Researchers at the University of Texas at Austin created a noninvasive EEG sensor that can measure brain activity during immersive VR interactions. The device has potential applications in helping people with anxiety, measuring mental stress, and giving humans insight into robot behavior.
The SafePASS MR Training Tool uses Mixed Reality to simulate LSA lifeboat operations, providing crew members with hands-on practice and real-time feedback. The application has been successfully tested and validated in lab and real-world environments, demonstrating improved training outcomes and enhanced awareness of equipment usage.
Researchers use virtual reality to simulate urban scenarios, allowing them to measure the implicit effects of urban planning measures on human stress levels. The method has shown that higher traffic volumes can upset test subjects, paving the way for more climate-friendly and inclusive urban planning.
A virtual reality project, Qikiqtaruk: Arctic at Risk, visualizes the impacts of climate change in the Canadian Arctic. The project, created by National Geographic Explorers and local communities, uses immersive technology to transport users to an island experiencing rapid thawing and environmental changes.
Researchers at City University of Hong Kong developed a novel, wearable, olfaction feedback system with wireless capabilities for virtual reality. The system releases various odours using miniaturized odour generators and has been tested with an average success rate of 93 percent.
A deep learning-based framework called EMGSense enables accurate wearable EMG device usage through AI self-training techniques. It achieves average accuracy of 91.9% in gesture recognition and 81.2% in activity recognition, outperforming state-of-the-art approaches.
A nationwide VR research project is working to create diverse groups of participants to reflect real-world social dynamics. The Virtual Experience Research Accelerator (VERA) aims to provide researchers with access to large, reliable, and diverse groups for various VR research projects.
The metaverse has the potential to make scientists more effective by removing barriers, improving teaching and learning, and enabling new experimental environments. Researchers must also plan well and avoid potential pitfalls, such as ownership and privacy issues.
A new study found that the subjective visual vertical – a measure of how individuals perceive vertical lines – shifted considerably after participants played a high-intensity VR game, affecting the severity of cybersickness. This shift was linked to individual differences in sensory processing and gaming experience.
The University of Central Florida has developed the Virtual Experience Research Accelerator (VERA), a large-scale system for extended reality human subjects research. This project aims to facilitate human subjects research and improve extended reality technologies, making them more inclusive for underrepresented groups.
A recent study found that immersive virtual reality training is as effective as inpatient training for students learning to care for acute care pediatric patients. The VR group performed significantly better overall, with notable improvements in infection control and oxygen therapy.
A recent study by Iowa State University researchers found that virtual fitting rooms can have a negative impact on consumers with a high body mass index (BMI), leading to decreased self-esteem and lower product evaluations. However, the technology appears to enhance sales for shoppers with a low BMI, highlighting the need for marketing...
A new VR locomotion system, Seamless-walk, offers a natural and comfortable experience without equipment or body pose recording. It uses high-resolution foot pressure imprints and machine learning to estimate the user's direction and movement speed.
A team of Lithuanian scientists created a VR-based rehabilitation system to help patients recover from stroke. The system uses sensors to track the patient's movements and provides real-time feedback to improve motor function, balance, and coordination.
Researchers have developed a new way to create dynamic ultrahigh-density 3D holographic projections, overcoming two long-existing bottlenecks in current digital holographic techniques. The new method enables realistic representations of the world around us for use in virtual reality and other applications.
Researchers used virtual reality to study how memories are selected for long-term storage, revealing the anterior thalamus as a crucial stopover site. Stimulating this region enhanced memory consolidation, while inhibiting it hindered long-term retention.
Researchers developed a VR imaging system to measure neural activity in mouse brains during behavior, revealing abnormalities in cortical functional network dynamics associated with autism. The system successfully distinguished between autism model mice and wild-type mice based on their brain network patterns.
Researchers have found that embryos in pregnancies ending in miscarriage take four days longer to develop in the womb than those in live births. This delay is associated with a higher likelihood of miscarriage and may be used to estimate pregnancy outcomes.
Researchers have developed a smart contact lens capable of implementing AR-based navigation using a novel electrochromic display technology. The device uses Prussian blue to display directions to the user in real-time, overcame limitations of existing AR devices.
A study by University of Cologne researchers found that virtual reality gamers completed tasks faster with higher levels of general intelligence and processing capacity. The results suggest VR games can be used as a tool for predicting job performance, bridging the gap between research and practice.
