A study found that most VR users don't perceive a virtual world like the real one without training. When given visual feedback, success rates doubled, highlighting the importance of teaching users to use binocular cues and head movements. The results aim to improve VR uptake by encouraging interactive experiences.
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A new study suggests that combining Virtual Reality and treadmill exercise therapy can dramatically lower the incidence of falling among Parkinson's patients. The therapy promotes beneficial brain plasticity, even in patients with neurodegenerative disease, and enhances motor control and cognitive performance.
Experts utilize cutting-edge imaging techniques to create a 3D virtual model of cells, enabling scientists, students, and the public to explore and interact with 'real' cell data. This approach may improve understanding of cellular processes and enhance learning, research, and public engagement.
Researchers at Wyss Center for Bio and Neuroengineering developed an immersive virtual reality system to visualize and interact with large volumes of 3D anatomical brain data. The system allows users to explore the brain's cellular structure, highlighting key findings in neurotechnology development and research.
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A recent study published in Neurology found that virtual reality training can improve arm and hand movement after a stroke, with results comparable to traditional therapy. The study involved 120 participants who underwent either standard physical and occupational therapy or virtual reality training for four weeks.
Researchers at EPFL used virtual reality to reduce phantom pain in paraplegics by creating an illusion of tactile stimulation on the legs. The study, published in Neurology, found that subjects who experienced this illusion reported decreased pain levels.
UCSB biologist Douglas McCauley explores the pros and cons of using virtual and augmented reality in environmental science education. He argues that while VR and AR have potential upsides, such as enhanced experiences and simulations, they may also detract from core values like face-to-face interaction and direct observation of nature.
A new virtual reality opera experience has been created using the latest motion capture technology, allowing viewers to interact with performances in 3D. The Magic Butterfly VR Experience combines high-quality imagery and sounds from Welsh National Opera's production of Madam Butterfly and The Magic Flute.
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Researchers at Binghamton University developed a new framework that interprets mouth gestures as a medium for interaction within virtual reality in real-time. The system achieved high correct recognition rates and was tested on a group of graduate students using a head-mounted display.
A clinical trial found that virtual reality tours of operating rooms reduced preoperative anxiety in children. The study used a 4-minute video showing Pororo the penguin visiting the OR, explaining its contents in a friendly manner.
Researchers at University of Würzburg found that transcranial magnetic stimulation can improve anxiety treatment outcomes, particularly for fear of heights. The study used virtual reality to induce fear and showed that stimulated brain regions lead to accelerated therapy responses.
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Researchers developed a novel acoustics project that combines computer models and live concert recordings to produce immersive spatial audio and virtual reality experiences. The project aims to improve virtual reality and explore the effects of ear shape on 3D sound perception.
A study published in Environment & Behaviour found that patients who visited a virtual Wembury beach experienced less anxiety, pain, and had more positive recollections of their treatment. The benefits were not found for those who walked around a virtual city.
Researchers found that VR pornography can create a sense of 'perfection' leading to addictive and extreme content. The team calls for greater responsibility in developing this technology, including alternative scenarios where participants assume different roles.
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The research enables immersive viewing of pre-rendered video in six degrees of freedom using a head-mounted display, making it easier to repurpose animated film assets. The novel video format can be rendered in real-time from an arbitrary point of view, allowing for motion parallax and interactive experiences.
A new study by University of Arizona researchers found that virtual reality support groups can be an effective tool for older adults dealing with grief and depression. Participants showed improvements in stress, loneliness, and sleep quality, but only those in the virtual reality group reported a reduction in symptoms of depression.
Researchers at Michigan Technological University developed a virtual keyboard that syncs with a physical keyboard, allowing VR typists to see what keys they typed. The system, which uses a light-up virtual keyboard, improves typing performance and reduces errors, making it easier for people to use head-mounted displays for office work.
A study by RIKEN Brain Science Institute found that remembering goal locations in virtual reality requires the same brain parts as in real life, using a mouse model. The researchers used virtual reality to test how mice learned spatial routes, finding that mice with a protein deficiency performed poorly.
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Researchers developed a virtual reality program to teach medical students advanced communication skills, including delivering difficult news and managing patient reactions. The study found that the simulation was an effective tool in teaching these skills, which transferred to real-life clinical situations.
Sophie Joerg aims to create a database of motions to reuse and combine them automatically. Her research could help professional animators make movies, games and learning simulations more realistic.
