Science topic

Virtual Reality - Science topic

This group is common place for researcher involved with Augmented Reality, Virtual Reality and 3D User Interfaces.
Questions related to Virtual Reality
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I am pleased to inform you that my book proposal, "Innovations in Design: Current Trends and Future Directions," has been accepted by Bentham Science, LLC, and it is my pleasure to invite you to contribute a chapter to the upcoming edited book. This edited volume invites original, unpublished chapters that explore innovations and emerging practices in the field of design but not limited to product design, furniture design, automobile design, design for elderly, bioinspired design (biomimicry), medical device design, shoe design, AI/ML/AR/VR/XR in design, design education and entrepreneurship. Contributions from interdisciplinary perspectives and diverse background with foreign authors are highly encouraged.
Your expertise would make a valuable contribution to this volume, enriching the discourse with insights and solutions drawn from your research and experience. I believe this publication will serve as a vital resource for advancing knowledge and inspiring action in addressing design activities and research. If you are interested, please confirm with me. I would be delighted to provide further details about the submission guidelines. Thank you for considering this invitation, and I look forward to the possibility of your participation. For any query, please contact: 85sunilsharma@gmail.com.
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Dear Dr. Sunil Sharma ,
Thank you for your answer.
Everything clear.
Kind regards,
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Dear colleagues,
We are pleased to invite submissions focused on the intersection of Artificial Intelligence (AI) and Virtual Reality (VR), to be published in https://www.researchgate.net/journal/International-Journal-of-Virtual-and-Augmented-Reality-2473-5388
This issue aims to explore recent advances, innovative applications, and interdisciplinary approaches combining AI and VR across domains such as healthcare, education, simulation, human-computer interaction, and more.
Michele Domenico Todino
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Dear Shafagat Mahmudova Thank you very much for sharing this fascinating insight into the evolving world of AI, AR, and VR. The convergence of these technologies is indeed opening up exciting new frontiers, and your work sounds truly intriguing. I appreciate the link and will definitely take a closer look at the book.
Wishing you continued success in your endeavors. Best regards, Michele Domenico Todino
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I am seeking to review academic papers in the fields of virtual reality, augmented reality, skill transfer, training, rehabilitation, or human-machine interaction.
I hold a PhD in Computer Science from the University of Colorado Denver, with research expertise in Virtual Reality and Augmented Reality, Human-Computer Interaction, and Computer Vision. My dissertation focused on learning, training, and skill transfer from VR to the real world. I am eager to contribute to the peer-review process and support the academic community.  Currently, I work as a senior software engineer on an AR-based dental implant navigation system. I have availability over the next five weeks to review papers and would be happy to assist with any relevant opportunities.
If you know of any journals, conferences, or research initiatives currently seeking reviewers, I would greatly appreciate any recommendations or connections. I am happy to provide further details about my experience and research background if needed.
Thank you all for your time!
Hawkar Oagaz
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Hi Francisco,
Thank you so much for the information and it's undoubtedly useful. I have signed up and applied for quite a few journals, but also I wanted to reach out to the community for faster/more opportunities. Thanks again!
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Students in Professor Sergey Shityakov’s lab are immersed in VR-assisted molecular design experiments related to biomedical research. Wearing a virtual reality headset, they appear focused on manipulating molecular structures displayed on the computer screen before them. This approach allows for an interactive and immersive experience that can enhance understanding and visualization of complex molecular interactions, which is crucial for advancing knowledge in fields such as drug development and disease mechanism studies. The presence of scientific tools like the keyboard, mouse, and tablet suggests a blend of traditional and cutting-edge technologies being used in their research endeavors.
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Thank you, my friend!!!
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Hi I am interested in any research that included the use of Virtual reality applications to hospitality training and education in the VET sector. I am writing a literature review on the broader topic of VR in higher education and are particularly interested to see if any research has been done in my industry background of hospitality or commerical cookery.
Thanks
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sanal gerçeklik (VR), mesleki eğitim ve öğretim sektöründe, özellikle otelcilik eğitimi ve öğretiminde oldukça etkili bir şekilde uygulanabilir. Sanal gerçeklik, otelcilik sektöründeki çeşitli becerilerin teorik ve pratik olarak kazandırılmasında yenilikçi bir araç olarak kullanılabilir. İşte detaylı bir değerlendirme:
1. Sanal Gerçekliğin Otelcilik Eğitimine Uygulanma Alanları
a. Müşteri İlişkileri Eğitimi
  • VR, otel çalışanlarının farklı müşteri profilleri ve senaryolarıyla (şikayetler, talepler, özel istekler gibi) karşılaşmalarını sağlar.
  • Gerçek hayattaki müşteri iletişimlerini simüle ederek, empati, etkili iletişim ve problem çözme becerilerini geliştirme fırsatı sunar.
b. Kat Hizmetleri (Housekeeping)
  • Temizlik ve düzenleme prosedürlerini uygulamalı olarak öğretmek için VR kullanılır.
  • Sanal ortamda, belirli bir odanın nasıl temizlenmesi gerektiği, eşyaların yerleştirilmesi gibi işlemler gerçekçi şekilde simüle edilebilir.
c. Mutfak Hizmetleri ve Gıda Güvenliği
  • VR, otel mutfaklarında hijyen protokollerini, gıda hazırlama tekniklerini ve kriz senaryolarını güvenli bir ortamda öğretmek için kullanılabilir.
  • Örneğin, bir mutfak yangını sırasında nasıl davranılacağını veya çapraz bulaşmayı önlemek için yapılması gerekenleri VR ile öğrenmek mümkündür.
d. Resepsiyon ve Rezervasyon Yönetimi
  • Check-in ve check-out süreçleri, ödeme sistemleri ve rezervasyon hatalarının çözümü gibi süreçler VR ortamında simüle edilebilir.
  • Farklı dillerde müşteri hizmeti sunma gibi uluslararası otelcilik gereklilikleri de VR ile çalışılabilir.
e. Etkinlik Yönetimi
  • VR, bir otelin konferans salonu veya etkinlik alanını düzenleme ve müşterilerle koordinasyon gibi görevleri simüle etmek için kullanılabilir.
2. Sanal Gerçekliğin Avantajları
a. Risk Almadan Öğrenme
  • Gerçek dünyada yapılması riskli veya pahalı olabilecek eğitim senaryoları VR ortamında güvenle uygulanabilir (örneğin, mutfak kazaları, müşteri şikayetleri).
b. Pratik ve Etkileşimli Eğitim
  • VR, geleneksel teorik eğitimi uygulamalı öğrenmeyle birleştirerek öğrenme sürecini daha etkili hale getirir.
c. Kişiselleştirilmiş Eğitim Deneyimi
  • Öğrenciler, bireysel ihtiyaçlarına göre özelleştirilmiş eğitim senaryolarını deneyimleyebilir.
d. Mekandan Bağımsız Eğitim
  • Öğrenciler, dünyanın herhangi bir yerinden, bir otelin sanal bir modelinde pratik yapabilir.
e. Ölçülebilir Performans
  • VR sistemleri, öğrencinin hatalarını, başarım düzeyini ve gelişimini ölçmek için kullanılabilir.
3. Uygulamada Karşılaşılabilecek Zorluklar
a. Yüksek Maliyet
  • VR donanımları ve yazılımlarının başlangıç maliyetleri yüksek olabilir.
  • Ancak uzun vadede, özellikle tekrarlayan eğitim senaryoları için bu maliyetler amorti edilebilir.
b. Teknolojik Altyapı Gereksinimi
  • VR teknolojisinin etkin bir şekilde uygulanması için uygun altyapıya ve eğitmenlerin teknolojiyi etkin kullanabilecek bilgiye sahip olması gerekir.
c. Duyusal ve Fiziksel Sınırlamalar
  • VR, duyu organlarının yalnızca bir kısmını (genellikle görme ve işitme) kapsadığı için, gerçek dünya deneyimini tamamen yansıtamayabilir.
4. Otelcilik Eğitiminde Sanal Gerçeklik Örnekleri
a. Marriott Hotels
  • Marriott, çalışanlarını sanal gerçeklik senaryolarıyla eğitmek için VR teknolojisini kullanmaktadır. Çalışanlar, otel odalarını hazırlama, müşteri hizmetleri ve kriz yönetimi gibi görevlerde eğitilmektedir.
b. Hilton
  • Hilton, resepsiyonist eğitiminde VR teknolojisini kullanarak misafir memnuniyeti ve hızlı sorun çözümü üzerine odaklanmaktadır.
c. Meslek Okulları ve Üniversiteler
  • Otelcilik alanında eğitim veren birçok okul, VR teknolojisini mutfak becerileri, resepsiyon süreçleri ve diğer alanlarda eğitim için kullanmaya başlamıştır.
5. Eğitim Programı Tasarımı Önerisi
  1. Modüllerin Belirlenmesi:Her modül, otelcilik sektöründeki belirli bir göreve odaklanmalıdır (örneğin, müşteri hizmetleri, temizlik, mutfak).
  2. VR Yazılımı ve Donanımı Seçimi:Kullanımı kolay ve eğitim amaçlarına uygun bir VR platformu seçilmelidir.
  3. Gerçekçi Senaryoların Oluşturulması:Gerçek iş durumlarına uygun senaryolar geliştirilmelidir.
  4. Değerlendirme Araçları:VR ortamında öğrenci performansını ölçmek ve gelişimi izlemek için araçlar eklenmelidir.
Sanal gerçeklik, otelcilik eğitimi için hem teorik hem de pratik becerilerin kazandırılmasında devrim yaratabilir. Bu tür bir teknolojiyi entegre etmek, sektörün ihtiyaçlarına yönelik daha hazırlıklı ve donanımlı çalışanlar yetiştirmeye yardımcı olabilir.