A randomized controlled trial found that virtual reality lessons significantly improved medical students' knowledge of fetal development, with retention at one-week follow-up. Students showed high satisfaction with the VR tool compared to traditional tutorials.
SourceWiley·JournalInternational Journal of Gynecology & Obstetrics·DateMar 8, 2023
Chung-Ang University researchers develop a novel flexible supercapacitor platform with vertically integrated gold electrodes in a single sheet of paper. The design shows low electrical resistance, high foldability, and good mechanical strength, making it suitable for wearable devices.
A new study reveals that holographic haptic displays create diffuse and faint tactile sensations due to widespread vibration patterns in the skin. The researchers discovered a phenomenon known as constructive interference that amplifies shock waves, leading to reduced spatial precision and clarity.
Researchers at City University of Hong Kong developed a wireless, soft e-skin for interactive touch communication in the virtual world. The e-skin can detect and deliver the sense of touch, enabling one-to-multiuser interaction and overcoming the limitations of space and distance.
A new 'multisensory pseudo-haptic' technology delivers believable tactile experiences in virtual environments by combining visual feedback from a VR headset with tactile sensations from a mechanical wristbracelet. This innovation keeps hands free, enabling long-term wear and more realistic user experiences.
The metaverse can be used to investigate the effectiveness of large-scale interventions before implementation, saving time and money. It also provides a platform for people with limited access to natural environments to experience green spaces, reducing negative mental health effects.
Researchers found that an immersive virtual reality (IVR) intervention significantly improved pain and anxiety in pediatric patients undergoing a blood draw. The IVR group showed better outcomes compared to the control group.
A new study suggests that virtual reality exercises can reduce pelvic pain in women with endometriosis, offering a potential digital health solution. The study found that VR and telehealth exercise sessions provided immediate relief from pain, similar to traditional supervised exercise sessions.
A new study published in Games for Health Journal found that a virtual reality boxing game called BOXVR reduced adolescent stress and improved cognitive function compared to a guided YouTube-guided boxing exercise. The VR group also reported greater enjoyment after each session.
The team developed a way to stack red, green, and blue light-emitting diodes to create vertical, multicolored pixels, enabling higher-resolution displays. This technique could enable fully immersive virtual reality experiences and improve digital screens' sharpness and resolution.
This study proposes using gamification and virtual reality to create quality learning experiences for digital twin students and employees. The technology aims to enhance learner motivation, acquire knowledge, and foster a personalized and cooperative learning environment.
The study developed a VR application for immersive multi-user firefighter-training scenarios, addressing disaster management tasks with minimal risk. The prototype integrated VR motion capture and synchronization of sensor data to create realistic training environments.
Scientists discovered a new multiregional hindbrain circuit that enables zebrafish to compute their location and correct course. The study used whole-brain imaging to reveal the circuits involved in this process, which may apply to other vertebrates.
A virtual reality game called EPELI has been developed to assess ADHD symptoms in children by simulating everyday situations. The game uses eye tracking and machine learning to detect differences in eye movements, which can indicate attention deficits.
Researchers used VR to teach language to participants, finding that those who learned in unique environments recalled more words (92%) compared to those who learned in the same environment (76%). Immersion in the VR world also played a key role in learning retention.
Researchers from City University of Hong Kong developed an advanced wireless haptic interface system called WeTac. The system provides a vivid touch experience with personalized tactile sensation data and overcomes the shortcomings of existing bulky gloves.
Scientists at the University of Tsukuba discovered a phenomenon where moving a virtual assistant's voice closer to users increases customer rapport, contrasting with traditional ventriloquism effects. This 'mouth-in-the-door' effect can be used to enhance user experience in virtual commerce scenarios.
A study published in PLOS ONE found that patients who used virtual reality (VR) during hand surgery required less sedation and had shorter recovery times compared to those who received monitored anesthesia care. VR use also improved patient comfort and reduced anxiety.
Research finds that crowding on public transit makes time seem to pass more slowly, with rushed commutes feeling significantly longer. The study used virtual reality simulations of subway rides and found that crowded trips took around 10% longer than less crowded ones.
A POSTECH research team developed single-cell-driven tri-channel encryption meta-displays, which project different images depending on where you look at them. These displays overcome the limitations of conventional metasurfaces by combining amplitude modulation and geometric phase manipulation.
