A study found that talking to oneself as if they were Dr. Sigmund Freud in virtual reality improved people's mood and helped them find solutions to their problems, with over 80% of participants reporting a change compared to 50% in the control group.
Researchers at the University of Würzburg are developing a social-VR platform called ViLeArn to explore the potential of virtual reality in education. The platform allows students to engage in fully equipped virtual teaching environments, fostering collaboration and creativity.
Researchers at Carnegie Mellon University have developed a method combining expansion microscopy with virtual reality to visualize and analyze cell structures. This innovation allows for better understanding of infectious and autoimmune diseases, enabling the development of disease diagnostics and prevention methods.
A new study finds that virtual reality hypnosis distraction (VRHD) can reduce anxiety and procedure-related pain during locoregional anaesthesia for orthopaedic procedures. The randomised trial shows a significant reduction in the need for intravenous sedation, with 25% of patients requiring no further sedation.
Scientists from the University of Bristol and ETH Zurich have developed an interactive VR software framework that enables humans to train machine-learning algorithms using 'on-the-fly' quantum mechanics calculations. This allows for high-quality training data generation, improving machine learning models and accelerating scientific dis...
Researchers developed an automated process to detect user-friendliness issues in virtual environments. This technology allows for more frequent, cost-effective, and efficient testing of virtual reality applications, leading to improved user experience and reduced errors.
A new VR game, Butterfly World, aims to engage players in simulated exploration and education about relationships between butterflies, plants, and invasive species. The game fosters empathy for insect and ecosystem conservation, cultivating knowledge and reawakening latent curiosity.
Researchers developed a virtual reality training system to aid people with Parkinson's disease in improving their balance and avoiding obstacles. The six-week program showed significant improvements in obstacle negotiation, balance, and range of motion.
The UTA Research Institute and Neuro Rehab VR are developing a robotic glove that will aid in rehabilitating stroke patients through virtual reality gaming. The device aims to provide fine motor training and increase patient compliance, saving money on rehabilitation. Clinical testing is expected to begin after development.
Researchers from the University of Waterloo found that virtual reality can help individuals with autism and other neurological disorders recalibrate their internal clock. The study used a VR game to encourage participants to adjust their time perception, resulting in significant reductions in estimates of time by around 15 percent.
Researchers use virtual reality to guide catheters through blood vessels with electromagnetic sensors, reducing radiation exposure and increasing precision. The technology has the potential to increase access to interventional radiology treatments in rural areas.
Researchers from Bilkent University develop a technique to eliminate cross-talk in 3D holographic projection, enabling the creation of realistic and dynamic holograms. The method uses wavefront engineering and orthogonality properties to achieve high-quality projections with increasing hologram resolution.
A new study by Lund University found that virtual reality can help individuals with long-term dizziness shift their reliance from vision to other senses for better balance. The study showed differences in how men and women are affected by VR, with more women needing additional practice to master this skill.
Researchers found that feeling awe leads to a greater awareness of knowledge gaps and increased interest in science. In studies involving virtual reality videos, participants who experienced awe were more likely to seek out scientific information and visit science museums.
A new pilot study found that autistic adults showed real-life improvement after a virtual reality treatment combining graded exposure to fear and anxiety-producing experiences. The approach, which included cognitive behavioral therapy, aimed to minimize anxiety and promote functional improvement in individuals with autism.
Researchers developed a ball-shaped VR display that supports up to two users, creating a distortion-free 3D image from any angle. This allows for collaborative tasks and multiplayer games while maintaining social interaction.
Researchers found that VR stimuli trigger contagious yawning at similar rates to real-life, but social presence has little effect in virtual reality. In contrast, actual human presence significantly reduces yawning in both settings.
Researchers at UTSA create Cyberwell, an algorithm that reduces negative side effects of virtual reality on users. The algorithm predicts and personalizes cybersickness reduction through deep learning models.
Researchers found that virtual reality experiences increased scores on questions about ocean acidification causes and mechanisms by almost 150 percent. Immersive simulations also sparked a lasting sense of connectedness, as users felt a connection with their bodies during the experience.
Researchers at Virginia Tech have developed a virtual reality technique called Force Push, enabling users to manipulate objects with subtle hand gestures. The interface responds to the speed and magnitude of hand movements, providing a more physical and intuitive experience than traditional hand controllers.
Scientists at Radboud University and Goethe University created a 360-degree virtual reality simulation of Sagittarius A*, the supermassive black hole at the center of our galaxy. The simulation provides an immersive experience, allowing researchers to study black holes in unprecedented detail.
A new study finds that motion sickness and cybersickness share similar symptoms, including nausea, dizziness, and fatigue. The researchers suggest that virtual reality technology could be used to diagnose and prevent motion sickness in high-risk professions.
A new study found 'timing cells' in the brain that turn on when an animal waits, allowing it to measure a time interval. The research could lead to early-detection tests for Alzheimer's disease by asking people to judge how much time has elapsed.