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What is the ethical-spiritual and universal world formula, the Grand Unifying Theory? Does ancient Indian knowledge lead us to an intercultural world peace formula? Does it have an impact on physics, metaphysics, biology and our absorption of spiritual healing power, etc.? 11/27/24 Chris K. Früh – Intercultural-philosophy-institute.ch / guna.ch / emailATyogapsychologie.ch (Summary of the Peace Manifesto on one sheet of paper, printed on both sides. The page numbers refer to the free downloadable ebook at: guna.ch/yoga.pdf – Sources for the Gunas and synonyms; e.g. Bhagavad Gita 2.45, chapters 14-18, Bhagavad Purana 11.15.28, 11.25.2–5, 12.8.46) First of all: What is the physical, spiritual and universal world formula, this “Grand Unifying Theory”? The “Gunas”, to which the Bhagavad Gita (p. 3) devotes over three chapters, have an impact on metaphysics, on consciousness, its respective forms of life, but also on physics, as time factors of ● emergence, creation (Raja), ● existence, preservation maintenance (Sattva) and ● decay, destruction (Tama, p. VIII). Let us begin with a simple, everyday example: our teeth and, in this comparison, first look at the synonyms for the Sanskrit umbrella term Sattva (from Sat = being): ● Existence / preservation / maintenance: In order to preserve our teeth, we must clean them, then they are beautiful, healthy, and attractive, and we enjoy them and also become fearless of the dentist. But we must first know that and also have the wisdom and our mindfulness and self-control to carry out this cleaning and care rhythmically and regularly. It is the same in music; Beauty is tactful and a regular oil change also keeps the car engine running (for further synonyms see p. 31 ff and 64 ff). ● Decay and destruction: But if we come home every day intoxicated on drugs (or drunk), then we forget to brush our teeth and soon our teeth are dirty, sick, disgusting, rotten; and we suffer and are afraid of the dentist. These are synonyms for Tama, the thought transmitter that holds us down and wants to prevent us from ethical-spiritual evolution. ● Creation: In order for the dentist to “create” new teeth, we first have to “acquire” the money, go to work and/or exploit something (raw materials etc.): These are synonyms for Raja, the marginal intermediate stage (p. 63) of the working person, because: “People have to eat (and work :-)!” (p. 65). The knowledge of this natural and timeless scale of ethics, which is described, for example, in the millennia-old Bhagavad Gita, is not outdated, but rather timeless. It is timeless and old and yet always relevant – and especially today of the utmost urgency for all of us, for our spiritual evolution: This trinitarian world view of the three Gunas is illustrated with further examples: Just as a three-legged transistor controls the dual/digital computer world, the three Gunas are now above material duality. This means that what is really good or goodness can only be precisely defined in this trinity (p. 31)! Let us try to illustrate this graphically, because these Gunas are always mixed in different ways in our changing, temporary world: They are the umbrella terms for all characteristics and can thus be compared to the primary colors or color diodes in a screen, which can display an infinite number of beautiful or ugly images; ● Red for Raja: origin, creation, exploitative passion, ● Yellow for Sattva: existence, preservation and healing, goodness, happiness, joy, peace, health and wisdom, etc. and ● Blue for Tama: decay and destruction and degenerating ignorance (on the graphic below, and on the website Yogapsychologie.ch, or in the e-book on Guna.ch/yoga.pdf) The knowledge of this intercultural-natural scale of ethics, which is described in the millennia-old Bhagavad Gita (S V ff), is not outdated, but rather it is timeless and of utmost necessity: ● 1.: We, the conditioned souls, are ourselves the cause of our karmic radius of freedom and live here as if in an amusement park, in a kind of virtual reality for training and testing our free will (within the respective karmic radius of freedom) in (we hope) the direction of our ethical evolution, in the direction of non-violence and Prema, the all-encompassing love. Our intercultural world peace formula of the Grand Unifying “Theory” for the material universe is thus: S = Vs + R + T + Z, or: Vs = S - R - T - Z (Vs = Visuddha-Sattva, S = souls, R = Raja-Guna, T = Tama-Guna, Z = time, as the constantly remixing element of these Gunas).
● 2.: In the liberated state of the souls, Visuddha Sattva is S = Vs, since the unmixed pure form of Sattva is the eternal spiritual good (NityaSattva, Gita 2.45) that is worth striving for. Sattva has its root in Sat = eternal. Therefore, the word Guna (mixture) is omitted from the word Visuddha Sattva. The Visuddha-Sattva is now ”the wood we are made of” and our eternal spiritual nature, and so is pure all-encompassing love Prema, our actual, eternal, real uncovered nature. ● 3. When pure, spiritual love (Nitya-Prema-Sattva) comes into contact with exploitative passion (Raja-Guna), it turns into lust, and when it comes into contact with destructive ignorance (Tama- Guna), it turns into hatred. The exploitative passion and the destructive ignorance are only temporary, material conditions that only temporarily cover the living being, the eternal spiritual souls. Even if, from our materially conditioned perspective, this can last a very long time. From the perspective of the liberated living being, all these quartillion+ lives, in all the possible life forms, are only an infinitely short period of time. ● 4. On our liberated plane of pure, unmixed Sattva, after having left the gross and subtle bodies, one has only a spiritual body of Visuddha Sattva, selfless and all-embracing love, without the slightest trace of exploitative passion and destructive ignorance. The word body, however, is poorly chosen in this context, for one must understand that the spiritual soul is no different from the spiritual body. The yogi, the true artist and the true philosopher are all searching for one and the same substance; the pure form of Visuddha-Sattva, because it is the “place” or state where the three aspects of cultural life meet in their pure form: 1. Truth, 2. Enjoyment and 3. Spirituality (Tattva, Rasa, Yoga): Tattva = Truth, Wisdom, Science, Philosophy etc. and Rasa = Enjoyment, Taste, Art, Music, Poetry etc. Yoga = Connection, Spirituality, Healing, Religion etc. (Sanskrit: Yoga = yoke, connecting, Latin: Religare = reconnecting). The Self-realization and highest stage of perfection is now Visuddha- Sattva, which is achieved when the Yogi has understood and realized the principle of Rasa-Tattva: an omnipresent Truth, unmixed Beauty and all-embracing Love, which is only possible in free will. ● 5. The universal ethical scale of the three Gunas is of divine origin as the world peace formula and also the “creative design” of a world joy formula in the origin, nature, meaning, purpose and goal of the universe. NityaSattva is the characteristic of the personal aspect of the absolute truth (p. 11). The first verse of Sri Isopanishad is in this sense: “Om purnam adah purnam...: If the Absolute is to be absolute, then it must contain all that is found in its parts, i.e. it must contain a holistic, healing personal and loving aspect in addition to its impersonal aspect, otherwise we would have something more than the Absolute. The spiritual joy and the eternal, spiritual sphere are attained through the pure virtue of Nitya-Vishudda-Sattva. ● 6. Pure Sattva, i.e. Prema, all-embracing love and the strict avoidance of unnecessary violence, is the definition and ethical development of the true culture of humanity. And this brings us to our formulas for peace found in the Sanskrit texts. Gandhi was inspired, for example, by the Bhagavad Gita with its formula for peace in verse 2.45: “The Vedas (ancient Indian scriptures) mainly deal with the manifestations of the material nature of the three Gunas that occasionally mix (p. 32). Transcend all these illusory mixtures and be free from the material dualities and manifestations! Do not worry about illusory security and be anchored in the true self, in the NityaSattva (eternal, all-good Sattva healing current) of the “Atmavan”, the individual soul!” This formula is further explained in the Bhagavad Purana 12.8.46: “The place of fearlessness and eternal existence is the characteristic and direct, liberating and healing spiritual energy (“Sattvam”) of the all-good personal aspect of the Absolute. Exploitative passion (Raja) and destructive, degenerating ignorance (Tama) are only His indirect material energies, which exist only in the material (= transitory) and illusory world; we never consider these as His personal energy and divine attribute!” And we have an explanation of this verse from Jiva Goswami, an Indian philosopher 1513 –1598, in his Sat Sandarba in Bhakti Sandarba Anuccheda 103/38, p. 73): “Sattva-Guna is always a little mixed with Raja-Guna and Tama-Guna in the transitory and illusory material world. If we let our emotional body (the Citta, p. 67) be cleansed of the shell of the materially mixed and impure Sattva-Guna with the pure, eternal and divine healing current, then we will soon be on our real, genuine, spiritual and liberating, i.e. healthy, level of NityaSattva (the eternal goodness of the soul, as in Bhagavad Gita 2.45). (The page numbers refer to the free downloadable e-book at: guna.ch/yoga.pdf – More information about Jyotish, Ancient Indian Ayurvedic Astrology (AAA), the “source code of the matrix”, the scientific, mathematical proof of Guna, Karma, reincarnation and God and last but not least; setting the attitude to the Sattva healing current at: guna.ch)
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@Aparna Sathya Murthy thanks a lot what about the gunas mentioned in my text?
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IEEE 2024 2nd International Conference on Artificial Intelligence and Automation Control(AIAC 2024) will be held on October 25-27, 2024 in Guangzhou, China.