A new study published in JMIR Mental Health found that virtual reality therapy significantly reduced pain scores in hospitalized patients. Patients who wore VR goggles experienced a 24% drop in pain, while those who viewed standard video content saw a 13.2% decrease.
Disney Research scientists developed a method to catch a real flying ball using virtual reality, demonstrating enhanced user experience. Different visualization styles were tested, revealing that users caught balls in all three modes with varying strategies.
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Researchers at Tel Aviv University developed a novel virtual reality training scheme that improves motor skills and mobility of impaired hands. The training program has been shown to be effective in rehabilitating patients with hemiparesis, a condition causing weakness or paralysis of one hand.
A study published in Cell Reports found that training participants to use their non-dominant hand by tricking their brain through virtual reality showed significant improvements in motor skills. The researchers used fMRI scans to track brain activity, which was correlated with improved performance.
University of Washington researchers demonstrate humans playing a simple two-dimensional computer game using only input from direct brain stimulation. The subjects navigated mazes with improved accuracy when receiving guidance via phosphene stimulation, suggesting potential for encoding novel information into the human brain.
A UTSA professor has developed an underwater virtual reality game that helps relieve symptoms of multiple sclerosis. The 'Shark Punch' game uses smart phones and dive masks to create a immersive experience, while also providing a form of aquatic therapy.
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Researchers in Brazil have created 3-D virtual reality models of unborn babies using fetal MRI results. The technology allows doctors to visualize the fetus's internal structure, including the respiratory tract, which can aid in assessing abnormalities.
Disney Research has developed a VR360 player with enhanced haptic feedback, allowing users to customize and personalize sensations. The application enables full-body sensations and a wide range of 'feel effects' that can be triggered by user movements or biofeedback.
A University of Montreal professor studied reactions to virtual reality and an immersive projection system, finding that viewers preferred the shared experience without headsets.
Researchers found that combining virtual reality with treadmill training reduced fall frequency and risk for at least six months after training. The intervention improved both physical mobility and cognitive aspects of safe walking.
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The conference will showcase the latest developments and studies on augmented and virtual reality, enabling trainees to learn on-the-job skills and enhancing the workplace of the future. Researchers will present prototypes, including a product from Virtalis that allows interactive discussion and modification of 3D constructions.
Combining virtual reality and treadmill training reduces fall rates in older adults, with a 42% decrease in the virtual reality plus treadmill group compared to treadmill training alone. This intervention has potential as part of prevention packages for falls risk before injuries occur.
A new study found that simple activities such as playing cards or throwing a foam ball can help patients regain strength and coordination after a stroke. The study showed improvements in motor performance of up to 40% with these activities compared to virtual reality games.
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A Dartmouth team has developed a system that uses LED panels and only 20 light sensors to reconstruct a user's 3D skeleton in real-time. The new StarLight system has practical applications in virtual reality, non-invasive health monitoring, and passive behavioral monitoring.
Researchers developed approach dynamically changing user's field of view in response to visually perceived motion to reduce VR sickness. The study showed significant reduction in VR sickness experienced by participants without decreasing their sense of presence in the virtual environment.
A study by Stanford-Dartmouth researchers explores how novel optical configurations can enhance user experience and performance in virtual reality. They found that adaptive focus cues using a prototype system improved user preferences and accuracy.
A new study from UCL and ICREA-University of Barcelona found that immersive virtual reality therapy can reduce depressive symptoms in patients. The therapy involved wearing a virtual reality headset and expressing compassion towards a distressed virtual child, resulting in a significant drop in depression severity for some participants.
Researchers at University of Wisconsin-Madison discovered that people with excellent 3D vision are more susceptible to motion sickness while using virtual reality displays. The study found that these individuals are also better at judging the direction of moving objects, which may contribute to their discomfort.
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Researchers use virtual reality to investigate how people adapt their speech in conversation, finding that language behavior is identical to dialogue with a human partner.
Researchers used immersive virtual reality to explore the effect of embodiment on thought processes. The results show that embodying a trusted authority figure, such as Sigmund Freud, leads to more effective self-advice and improved problem-solving skills.
The University of Maryland has established two new endowed chairs in mathematics and computer science, thanks to a $2.1 million funding match from the state's Maryland E-Nnovation Initiative. The Michael and Eugenia Brin Chair in Mathematics and the Reginald Allan Hahne Chair in Computer Science will be recruited through this program.
