study shows that targeted electric impulses to the hippocampus can temporarily increase brain plasticity, leading to better navigation and recall.