Conference Website: https://ais.cn/u/NJbuEn
---Call for papers---
The topics of interest for submission include, but are not limited to:
1. Artificial Intelligence
▨  Adaptive Control
▨  Agent and Multi-Agent Systems
▨  AI Algorithms
▨  Artificial Intelligence Tools and Applications
▨  Artificial Neural Networks
▨  Automatic Control
▨  Automatic Programming
▨  Bayesian Networks and Bayesian Reasoning
......
2. Control Science Engineering
▨  Operating Systems
▨  Modeling and Simulation of Emerging Technologies
▨  Nonlinear System Control
▨  Progress of Engineering Software Engineering
▨  Circuits, Electronics and Microelectronics
▨  Nonlinear Theory and Application
▨  Renewable Energy Conversion
▨  Fault Tolerant Control System
......
---Publication---
All accepted papers of AIAC 2024 will be published in IEEE and will be submitted to EI Compendex, Scopus for indexing. All conference proceedings paper can not be less than 4 pages.
---Important Dates---
Full Paper Submission Date: September 16, 2024
Registration Deadline: September 20, 2024
Final Paper Submission Date: October 21, 2024
Conference Dates: October 25-27, 2024
--- Paper Submission---
Please send the full paper(word+pdf) to Submission System:
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Interested.
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Dear all,
I am looking for an enthusiast who would like to do research with me on human behaviour in Virtual Reality.
Regards,
Anita
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Paulina Ficner thank You for information, Its done :-)
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Hello, I am a student (speech and language pathologist) in the rehabilitation master's study program from Riga Stradins University. Is there anyone who could give a review for the master's thesis?
With unending hope, Paula Jansone
📷
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Sure,I would like to help. Is it an informal review/ peer review or a review that would be submitted to the university? It depends on the topic of your thesis. Please do write about the topic and procedure/ formalities required in doing so.
Good Luck
Mr Suresh Thontadarya
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[CFP]2024 4th International Conference on Artificial Intelligence, Virtual Reality and Visualization(AIVRV 2024) - November
As the leader of the global trend of scientific and technological innovation, China is constantly creating a more open scientific and technological innovation environment, expanding the depth and breadth of academic cooperation, and building a shared innovation community. These efforts are making new contributions to globalization and building a community with a shared future for mankind.
In order to adapt to the changing world in the new era and the rapid development of China, 2024 4th International Conference on Artificial Intelligence, Virtual Reality and Visualization will be held on November 01-03 2024, in Nanji, China. This conference will focus on the latest research fields of "artificial intelligence", "virtual reality" and "visualization technology", and provide a forum for experts, professors, scholars, engineers, etc. from domestic and foreign universities, scientific research institutes, enterprises and institutions. An international platform for sharing professional experience, expanding professional networks, exchanging new ideas face-to-face and presenting research results, discussing key challenges and research directions faced by the development of this field, with a view to promoting the development and application of theories and technologies in this field in universities and enterprises , but also for the participants to establish business or research contacts and to find global partners in future careers.
Conference Link: https://ais.cn/u/v6Nn2m
Topics of interest include, but are not limited to:
◕ Artificial Intelligence and Its Applications
Biometric
Pattern recognition
Machine vision
Expert system
Deep learning
Smart search
Automatic programming
Intelligent control
Smart robot
Language and Image Understanding
Genetic programming
Natural language processing
Computer Vision and Robotics
Adaptive system
Smart agent
......
◕Virtual reality and its applications
System Components
Virtual reality platform
AI Platform for VR/AR
Immersive environments and virtual world generation
Optimized and realistic rendering
The semantics and cognition of virtual reality
depth perception
multimodal perception
Multimodal interaction and VR/AR experience
Application of Remote Sensing Image Processing
Application of virtual human body
Augmenting the Customer Experience with Virtual Reality
Virtual Plant Growth Simulation
Human-computer interaction technology
Mobile and Wearable Technologies and Applications
Multi-sensory experience based on virtual reality
Regions and Digital Cities, Digital
3D data acquisition technology
3D reconstruction of medical images
...... ◕ Visualization and its applications
Visualization and Visual Analytics Theory
scientific visualization
information visualization
Visual Analysis
Visual data processing and processing
Interaction Design and Display Technology in Visualization
Visual Design and Systems
Visual Assessment and Cognition
Large (scale) data visual analysis
......
Important dates:
Registration Deadline: October 10, 2024
Full Paper Submission Date: September 29, 2024
Final Paper Submission Date: September 30, 2024
Conference Dates: November 01-03, 2024
Submission Link: https://ais.cn/u/v6Nn2m
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2024 4th International Conference on Artificial Intelligence, Virtual Reality, and Visualization (AIVRV 2024)
November 2024
Virtual Conference
AIVRV 2024 is a premier international forum dedicated to fostering research, development, and applications in the fields of Artificial Intelligence (AI), Virtual Reality (VR), and Visualization. The conference aims to bring together researchers, practitioners, and industry experts to share their latest findings, discuss emerging trends, and explore potential collaborations.
Topics of Interest:
  • Artificial Intelligence:Machine learning Deep learning Natural language processing Computer vision Robotics AI ethics and societal implications
  • Virtual Reality:VR hardware and software VR applications (e.g., gaming, training, healthcare) VR user experience VR social interactions
  • Visualization:Data visualization Scientific visualization Information visualization Virtual and augmented reality visualization
  • Interdisciplinary Topics:AI-powered VR VR-based visualization AI for visualization Visualization for AI
Submission Guidelines:
  • Paper Submission: Submit your original research paper through the conference website.
  • Paper Format: Adhere to the specified paper format guidelines.
  • Review Process: All submitted papers will undergo a rigorous peer review process.
  • Acceptance Notification: Authors will be notified of acceptance or rejection by [date].
Important Dates:
  • Paper Submission Deadline: [date]
  • Notification of Acceptance: [date]
  • Camera-Ready Paper Deadline: [date]
  • Conference Dates: [date]
Publication:
Accepted papers will be published in the conference proceedings, which will be indexed in major databases.
Registration:
Register for the conference to attend the virtual sessions, network with other participants, and gain valuable insights.
For more information, please visit the conference website:
[Conference Website Link]
We look forward to your participation in AIVRV 2024!
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Hello everyone,
I’m exploring research in Virtual Reality (VR) combined with psychology, specifically to support Virtual Environment for Rehabilitation Therapy (VERT) for my master's thesis research. I wanted to understand the latest advancements, key research areas, or potential applications in this field. Could anyone provide insights or recommend recent studies or directions where VR is being effectively integrated with psychological therapy?
Thank you for your time and guidance
Best regards,
Stefanus Benhard
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Whatever humans perceive through their senses(skin also) prepares human psychology and all perceptions are virtual depending on different experiences, circumstances, and environments. if we perform an analysis of our perception it could help us understand psychology. the perception creates hallucinations, hypnotism, and even schizophrenia or reality depending on the depiction.
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Can you imagine being able to control a virtual environment with your emotions? Or having a game adapt to your needs based on how nervous you get? More and more immersive Virtual Reality applications are incorporating biosensors, especially in the academic world. This combination can help improve human performance and well-being.
Immersive Virtual Reality (iVR) has revolutionized how we interact with digital environments due to its immersive capabilities, but when combined with a biofeedback system, this technology reaches a new level of interaction and personalization.
Biofeedback is a technique that acts as an immediate reflection of an individual's physiological response to stimuli.
HOW DOES BIOFEEDBACK WORK IN AN IVR APPLICATION?
  1. A VR application is created, and a biofeedback system is planned.
  2. Biosensors are selected to capture a physiological signal (such as HR or breathing).
  3. These data are analysed using algorithms (artificial intelligence) to interpret the individual's emotional state. For example, an increase in heart rate could indicate stress.
  4. The interpreted information is displayed in the virtual environment through visual or auditory systems that can be more obvious (such as directly showing the HR) or more subtle (modifying the environment or the difficulty of the experience).
  5. This biofeedback system helps the individual understand their physiological response and become aware of how to control it.
WHAT DO PEOPLE DO WITH THIS COMBINATION? We conducted a review of 560 studies to analyze how biosensors are used in combination with iVR, and here's what we discovered:
  • There is no consensus on how to use this combination or how to design applications.
  • This combination is predominantly used in Psychology and Medicine, although its use is also growing in areas such as Education or Risk Prevention.
  • The most monitored signals are HR (53.3%), EDA, and EEG. Surprisingly, eye-tracking is not used as much despite being incorporated into some virtual reality devices.
  • Mostly, Desktop 6DOF devices are used because, being connected to a computer, they have more power and greater capacity to connect in real-time with biosensors.
  • Experiences are mostly passive (41.6%), using biosensors only to view physiological data and not for interaction. On the other hand, 40.5% of experiences are interactive. However, only in 17.3% of experiences is a biofeedback system used that utilizes biosensor data for interaction.
This is a very promising field because it combines several disciplines such as software development and medicine or education. We need to continue working to establish a common framework for the use of these biosensors and explore what else they can offer us. The possibilities are limitless!!
You can find these results and much more in our recent paper titled "A systematic review of wearable biosensor usage in immersive virtual reality experiences" in the journal Virtual Reality: https://doi.org/10.1007/s10055-024-00970-9
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Hi, some links that might expand your knowledge in the field:
A method (CN114237401B) for seamless linking of multiple virtual scenes (stimulus-response episodes) based on analysis of the user behavioral features including the emotional responses (for saliency evaluation) being properly recorded when interacting with different objects, components, events and accompanying feedback signals assigned according to specific moments and locations in sync with tag/label, keyword or another reference features within each VR scenes over timeline.
This method is suitable for gameplay scenario when multiple scenes are repeated, and the user responses and behaviors are more or less predictable.