A new study suggests that virtual reality therapy may help people with alcohol dependence reduce their craving for alcohol. The therapy involves exposing patients to situations that trigger fear and anxiety, then teaching them to manage those situations in real life.
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A clinical pilot study found that using virtual reality to enhance movement and increase confidence in the affected limb significantly improves spontaneous use of the paralyzed arm. This suggests an alternative focus on increasing patient confidence may be critical for full recovery.
Researchers developed a centimeter-accurate GPS-based positioning system that could revolutionize virtual reality and mobile devices. The system, called GRID, can extract precise measurements from low-cost antennas, making it economically feasible for mobile devices.
A new reality substitution prototype unveiled at The Brain Forum 2015 aims to revolutionize virtual reality production and experience. By capturing real-world situations and playing them back in head-mounted displays, the system enables users to immerse themselves in authentic environments with real cognitive implications.
Scientists developed a mathematical law for pedestrian interactions based on time until collision, revealing consistent patterns in crowd behavior. The model can be used to predict potential dangers in sporting events and festivals, as well as improve public space design.
A study published in Nature Neuroscience found that the hippocampus, a region involved in spatial learning and memory, reacts differently to virtual reality than it does to real-world environments. In the virtual world, hippocampal neurons fire randomly, whereas in the real world, they process activity with precision.
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Researchers have developed a new method using virtual reality to improve self-compassion in individuals, particularly those with high levels of self-criticism. The study found that women who experienced a first-person perspective through the eyes of a virtual child showed increased feelings of contentment and reduced self-criticism.
Researchers at the University of Montreal are exploring virtual reality as a tool to better gauge sex offenders' reactions and assess therapeutic progress. By testing virtual reality protocols, they aim to validate theories explaining why offenders act on their impulses.
Researchers at Northwestern University discovered that activity in dendrites is crucial for storing memories, contradicting current thought that cell body and dendrites serve the same function. The study used high-resolution microscopy to image individual neurons in a living animal navigating a virtual reality maze.
Dartmouth researchers are developing a virtual reality-based relaxation system to help astronauts cope with stress on long-duration spaceflights. The Virtual Space Station program uses virtual reality, sounds, and smells to create immersive experiences that promote relaxation and calmness.
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Virtual reality interface devices reorganize brain neural networks in patients with chronic stroke and cerebral palsy, improving hand function and balance. This application enhances the quality of life for individuals with neurological diseases.
A team of researchers at Brown University developed a wireless virtual reality system to study how pedestrians interact with each other and how their individual behaviors generate patterns of crowd movement. The system, which allows for the creation of virtual crowds, has shown that people tend to match the speed and direction of their...
A team of researchers used virtual reality to conduct experiments on moral dilemmas, finding that subjects were more likely to choose a utilitarian approach when faced with immediate consequences, rather than adhering to deontological principles.
Researchers found that adding dance exercises to a physiotherapy program improved urine leakage, increased participation rates, and provided more functional pelvic floor muscle exercises. The study opens the door to a randomized clinical trial for treating urinary incontinence with virtual reality and dance.
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A study published in Neural Regeneration Research found that Kinect-based virtual reality training can improve upper limb motor function in subacute stroke patients. The training also promotes brain reorganization, specifically targeting the contralateral sensorimotor cortex.
A small study presented at American Heart Association's Scientific Sessions 2013 found that virtual reality hands controlled by stroke survivors' thoughts can help them recover use of their arms and hands. Patients achieved 81% accuracy in using the virtual hands to reach out, improving skills in just three experimental sessions.
Denise Krch, PhD, of Kessler Foundation has been awarded a $600,000 NIDRR grant to develop a virtual reality program that targets executive functioning impairments in individuals with TBI. The project aims to improve problem-solving, mental flexibility, and divided attention in those with moderate to severe impairment.
A Kessler Foundation researcher has reported pilot results from a virtual reality executive function task, distinguishing between participants with multiple sclerosis (MS) and traumatic brain injury (TBI) and healthy controls. The study assessed executive functions such as planning and problem-solving in a virtual office setting.
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A new pilot study found that watching an avatar model healthy weight loss behaviors could lead to significant weight loss for overweight women. After four weeks of treatment, the women in the study lost an average of 3.5 pounds.