Researchers have summarized the latest developments in mass transfer techniques for large-scale and high-density microLED arrays. The techniques address key challenges such as interfacial adhesion mechanisms and process parameters to achieve high reliability and efficiency.
The study presents UnityMol as a successful software tool for VR porting, enabling enhanced digital twin models. Interactive simulations also have great potential for research and collaborative problem-solving.
Researchers from Tokyo Metropolitan University developed a VR system that enables users to share their visual and sensory experiences on Segways with remote collaborators. The system reduced VR sickness by 54% and improved user experience, promising new possibilities for remote collaboration.
NJIT Assistant Professor Salam Daher is using augmented reality technology to train caretakers for the elderly. The project aims to improve communication and empathy skills through a digital model of an older person that responds to emotions and environment. The system will be tested to investigate its impact on patient outcomes.
A new study published in iScience found that humans tend to follow a two-step process when in a crowd, with an initial reflexive imitation followed by a more deliberate strategic decision. The research suggests this influence affects not only social norms but also immediate actions and underlies behaviors such as rioting and mass panic.
A team co-led by CityU developed a wearable electrotactile rendering system that can mimic the sensation of touch with high spatial resolution and a rapid response rate. The device has various application potential, including enhancing VR/AR experiences and facilitating work in thick gloves.
Researchers at Indiana University have developed a virtual reality therapy to aid in substance use disorder recovery, using 'future-self avatars' to help people choose long-term rewards over immediate gratification. The technology has shown promising results in lowering relapse rates and increasing future self-connectedness.
A new VR gaming technology has been developed that enables players to smell in virtual environments, using an olfactometer that can be printed on 3D printers. This allows for the creation of scent-based game mechanics based on player movements and judgments.
The study explored how humans react to DAVE, a Virtual Labrador, in virtual reality. Researchers found that humans exhibited varying behaviors when interacting with the digital dog, shedding light on canine-human interactions.
Patients undergoing virtual reality immersion during hand surgery required significantly less anesthetic to manage pain, suggesting its potential as a non-pharmacologic distraction method. The study compared VR immersion to monitored anesthesia care and found no significant differences in post-operative pain or anxiety levels.
A new virtual hiking map for Jezero crater has been created using orbital imagery, terrain data, and real-time 3D panoramic views. The map allows users to explore the Martian surface in detail, including steep slopes and immersive environments.
A Trinity College Dublin study explores the intersection of identity, technology, and social dynamics in social virtual reality. Researchers found that avatars can represent intersecting characteristics, influencing users' social interactions and belonging to certain groups.
A randomized controlled trial found that virtual reality immersion reduced the need for sedatives during hand surgery, leading to lower doses of propofol and shorter post-operative lengths of stay. Patient satisfaction remained unchanged, but discharge times were significantly shorter.
A new study at the University of Tokyo suggests that robotic eyes on autonomous vehicles can help pedestrians anticipate a vehicle's intentions, leading to safer crossings. The experiment found that participants made more cautious decisions when faced with moving eyes, with some males even reporting feeling safer.
The MEMEX project promotes social cohesion by using AI and interactive tools to share community stories linked to cultural heritage. The exhibition features audio-visual stories from Lisbon, Barcelona, Paris, and Genoa participants who co-created their own digital content.
Researchers discovered an electric signal in the hippocampus triggered by novelty, inducing a transition from memory to learning states. The signal may work as a switch to enable the brain to balance forming new memories and recalling familiar ones.
Engineers at Rice University have discovered a way to manipulate light at the nanoscale that surpasses the traditional Moss rule for optical materials. The researchers found that iron pyrite has a high refractive index, making it suitable for applications such as virtual reality and 3D displays.
Researchers developed a thin lens with a continuously tunable focal length to alleviate vergence-accommodation conflict in AR/VR devices. The Alvarez lens can change focus continuously within a large range while being compact and lightweight.
Associate Professor Angelina Anani has won a $300,000 career development grant from the Society for Mining, Metallurgy and Exploration to support her research on mine planning and operations. She plans to use virtual and augmented reality technologies to optimize industry decisions and minimize risks.
A study by Toyohashi University of Technology found that the human visual system flexibly modulates observers' perception according to their posture. The research used the Necker cube as a visual stimulus and found a significant difference in probability of perception depending on the viewing posture, with a bias towards looking up.