However, mental strength is not reducible to emotional response of the user (see more in Morales and Jorge (2023). Mental Strength: A Theory of Experience Intensity. Philosophical Perspectives 37 (1):1-21.).
BCI disclosed in US 20220326771A1 allows to establish a communication channel based on the user responses (feedback) detected through biological signals as electrophysiological reactions to stimuli presented within multimodal content (AR/VR application). End even though it is possible to induce and control the ideomotor and (un)conscious activities of the spectator, the methods suitable for BCI's stimuli saliency evaluation are not suitable for haptic authoring tools and haptic augmenting techniques of video streaming content in a real time.
Guillotel, P., Danieau, F., Fleureau, J., Rouxel, I., (2016) Introducing basic principles of haptic cinematography editing. In: Eurographics Workshop on Intelligent Cinematography and Editing. pp. 1–7.
Schneider, O., MacLean, K., Swindells, C., Booth, K, (2017) Haptic experience design: What hapticians do and where they need help, International Journal of Human-Computer Studies, Volume 107, 2017, Pages 5-21, https://doi.org/10.1016/j.ijhcs.2017.04.004.
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会议征稿:第四届人工智能、虚拟现实与可视化国际学术会议(AIVRV 2024)
Call for papers: 2024 4th International Conference on Artificial Intelligence, Virtual Reality and Visualization will be held on November 01-03 2024, in Nanji, China.
Conference website(English):https://ais.cn/u/MvUV7n
重要信息
大会官网(投稿网址):
大会时间:2024年11月1-3日
大会地点:中国南京
收录检索:EI Compendex,Scopus、IEEE Xplore
会议详情
第四届人工智能、虚拟现实与可视化国际学术会议(AIVRV 2024)将于2024年11月1-3日在中国 · 南京召开。AIVRV 2024将围绕"人工智能”、“虚拟现实”和“可视化技术”的最新研究领域。
会议征稿主题(包括但不限于)
1、人工智能(生物特征/模式识别/机器视觉/专家系统/深度学习/智能搜索/自动编程/智能控制/智能机器人等)
2、虚拟现实(系统组件/虚拟现实平台/用于VR/AR的AI平台/数据和生成、操作、分析和验证/浸入式环境和虚拟世界的生成/优化和现实的渲染等)
3、可视化(可视化与可视化分析理论/科学可视化/信息可视化/可视分析/可视化数据处理和加工/可视化中的交互设计与显示技术等)
论文出版
AIVRV 2024所有投稿文件都将进行严格的审稿审查,审核结果和修改评论意见都将在审稿过程结束后返回给作者。 会议录用的文章将由IEEE(ISBN: 979-8-3315-2874-4)出版,见刊后由期刊社提交至 IEEE Xplore、EI Compendex和Scopus检索。
参会方式
1、作者参会:一篇录用文章允许一名作者免费参会;
2、主讲嘉宾:申请主题演讲,由组委会审核;
3、口头演讲:申请口头报告,时间为15分钟;
4、海报展示:申请海报展示,A1尺寸;
5、听众参会:不投稿仅参会,也可申请演讲及展示。
6、报名参会:https://ais.cn/u/MvUV7n
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Md. Faishal Rahaman Final paper submission date is September 30, 2024. For more detail about the conference, please visit the conference website: https://ais.cn/u/MvUV7n
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Good morning,
I am currently engaged in research in the field of virtual reality. I would be grateful if you could share your opinion on the subject. Your input is invaluable to me.
Kind regards,
Anita Andziak
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The implementation of new technology will never have a negative impact on any existing inventions. The problem here, is utilizing it in the right way.
In ancient times, we showed some object or made everyone assume some kind of object to our students to learn. Now, we are making their experience lively with virtual reality. In both tasks, we are targeting our learners to understand in a better way.
All the Best for our research.
I am also doing the research in Employee training using Augmented Reality.
Regards
Balakrishnan
Assistant Professor & Research Scholar
Dept of Hotel Management
+91 9952267994
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Do you think the use of virtual reality with dyslexia students is good?
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I used AR and VR with students who wanted to learn a language before, and it was amazing. But I am not sure about using VR to students who have dyslexia. Anyway, very interesting question!
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Please Answer using AI, VR, AR is good in Online education.
Blended learning is good?
Compare the with traditional education.
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The integration of AR, VR, and the Metaverse in online learning has a significant impact on enhancing the quality and effectiveness of education. AR and VR technologies enable more interactive and engaging learning experiences, allowing students to interact with learning materials dynamically through simulations and virtual explorations, making it easier to understand complex concepts. For instance, in physical geography education, students can use VR to virtually explore and analyze the geographical characteristics of volcanoes, such as the eruption process of Mount Semeru, providing a deeper understanding of volcanic activities without leaving the classroom.
VR offers immersive learning experiences, allowing students to feel as if they are in the studied environment, such as a scientific laboratory or historical site, which not only makes learning more interesting but also improves information retention. The Metaverse provides a virtual collaboration platform, allowing students from various geographical locations to work together on projects and group discussions, mimicking the dynamics of a physical classroom with added flexibility. For example, students can collaborate in a virtual space to study and present their findings on the impact of natural disasters like earthquakes and tsunamis on different regions.
Furthermore, these technologies enhance accessibility to educational resources that may not be physically available to many students, including virtual laboratories and digital libraries, supporting more inclusive and personalized learning tailored to individual needs. In physical geography, this could involve virtual field trips to different landforms and ecosystems, providing students with a comprehensive understanding of diverse geographical phenomena. The use of AR, VR, and the Metaverse also equips students with relevant technological skills, preparing them for an increasingly digital and technology-based job market. Overall, the integration of AR, VR, and the Metaverse in online learning takes education to a higher level by enhancing interactivity, immersion, collaboration, accessibility, and technological skill development, making learning more effective and relevant to the needs of the 21st century.
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I would like to know what is your experience with immersive virtual reality in training programmes for nurses or doctors. If you have tried any immersive virtual reality simulator please send me your comments.
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Thank you so much Ahmad Mohammadi . It seems very interesting. I already registered!
I will share with some of my colleagues.
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I'm writing a paper review / prospective paper about the use of XR tools in the space training domain - research gaps and future applications/investigations.
There are not so many papers about the topic, expect several conference papers. So I'd like to mention XR projects ongoing from companies and I'd like to do it systematically. Do you know if there's a way to do it systematically? Like a systematic Google review?
With PRIMA, we can make a systematic literature review. So I would like to search on Google terms such as 'virtual reality space training' and nominate in the papers, the companies / projects that came out from the Google search, to provide practical examples. So I hope that I would not miss any XR company which it is currently working on the topic.
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Since "systematic Google review" will not be replicable, it is not recommended. I would create a list of conferences related to your topic of interest (you may use Google to identify them) and then perform a systematic screening of titles and abstracts that fit your eligibility criteria. It is necessary to report all sources of data (conference names and years) and how many records were identified, screened, and included.
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Dear Doctor
"But generative AI could impact the game world in other ways.
Players are already adapting gameplay to their own preferences and needs with user-generated content (UGC), which is a key component of many games, including “Fortnite,” “Minecraft” and “The Sims.” Generative AI could make the production of UGC easier and more accessible for players, as well as raise the quality of content.
“Generative AI has the potential to allow for a much broader and more emergent set of personalized and reactive player experiences,” a spokesperson from Maxis, the developer behind “The Sims,” told CNN in an email.
“Player customization today is limited by the complexity of tools and user experience that we can expose players to, but some of the new models can make it easier for the game to interpret and respond to what the player wants to do,” says Maxis."
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2024 4th International Conference on Computer Technology and Media Convergence Design (CTMCD 2024) will be held in Kuala Lumpur,Malaysia on February 23-25, 2024.
---Call For Papers---
The topics of interest for submission include, but are not limited to:
1. Digital design
· Animation design
· Digital media art
· Visual media design
· Digital design analysis
· Smart design
2. Computer Technology
· Artificial intelligence
· Virtual reality and human-computer interaction
· Computer animation
· Software engineering
· Computer modeling
· Data model and method
· Big data search and information retrieval technology
· Intelligent information fusion
All accepted papers will be published in SPIE conference proceedings,which will be indexed by EI Compendex and Scopus.
Important Dates:
Full Paper Submission Date: February 06, 2024
Registration Deadline: February 13, 2024
Final Paper Submission Date: February 18, 2024
Conference Dates: February 23-25, 2024
For More Details please visit:
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Thanks for sharing. Wishing you every success in your work.
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Dear Doctor
"By simulating human-like adaptability and creativity, generative AI can craft experiences that feel responsive and lifelike. Gaming moves from deterministic scripts to truly interactive virtual worlds. This level of dynamism and personalization serves to Deepen engagement and gaming immersion."
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Is gamification integrated with the technology based environment including Mobile, AI, Virtual Reality, Augmented Reality and so on, or we have traditional and physical methods for gamification?
In other words I am trying to do a research within which I will focus only and only on the technology baesd methods and virtual environment. To do this what is the, how should I apply my keyword of gamification in my research topic?
"gamification" or "digital gamification" or "digitalized game based learning" or something else?
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Dear Mr. Moradi!
You raise a decent issue to consider - how gamification as a concept evolves. Hereby please let me argue that there might not be a definition of digital gamification as such, but an enlarging set of applications of gamification in an online context:
Aschentrup, L., Steimer, P.A., Dadaczynski, K. et al. Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review. BMC Public Health 24, 69 (2024). https://doi.org/10.1186/s12889-023-17517-3, Open access:
Yours sincerely, Bulcsu Szekely
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Is it obvious that VR can help medical education? Yes.