A Stanford-developed VR experience, Becoming Homeless, helped expand research on how immersive technology affects people's level of empathy. The study found that participants who underwent the VR experience developed longer-lasting compassion toward the homeless compared to those who explored other media versions.
A study published in PLOS ONE found that virtual reality systems can aid perspective-taking and foster empathy, leading to more altruistic behaviors. Participants who used VR reported higher levels of empathy and were more likely to sign petitions supporting homeless populations.
A recent study by Cornell University found that virtual reality can significantly alter the perceived pungency of blue cheese when eaten in different environments. The researchers used a sensory booth, park bench, and cow barn to test how surroundings affect food perception.
Two studies presented at ANESTHESIOLOGY 2018 annual meeting show that virtual reality can reduce postoperative anxiety and pain in children. Virtual reality hypnosis programs significantly reduced the need for pain medication and opioid consumption, allowing patients to recover faster.
Researchers can predict cybersickness severity using balance control measures, allowing for targeted interventions to reduce symptoms. The study's findings have significant implications for industries adopting virtual reality technology, such as gaming and medicine.
The Google team developed a comprehensive system for capturing and rendering high-quality spherical light field still images from footage captured in the real world. The processing pipeline uses computer vision to place the images in 3D and generate depth maps, resulting in a truly immersive experience with unmatched realism.
A virtual reality learning program is being used to prepare high school students to interact with older adults with Alzheimer's disease. The program aims to increase empathy and reduce negative attitudes towards people with dementia.
Researchers at EPFL designed a new method of drone piloting using only torso movements, which was found to be more immersive and effective than traditional joystick control. The study, published in PNAS, reveals that only four markers on the torso are needed to pilot drones through obstacles effectively.
A randomised controlled trial found that automated virtual reality therapy can be as effective as exposure to real-life heights in reducing fear, with participants reporting a significant reduction in fear levels after treatment. The study provides proof of concept for future psychological interventions and could increase access to men...
A virtual reality simulation of Albert Einstein's body reduces age stereotypes and enhances cognitive performance in those with low self-esteem. Participants with low self-esteem who experienced the virtual Einstein body performed better on cognitive tasks and showed reduced implicit bias against older people.
Scientists at the University of Bristol have developed new virtual reality cloud-based tools to accelerate research tasks in drug and material discovery. Using real-time molecular simulations, researchers can now interact with molecules in a virtual space, folding, knotting, and changing their shape to test interactions.
A University of Maryland study found that people remember information better when presented in virtual reality compared to traditional desktop computers. The researchers used a memory palace method and found an 8.8% improvement in recall accuracy using VR headsets.
Researchers use virtual reality to study sound perception in immersive settings, revealing variability in brain processing of spatial cues. The technology holds promise for developing more accurate diagnoses of auditory disorders and enhanced audio experiences in video games.
Researchers at NIST are creating a virtual reality test bed to develop user-friendly interfaces for firefighters, law enforcement officers, and other emergency responders. The goal is to enable faster development, testing, and deployment of these interfaces, reducing risk exposure in real emergencies.
The VR-SRT System, a virtual reality-based treatment for spatial neglect after stroke, aims to enhance therapy participation through immersive training scenarios. This innovative intervention leverages 3D virtual environments to maximize improvement of health and function in stroke survivors with spatial neglect.
A radiologist at the University of Virginia Health System has created a virtual reality teaching tool that puts viewers in the midst of complex procedures, revolutionizing medical education. The tool allows physicians and trainees to experience intricate procedures like an 'interventional radiology heptathlon' with unparalleled clarity.
Kessler Foundation joins four sites to investigate optimal timing and methods for intensive hand rehabilitation after stroke, utilizing robotics and game-based virtual reality training.
Research by Mississippi State University Professors Carol Esmark Jones and Adam Farmer found that packaging shapes, colors, and placement in stores can influence purchase intentions. Displaying products on endcaps or using discounts can mitigate the negative effects of embarrassment.
Researchers developed a novel olfactory virtual reality system that enables the study of how smells engage the brain's navigation system. The study demonstrated that mice can form a map of their surroundings based solely on smells, suggesting a potential new frontier in multisensory VR experience development.
Researchers at Brown University have created software that allows users to control robots remotely using virtual reality, enhancing the manipulation tasks of autonomous robots. The system uses a robot's sensors to create a point-cloud model of the environment, transmitted to a remote computer connected to a virtual reality headset.
Dr. Peii Chen has been awarded a $600,000 NIDILRR grant to develop a Virtual Reality Spatial Retraining Therapy (VR-SRT) System to improve rehabilitation outcomes for individuals with spatial neglect after stroke. The therapy aims to be accessible, affordable and flexible, enabling more stroke survivors to access treatment.
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.
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.
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.
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.
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.
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.