Then why are so many academic institutions resistant to implement this technology?
I would like to personally extend an offer to demonstrate hands on to any medical school interested and give a live demo opportunity to anyone in this sphere to learn about this technology.
I will travel anywhere in the world to promote this know how. It’s a rising tides float all boats equation. The VR community is in its diapers stage.
lets collaborate! Please see our progress on www.vral.ca and email me hmaresky@vral.ca
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Virtual reality can change education
This publication underscores the significance of immersive technologies in medical education.
Read more:
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AI plays a crucial role in researching neurobiological factors associated with depression by analyzing vast amounts of data, identifying patterns, and assisting in the interpretation of complex biological information. Machine learning algorithms can analyze neuroimaging data, genetic information, and other biomarkers to identify potential indicators of depression. Additionally, AI models contribute to the development of personalized treatment approaches by considering individual variations in neurobiology, ultimately advancing our understanding and treatment of depression.
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Artificial intelligence (AI) has become an integral part of various fields, including neuroscience and mental health research. In recent years, AI has significantly contributed to the ongoing research and understanding of the neurobiological factors associated with depression. By analyzing vast amounts of data, AI algorithms can identify patterns and correlations that humans may overlook. I will discuss how AI is revolutionizing depression research by enhancing diagnosis accuracy, predicting treatment outcomes, and uncovering novel insights.
Firstly, AI algorithms have shown remarkable accuracy in diagnosing depression based on neurobiological markers. Traditional diagnostic methods heavily rely on subjective assessments by clinicians, which can be prone to biases and errors. However, AI systems can analyze brain imaging scans and genetic data to identify specific biomarkers associated with depression. By comparing these patterns with a large database of known cases, AI algorithms can provide more objective diagnoses with higher precision.
Moreover, AI has the potential to predict treatment outcomes for individuals suffering from depression. By analyzing a patient's neurobiological data alongside their response to different treatments, AI algorithms can identify which interventions are most likely to be effective for specific individuals. This personalized approach not only saves time but also increases the chances of successful treatment outcomes.
Furthermore, AI is capable of uncovering novel insights into the complex neurobiology underlying depression. With its ability to process massive amounts of data from various sources simultaneously, AI algorithms can detect subtle patterns that may go unnoticed by human researchers. These discoveries could lead to breakthroughs in understanding the underlying mechanisms of depression and developing more targeted treatments.
In conclusion, artificial intelligence plays a crucial role in advancing our understanding of the neurobiological factors associated with depression. Through its ability to analyze vast amounts of data quickly and accurately, it enhances diagnosis accuracy while predicting treatment outcomes for individuals suffering from this debilitating condition. Additionally, it uncovers new insights into the complex nature of depression that could lead to improved treatments in the future. As technology continues to advance, AI will undoubtedly continue to contribute significantly to depression research and ultimately improve the lives of those affected by this mental health disorder.
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best practices of virtual reality in universities for IT students
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When implementing VR in universities, it's important to consider factors like the cost of equipment, content creation, and accessibility. Additionally, universities need to ensure that the technology is integrated effectively into the curriculum and that it aligns with the learning objectives. Training for both faculty and students on how to use VR effectively is also crucial.
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Is there any link between emotional states of an user while watching a particular VR scenario and SoP felt in VR? Change in emotions for VR stimuli can depend upon various factors like immersion, fidelity, realism, etc. But I want to know how SoP influence the changes in emotional states and the exiting implications that this relationship can bring to the future VR experience design and development.
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You can also refer to the paper "Measuring Presence in Virtual Environments: A Survey" - October 2021 - ACM Computing Surveys 54(8):1-37
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Destination loyalty and revisit intention are concepts that are frequently studied in tourism. However, does a tourist who visits a destination for the second time tend to use virtual reality? Is virtual reality more likely to be used by tourists who visit a hotel or destination for the first time?
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There are many technical challenges in VR/AR. Among these, which is the most important technical challenge without which VR/AR will miss the mass market? Let us discuss.
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In space, medical officers don’t have access to a lot of specialist facilities and equipment. Virtual reality can create ‘digital twins’ of essential infrastructure, for example a radiology reading room, explains physician and space-medicine entrepreneur Shawna Pandya. This technology could also help to deliver better health care in remote settings on Earth. To make a real difference in human exploration, “we definitely need more data”, Pandya says. “Only around 600 people have ever been to space. About 12% of those people were female, with just 1% of them Black women.”
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Hi everyone! I recently conducted a research study investigating the impact of virtual reality (VR) on learning and memory of difficult knowledge. The results I obtained from administering the PANAS questionnaire revealed some interesting findings. Specifically, participants reported experiencing more positive emotions when exposed to VR compared to a regular film. However, there were no notable differences between the groups in terms of negative emotions measured by the PANAS. It's worth noting that the negative emotions reported were generally lower than the positive emotions. This raises the question: could there be a Neuroscientific explanation behind these findings?
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Ela Luria Your research findings regarding the impact of virtual reality (VR) on positive and negative emotions are intriguing. While I can provide some insights, it's important to note that a comprehensive explanation would require further investigation and analysis.
The observed difference in positive emotions between the VR and regular film groups could potentially be attributed to several neuroscientific factors. Here are a few possibilities:
1. Immersion and Presence: Virtual reality has the ability to create a highly immersive and interactive environment that can evoke a sense of presence, where individuals feel as if they are truly present in the virtual world. This heightened sense of immersion and presence can lead to a stronger emotional response, including positive emotions. The rich sensory stimuli and engagement with the virtual environment may enhance feelings of excitement, curiosity, or enjoyment.
2. Activation of Reward Pathways: Positive emotions are closely linked to the activation of brain regions associated with reward and pleasure. VR experiences that provide novel, engaging, and rewarding stimuli can activate these reward pathways in the brain, such as the mesolimbic dopamine system. This activation can lead to an increase in positive emotions and a sense of enjoyment or satisfaction.
3. Cognitive Engagement: VR experiences often require active participation and cognitive engagement from users. This cognitive involvement can lead to a more focused attention and enhanced encoding of information, which in turn can positively impact the overall experience. The cognitive engagement associated with VR may contribute to increased positive emotions, as users feel more involved and connected to the content.
On the other hand, the absence of notable differences in negative emotions between the groups could be due to several factors as well:
1. Methodological Considerations: It's important to ensure that the PANAS questionnaire used to assess emotions is sensitive enough to detect differences in negative emotions. Consider reviewing the questionnaire items and response scales to verify if they adequately capture a range of negative emotional experiences. It's also possible that the nature of the stimuli used in both conditions (VR and regular film) may not have strongly elicited negative emotions, resulting in less variation.
2. Emotional Regulation: It's possible that individuals engaging in VR experiences may have effectively regulated their negative emotions. VR has been shown to provide opportunities for emotional regulation through techniques such as distraction, cognitive reappraisal, or emotional exposure. Participants may have utilized these strategies during the VR experience, leading to similar levels of reported negative emotions across groups.
3. Individual Differences: Emotional responses can vary greatly between individuals due to personal characteristics, prior experiences, and cognitive processes. It's possible that the participants in your study had inherent individual differences in their emotional reactivity, leading to consistent levels of negative emotions across conditions.
To gain a deeper understanding of the neuroscientific mechanisms underlying these findings, further research could incorporate techniques such as neuroimaging (e.g., fMRI) to examine brain activation patterns during VR experiences. This would provide more direct insights into the neural correlates of positive and negative emotions in the context of VR.
It's worth mentioning that the interpretation of your findings should be done in consideration of the specific context and limitations of your study. The complex nature of emotions and their neural underpinnings necessitates a multidimensional approach for a comprehensive understanding.
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Three-year Ph.D. positions in Neuroscience available @ University of Verona (Italy) for 2 projects
Supervisor: Mirta Fiorio
1. Ph.D. position for the project “The cognitive-motor interplay in a virtual reality environment
The project will investigate the neuro-cognitive mechanisms of the bidirectional link between movement and cognition (mainly attention and expectation) in a virtual reality environment. Neurophysiological techniques (TMS and EEG) will be used to tackle the underlying neural networks. The project will provide basic knowledge necessary to develop ad-hoc cognitive training for improving motor functions in the elderly population.
2. Ph.D. position for the project “Markers of physical and cognitive fatigue in healthy and pathological conditions
The project will search for potential markers of physical and cognitive fatigue in healthy and clinical populations. Sensory attenuation will be considered as a first potential marker, and a combined TMS-EEG approach will be used to tackle the neural network involved. On a theoretical level, the project will allow developing a predictive coding framework for fatigue. The project will also provide basic knowledge necessary for the development of strategies useful to prevent and reduce fatigue in clinical conditions (like Parkinson’s disease and functional neurological disorder), in which this symptom may interfere with the quality of life.
For both projects, ideal candidates would have a background or strong interest in cognitive neuroscience, cognitive sciences, movement sciences, or computational neuroscience; prior experience in data collection; knowledge of neurophysiological techniques and computer programming, preferably in Matlab; fluency in English.
Deadline for applications: 6th July 2023
For more information, please contact Mirta Fiorio mirta.fiorio@univr.it
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Hello dear professor.
I am currently a PhD student in physiology in Iran and I am accepting my thesis papers. I am interested in studying in the post-doctoral course. If you are familiar with the conditions of my country, we are facing severe sanctions and hard research work. I also barely finished the thesis. I need to get financial aid to be able to enter this course. And how good that your Ph.D. course is 3 years, Iran we finish this course in 4 years, but under the strict conditions of 5 years of experience. Your number one project is exciting.
Thank you very much
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What role does virtual reality play in improving safety in the workplace?
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Virtual reality and augmented reality can play a significant role in safety in different workplaces. In my opinion, the most important role can be to teach the collection staff. There is a proverb in Persian that says ''Hearing is never like seeing''. Using virtual reality glasses can be shown to employees before the workplace, and this can have a deeper impact on theoretical training. Also, by installing the hologram on the equipment and installing and defining it on the user's mobile phone, he made aware of how he or she was operating and the risks of the device, without the need for physical and face -to -face training.
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I am making a VR-application for my master thesis where people enter a virtual "rage room". I want to check if enhancing VR with the use of haptic feedback, gloves in this case, helps to reduce stress. I am looking for one or more questionnaires to measure stress before and after the test to evaluate the use of the application. What are the best questionnaires to use? The test subjects will be between 16 and 60 years old.
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Thank you to all who provided answers. It seems that the PSS questionnaire could be a useful tool to administer before the test. However, I have some concerns about its ability to measure a difference in stress levels after the test. The questionnaire focuses on the subject's stress levels over the last month. How can it effectively capture changes in stress levels that may occur after the test?
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Augmented Reality, Virtual Reality has been around for a while. Some are keen on using it and believe that it is the future. Some people try to avoid them because they don't belive that they are useful. What do you think?
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Dear Prof Nazime Tuncay, the Metaverse is and will be more than the sum of its underlying technologies, augmented & virtual reality [1]. I argue that Metaverse 1.0 was implemented in 2008 when an interoperable gateway was implemented two two "closed" social virtual world platforms [2,3]. The power of immersive learning makes Metaverse unique for all fields in the context of digital online education [4].
[1] Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486–497. https://doi.org/10.3390/encyclopedia2010031
Article Metaverse
[2] Mystakidis, S., Berki, E., & Valtanen, J.-P. (2021). Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review. Applied Sciences, 11(5), 2412. https://doi.org/10.3390/app11052412
[3] Mystakidis, S. (2023, March 24). Metaverse: Pandora’s Pithos or Panacea for Education? 16th Virtual Worlds Best Practices in Education Conference (VWBPE 2023).
[4] Mystakidis, S., & Lympouridis, V. (2023). Immersive Learning. Encyclopedia, 3(2), 396–405. https://doi.org/10.3390/encyclopedia3020026
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On the one hand, man is a physical object and a person. Therefore, we interact with the reality, on one hand, directly as a physical object, but on the other hand as a person, i.e. indirectly through our psyche. On the basis of information from the senses, the consciousness of a person creates a subjective model of reality. A man mistakes his subjective model of reality for reality itself, i.e. unnecessarily assigns an ontological status, by the hypostatizations. In fact, as the reality a man perceives not reality itself, but only its subjective model of that reality. As a result, as a physical object, a person lives in the physical world, and as a person he lives in his subjective model of physical and social reality created on the basis of information coming to his senses directly and from the media. This work considers the process of formation of subjective 3D models reality based of large numbers of 2D images, a distinction is made in the content of terms: "Seeing" and "Sensing"; it also analyzes the transformation of objective facts into subjective perceptions of consciousness and back. As a result of hypostatizations of subjective models of reality, we may observe the same effects as in virtual reality (a reality effect; the effect of the presence; the effect of depersonalization; the effect of virtualization goals, values, and motivations). So, there is every reason to consider different subjective models of reality generated by different forms of consciousness, the virtual models. We study various consequences of these statements
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Yes, within the set of all things that are related.
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SSQ (Simulator Sickness Questionnaire) is known to have a complex factor structure, with items loading on multiple dimensions.
In the original study (Kennedy et al., 1993), it is stated that "The N, O, and D scores are then calculated from the weighted totals using the conversion formulas given at the bottom of the table."
Those formulas are:
Nausea = [ Sum obtained by adding symptom scores ] x 9.54
Oculomotor = [ Sum obtained by adding symptom scores ] x 7.58
Disorientation = [ Sum obtained by adding symptom scores ] x 13.92
Total Severity = (Nausea + Oculomotor + Disorientation) x 3.74
It is not clear in the article that how those multipliers, 9.54, 7.58, 13.92 and 3.74 were derived.
Question A: How did they derive those multipliers?
I am working on a Turkish translation of SSQ, and my results are promising. However, it looks like I need to remove some items, and make some changes in scoring.
Attached file contains a comparison of factor weights of my results and Kennedy et al's. original work, besides Bark et al.'s (2013) results on some driving simulator experiments. My results are more similar to Kennedy et al. study, compared to Balk et al study.
The data is collected through 84 participants who had 2 different VR game sessions. SSQ-TR factor analysis is done using Principal Components with Varimax rotation and 3 factors emerged based on eigenvalue>1 assumption.
Question B: I seek for suggestions for factoring the SSQ-TR.
I have some ideas on removing some items and re-adjusting item/load structure, indicated on the shared spreadsheet.
References
Kennedy, R. S., Lane, N. E., Berbaum, K. S., & Lilienthal, M. G. (1993). Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness. The International Journal of Aviation Psychology, 3(3), 203–220. doi:10.1207/s15327108ijap0303_3
Balk, S. A., Bertola, M. A., & Inman, V. W. (2013). Simulator sickness questionnaire: Twenty years later.
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So, for the chart that I posted above, the following would be the scores?
N (general discomfort + increased salivation + sweating + nausea + difficulty concentrating + stomach awareness + burping) = 1+1+3+2+2+0+1 = 10 x 9.54 = 95.4
O (General discomfort + Fatigue + Headache + Eye strain + Difficulty focusing + Difficulty concentrating + Blurred vision) = 1+2+1+1+0+2+1 = 8 x 7.58 = 60.64
D (Difficulty focusing + Nausea + Fullness of head + Blurred vision + Dizzy (eyes open) + Dizzy (eyes closed) + Vertigo) = 0+2+3+1+2+1+1 = 10 x 13.92 = 139.2
Total severity = (95.4+60.64+139.2) x 3.74 = 1104.2
Which doesn't seem correct?
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Extended Reality (XR) includes AR, VR etc.
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Ziheng Zhang In the engineering profession, there are several possible uses for extended reality (XR). Among the options are:
- Engineers can utilize virtual reality (VR) to construct and test virtual prototypes of items before building them in the physical world. This can save engineers time and money by allowing them to detect and correct design flaws before manufacturing physical prototypes.
- Training and education: Engineers and other technical workers can benefit from immersive training simulations created with virtual reality (VR) and augmented reality (AR). This may make learning complicated topics and procedures more entertaining and successful.
- Remote collaboration: XR may be used to connect engineers in various places so that they can collaborate in a shared virtual environment. This can help with project communication and cooperation regardless of location.
- Maintenance and repair: Using AR, engineers may get real-time information and directions while doing maintenance or repairs on complicated equipment.
- Site inspections: With XR, engineers may conduct virtual site inspections and discover possible concerns before they exist.
Overall, the application of XR in engineering can assist to simplify processes, enhance efficiency, and promote field accuracy and safety.
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After acquiring all the above mentioned physiological (ANS) bio-signals in a VR environment, what are the steps to be done for correlating these bio signals with emotional level of the participant?
Also wanted to know how Sense of Presence can be determined through these bio-signals recorded in a VR scenario.
Any thoughts/ suggestions related to this will be helpful.
Thanks in Advance!!
#emotion_analysis #vr #presence #eda #PPG
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Hi! Assessing emotional arousal is possible with EDA through peak detection, while heart rate variability could provide some useful information from PPG recordings. If these are compared against a control condition, then you should be able to see which is related to increased emotional arousal. Determining sense of presence can be done by simply asking participants (e.g. as in this article: or ), although it may be possible to corroborate that with biosensor data. The questionairres typically used are from here: or here: although others may exist as well). I've also written a bit about this in a blog post, in case that's of interest: https://imotions.com/blog/insights/research-insights/science-video-games/ I hope that helps!
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As a psychotherapist, I am interested in exploring the potential of virtual reality technology as a treatment tool for individuals suffering from Post-Traumatic Stress Disorder (PTSD). PTSD is a condition that can develop after an individual experiences or witnesses a traumatic event, and can manifest as symptoms such as flashbacks, avoidance, and hyperarousal. Traditional treatment methods for PTSD include therapies such as Cognitive Behavioral Therapy (CBT) and Eye Movement Desensitization and Reprocessing (EMDR), which have been found to be effective in reducing symptoms.
In recent years, virtual reality therapy has emerged as a promising alternative treatment for PTSD. Virtual reality therapy involves the use of virtual environments to expose individuals to simulations of traumatic events in a controlled and safe manner, allowing them to process and cope with their traumatic memories and feelings. A growing body of research has demonstrated that virtual reality therapy can be effective in reducing symptoms of PTSD, such as anxiety, avoidance, and flashbacks.
For example, a randomized controlled trial by Rothbaum et al. (2001) found that virtual reality exposure therapy was effective in reducing PTSD symptoms compared to a control group who received a waiting-list treatment. Additionally, several case studies have reported success in treating PTSD symptoms with virtual reality therapy, including with veterans and first responders, who often present with PTSD due to their professional experiences. for example, a case study by Rizzo et al (2008) have reported significant reduction in symptoms of PTSD in a sample of veterans with combat-related PTSD after treatment with virtual reality exposure therapy.
As a clinician, I am excited about the potential of virtual reality therapy to revolutionize the treatment of PTSD, providing a more efficient, accessible and cost-effective treatment option. I am also interested in further exploring the use of virtual reality therapy in my practice and observing the effects in my patients. This is a promising avenue that can be incorporated into the treatment plan of my patients and I look forward to keeping up with the latest advancements in this field.
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Djuradj Caranovic Yes, virtual reality therapy (VRT) has the potential to transform PTSD treatment. As you indicated, virtual reality therapy involves the use of virtual worlds to expose patients to regulated and safe simulations of traumatic situations. This helps people to process and cope with their traumatic memories and feelings, which can help reduce PTSD symptoms.
Virtual reality treatment for PTSD has shown encouraging results in a number of research, with a number of studies proving its usefulness in lowering symptoms such as anxiety, avoidance, and flashbacks. For example, Rothbaum et al. (2001) discovered that virtual reality exposure therapy was successful in lowering PTSD symptoms when compared to a control group that received a waiting-list treatment in a randomized controlled experiment.
Virtual reality therapy has the potential to be a more efficient, accessible, and cost-effective treatment alternative for PTSD. Because virtual reality environments are readily copied and controlled, they can give patients repeated exposure to traumatic experiences without needing them to relive the trauma in real time. This is especially useful for individuals who are unable to access standard in-vivo exposure therapy or who have trouble recalling specifics of the traumatic experience.
It is important to note, however, that Virtual Reality therapy is still considered an experimental treatment option for PTSD, and more research is needed to fully understand its effectiveness in comparison to other evidence-based treatments, as well as to identify the best protocols and methods of delivery. Furthermore, Virtual Reality therapy should not be utilized as a replacement for existing therapies such as CBT and EMDR, but rather as an adjunct to them.
As a therapist, it is critical to stay current on the newest research and breakthroughs in the field of virtual reality treatment for PTSD, as well as to discuss the usage of virtual reality therapy with your patients and their families, as well as to work with other mental health specialists.
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A lot of people, researchers, CEOs, speakers, digital influencers, etc., talk about the Metaverse. But, after all, does anyone know what is really the Metaverse?
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Thank you for your answer, Stelios A.K. Ioannidis. I did some reflections and I wrote a short paper talking about what is the Metaverse in my point of view.
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I have three data sets of distance estimates by humans in three different experimental methods such as (real life, virtual reality and computer based simulation). I want to compare how do humans differ in estimating distances in these three experimental methods. Which statistical analysis would be good to use for it? My dependent variable is the distance estimates and independent variable are the three different experimental conditions.
Thank you.
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what of a paired t-test for instance
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Hello,
I am currently investigating the integration of VR and AR in the process of language learning. I am mainly focusing on the technological possibilities that the use of e.g. VR glasses offers compared to other learning media. I have already analysed a few advantages. I would like to know which arguments have not been appreciated enough so far. Overall, one often hears the same arguments.
Thank you very much!
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Hi Andreas K. It is very interesting area of research!
I feel that rather than glasses; NLP or cognitive service used for language training would matter more than whether it is AR glass or VR Glass; can you share more insight about service used for language training?
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What are the application opportunities of Big Data in urban planning?
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difficult but can be done
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What do you consider are the implications of Big Data on urban planning practice?
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Glory be to Allah... As time progresses, new developments appear that help people to complete their needs with flexibility and ease.
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What can be regarded as Big Data in the context of urban planning and design?
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'Your perspective is very interesting, can you recommend literature for further reading?'
Dear Malakia David Naholo ,
There are many good articles on the subject...
For example, I research and develop a wide range of cognitive assistive technologies.... I believe that such technologies should have human-like intuition to anticipate the development of any situation... (my book on this subject was published in october)... Intuition requires Big Data... My masters are implementing this approach in "Smart Home"...
Yurii
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Hello,
I have a specific question about VR and AR in professional use.
VR and AR can be used in controlling robots and machines. This is possible if the VR and AR devices and robots are networked together. I wonder how this can be used to help foreign employees understand the language better. After all, virtual control is precisely what reduces the need for language skills. Is there any opinion or scientific source on this?
Thanks a lot!
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Andreas K. If we combine VR/AR with glasses, we can do whatever we want, and your use case can also be covered. The biggest problem will be connected to the projected information, how it will be processed by our brain, and what side effects are caused.
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Dear fellow academicians, firstly I wish the health & safety of you and your relatives during this pandemic; and present my kindest regards from Turkey. I am working on a research project that is orientated towards the pre-service training of science teachers through the utilization of low-end VR (Virtual reality) materials. Although bearing a humble background regarding this topic, I am also aware that there is still much to go before sufficiently rationalizing it and inferring any potential conclusions as a result of such an intervention.
Therefore, I am asking for your thoughts, backing, and counter-arguments against the use of VR in the training of pre-service science teachers. As a tentative outline, I am proposing the basic elements as follows;
The central educational gap that will be addressed: I plan to address the artificiality of the science instruction in the classrooms, which have been torn apart from the actual context that modern science is concerned with. My preliminary target in this manner is the facilitation of the instructional practices of pre-service science teachers.
Underlying theoretical perspective: I plan to adhere to the Contextual learning theory as my central perspective of research. In the research on VR-assisted science education, the most prominent tendency is the lack of theory, particularly in manipulative interventions. Apart from that, the Experiential learning theory appears as the dominant choice in the relevant literature, which primarily is in-line with high-end VR materials. However, I am keen to believe that the nature of contextual learning is compatible more with low-end VR materials, which I plan to utilize for this intervention.
What is the nature of the intervention that you plan to develop?: During the micro-teaching practices of pre-service science teachers, I plan to require them to use their mobile phones as VR headsets with the phone shell that I will provide. The reflections of this intervention will be evaluated with the focus group interviews and the quantitative queries regarding the technology acceptances of the participants as well as the peer reviews between the participants and the initial feedbacks of mine for them
Who is the target group of the intervention?: The target group of the intervention thought to consists of the pre-service science teachers from a state university that enrolled in the "Instructional Technologies" course.
What kind of setting will you use?: I plan to train and encourage the participants to use low-end VR during their micro-teaching practices during the approximately 12-week semester, first three weeks allocated for the necessary training. The required hardware power is abundant as the participants will use their devices, as the VR interface framework named Google Cardboard is compatible with most of the consumer devices. The head-mounted displays that I will provide are low-cost tools that just contain two biconvex optic lenses and an area that the smartphones from different sizes can be embedded. This even can be DIY' ed using regular cardboards, as the name suggests.
What kind of learning outcomes do you plan to target?: Technology acceptance of pre-service teachers, primarily through the mixed-method evaluations, in order to ensure the triangulation(s) of data, method, inferences resulting from these.
What I am requesting from you resembles a pre-peer-review for such a construction. For example, I would be flattered if you would propose alternative learning theories to take as the basis of such an intervention, sharing your ideas, the suitable VR-based materials, resources and tools to use in the process and may even propose an adequate educational design research framework for me to adhere to.
Let such a conversation to flourish, which would not only guide me during this process but also serve as a convalescent topic of discussion for relevant emerging research! As this encouragement implies, I intend to keep this discussion alive until being incapable of doing so :-) Let us brainstorm together and assemble as the "Avengers" of the science education literature!
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احسنت اخي وزميلي ايها الاستاذ الفاضل لما قدمته من موضوع قيم وهو ضروري توفر مواصفات خاصة لدى المعلم ومهارات خاصة لما لدوره من اهمية بالغة مع التطور العلمي الحاصل حاليا ودخول المجال الافتراضي في التعليم وعلى كافة المستويات
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I want to measure the effect of a kind of mindfulness training on stress. For this purpose, I want to create stressful conditions for the participants in the pre-test and post-test by using VR and measuring their stress before and after the mindfulness exercises by measuring their body temperature and heart rate. For such research, what kind of video or task should I show the participants on the VR device, and for how long?
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News from Ukraine may be stressful enough.
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When study how human adapt new technology we can categories the factors into categories:
can help with adaptation
can prevent the adaptation
from psychology perspective what is the reasons and factors which can prevent human from adapting new technology?
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Dear Mr. Khalaf!
Please let me argue that the answer to your question is a case - and context-dependent problem to consider:
1) Şahin, F., Şahin, Y.L. Drivers of technology adoption during the COVID-19 pandemic: The motivational role of psychological needs and emotions for pre-service teachers. Soc Psychol Educ 25, 567–592 (2022). https://doi.org/10.1007/s11218-022-09702-w, Free access:
2) Paolo Gerli, Jessica Clement, Giovanni Esposito, Luca Mora, Nathalie Crutzen,
The hidden power of emotions: How psychological factors influence skill development in smart technology adoption, Technological Forecasting and Social Change, Volume 180, 2022, Open access: The hidden power of emotions: How psychological factors infl...
3) Ruby Roberts, Rhona Flin, David Millar, Luca Corradi, Psychological factors influencing technology adoption: A case study from the oil and gas industry, Technovation, Volume 102, 2021, Open access:
4) Ntsiful, A., Kwarteng, M.A., Pilík, M. et al. Transitioning to Online Teaching During the Pandemic Period: The Role of Innovation and Psychological Characteristics. Innov High Educ (2022). https://doi.org/10.1007/s10755-022-09613-w, Free access:
Yours sincerely, Bulcsu Szekely
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Hello
I will do research on how nursing students experience the use of a Virtual medicineroom, and i have looked into UTAUT2. I will do a post - test survey using a questionnaire.
The students have not tried VR before, and are in theire second year of education.
I see that there are parts of the UTAUT2 that are not relevant. These are Social influence, facilitating conditions, price value and habit. These would give little meaning to the nursing students that will try the virtual medicineroom for the first time, and i think it would be confusing.
I want to use a validated model/questionnaire like UTAUT2, so i wonder if any of you have any experience in using a adjusted version of the UTAUT2, like i plan to? Is this ok to do?
I want to at least cover percieved usefullness, perceived ease of use, and hedonic factors. I like the TAM - model, but it doesnt have perceived enjoyment, so therefor i think i will use UTAUT2.
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.....
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1) What do you understand/characterize the metaverse?
2) Is it a disruptive innovation?
3) Will the metaverse replace the Internet?
4) How will legal, ethical and moral issues be dealt with in the metaverse?
5) Will the value chain of products and services in the metaverse differ from the real world?
6) What will sensations and perceptions be like in the metaverse?
7) Is it the right time for companies to make their migration to the metaverse?
8) Is current technology suitable for the metaverse to become a reality?
9) What is the impact of the metaverse on society?
10) Will the metaverse be a new Second Life?
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Like this phrase about metaverse in Google; What's certain is that the metaverse will be a new paradigm where our digital and online lives converge.
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I want to know if my supposition is possible and achievable, or if it is impossible.
I was considering that colors are just reflection of the light toward the eye's retina. It is the case because only in presence of light we see color and shapes, while in absence of light there is no color and no visible shape of objects.
Now, in the tech world there is a good interest in developing virtual reality technology. I see Facebook (now Meta) investing in OculusVR, Google tried the Google Glasses and other companies are developing VR technologies.
But all those technologies have head-mounted devices, which I highly doubt customers would wear, especially for a prolonged period, and I see it even less as a solution to improve human's daily activities.
Is there a possibility to develop a projector that projects light directly in the human eye, and that generate an hologram in this way? The hologram, with this method, i guess would probably be seen only by the individual who gets the light pointed toward him. How possible is such technology? What problems am I not considering?
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Hello, I am working on a Doctoral dissertation about the “Lessons learned from the implementation of extended reality in education and training”. Iam hoping to publish in the next 4 months - if you have any recommended articles/papers that you believe would be relevant, please let me know.
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Extended Reality (XR) in Virtual Laboratories: A Review of Challenges and Future Training Directions
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We are running a VR study on a specific VR application. We want to see the impact of the content of our VR application on participants, so we need a control condition (placebo game) to know also the novelty effect of VR on participants. Hence we need an interactive VR game (not seated), and it is better to be a procedural task/game for that purpose.
I would appreciate it if you could share any article or valid sources which have been used a publicly available VR game as their control condition.
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Mohammad Ali Mousavi AR and VR have brought about a transformation in the globe, particularly in the gaming industry. These technologies aid in the creation of a realistic image, as well as sound and other sensations, in order to provide an imaginative setting that stimulates a gamer's physical presence in the environment.
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What are the differences between Mixed Reality and Extended Reality. I am trying to understand through some examples. Please help me on that.
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Extended reality or XR is just a term used to group all technologies that go between real and virtual worlds. The letter X is to be replaced with any of the letters: A, M or V which gives AR, MR, VR respectively.
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I am undertaking a research on the application/use of virtual reality in the practice of Radiology. What sampling method would you recommend??
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Emmanuel Kobina Mesi Edzie You question is very niche and specific; i may not necessary have answer on sampling technique. On side note, based on past experience of designing POC for converting digital x-ray provided by radiology team into VR Experience; for pre-surgery; biggest challenge faced is content sanity. Since radiology outputs are 3d images and VR experience is 3d objects. So at some point in future you may have to think through as to how to provide uniform experience to radiologist between digital x-ray and VR.
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I am a little struggling with the cost and preparation of a start-up budget.
1. Would you please give me some insight on how to design LCCA for a startup?
2. Where should I start my LCCA?
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Great question Mohammad Nasfikur Rahman Khan A startup will also go through the conventional life cycle of any business - incorporation, growth, stability and decline. However, before the launch, a startup can have a long period of experimentation and product/ service testing which involves considerable cost and effort. Usually, these costs are not tracked and accounted for as there is no registered legal entity ( company) at this point. But your budgeting exercise must start from this phase and these expenses can be included as R&D expenses, provided they are tracked and accounted for. The rest will depend on your GTM strategy and expansion plans. Hope this helps.
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What is the user of SysML in the field of Medical Sciences?
What are the differences between SysML and UML?
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Brother @Haseeb, thanks a lot for your response. But my question is, What is the use of SysML in the field of Virtual Reality? And what are the differences between SysML and UML? Thanks
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It is the Metaverse's potential to create new directions in healthcare by combining technologies such as artificial intelligence, virtual reality, augmented reality, the Internet of Medical Devices, Web 3.0, intelligent cloud, edge, and quantum computing, as well as robotics. Nevertheless, the more pressing issue is whether it can reduce costs while embedding them all together in a new health metaverse while remaining compliant with regulations.
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I am seeking research designed to explore the tendency to perceive varied levels of presence in an immersive virtual reality environment among individuals with and without deficits in mental imagery. Such as for example, among children with developmental coordination disorder.
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Theoretically it seems coherent. Empirically, some studies seem to find the result, while other associations have been found between presence and mental spatial abilities (rotation), and between presence and field dependence, which are related concepts.
REFERENCES
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Recommendations of any kind for XR; VR; AR would help me a lot. Thank you very much for your help!
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Dear Mr. Bükers!
I would go for "Its Learning":
2) A case-study: Joel Smith 2021. Isle of Man endorses hybrid learning as the way forward following 3 lockdowns, June 16, 2021, available at: https://itslearning.com/uk/news/hybrid-learning-is-the-way-forward/
Yours sincerely, Bulcsu Szekely
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Dear colleagues,
I am interested in learning about local VR film production in any country. I would also like a brief description of the subject matter and a link to more information on the film.
Thank you!
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Hello Dana Florentina Manolache , I recommend the dystopian Greek VR short movie entitled "A Safe Guide to Dying", presented in the 2020 Tribeca Film Festival. More details are available here:
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Hi folks,
I've recently purchased an Oculus to use during some of my classes to try and enhance some of my materials - I've been using YouTube clips in the past of what it would be like for an individual living with visual or auditory hallucinations (for example), and thought it could be cool to experience something like this in VR.
Does anyone know of any that are accessible outside of a lab, or someone who would be open to participating in some kind of a project such as this?
All the best,
D
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Great to hear Prof Dean P McDonnell ! More interesting work has been implemented in Psychology also with simulations in desktop-based VR aka 3D Virtual Worlds e.g.
Ward, T., Falconer, L., Frutos‐Perez, M., Williams, B., Johns, J., & Harold, S. (2015). Using virtual online simulations in Second Life® to engage undergraduate psychology students with employability issues. British Journal of Educational Technology, 47(5), 918–931. https://doi.org/10.1111/bjet.12307
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Is Kennedy et al. (1993) Simulator Sickness Questionnaire (SSQ), which considers the standard practice for measuring physical discomfort in a virtual reality environment is a valid and reliable test?
[Since the calculation of reliability test (e.g., Cronbach's Alpha (α) or any other reliability test) is viewed as unnecessary due to the total severity in the sum of the raw scores for each sub-factor weighted toward items included on multiple subfactors. (Bouchard et al. 2007; cited by Stone, 2017), https://doi.org/10.31274/etd-180810-5050]
Does Kennedy et al. (1993) Simulator Sickness Questionnaire (SSQ) have face validity?
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The SSQ (Simulation Sickness Questionnaire) is widely used in VR research to assess users' level of sickness symptoms. Nevertheless, It has been chastised for its psychometric properties and applicability in VR as a measure of cybersickness.
Kind Regard
Qamar Ul Islam
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Dear fellow researchers,
I am looking for some advice on eye-tracking enabled VR headsets. Currently contemplating between HTC Vive Pro Eye and Pico Neo 3 Pro Eye... Both have built in eye tracking by tobii. Does anyone has any experience with any of them? Or can recommend any other brands?
We are planning to use it for research in combination with EEG and EDA sensors to assess human response to built environment. Any advice is much appreciated.
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The iMotions VR Eye Tracking Module allows for eye tracking data collection, visualization, and analysis in virtual environments using the HTC Vive Pro Eye and Varjo VR-2 eye tracking headsets.
Kind Regards
Qamar Ul Islam
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Virtual Reality based applications can very well be equipped with Sensors, Actuators and other electronic and electric entities. Hence, am looking for IoT and VR together applications for better domestic and commercial needs.
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IoT and VR share the same basic idea as both merge physical and digital realms to create a new experience for consumers. While IoT manipulates real-world objects digitally, VR makes the digital world seem realistic.
Kind Regards
Qamar Ul Islam
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Dear community,
we conducted an experiment with training in Virtual Reality, after which participants had to perform the physical task they learned about. We measured the affective indicators of motivation, satisfaction and self-efficacy after the training and after the application as repeated measures are recommended by Sitzmann (2019). However, now it is unclear to us which of the two measures (or their average) to use. Did you ever come across similar timeframes or guidance in the literature and what would you recommend?
Many thanks in advance!
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يفضل خلال التطبيق
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I am doing a research on virtual reality simulation for endoscopic brain surgery. I need a medically accurate 3D model of a human head. It has to include all the veins, skull, muscles, nerves and brain anatomy. This simulation will be used to train students on the surgery. Where do I buy downloadable full anatomy 3D models?
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There are some atlases at the OpenAnatomy site (https://www.openanatomy.org/atlas-pages/). There are free CTs and MRIs at The Cancer Imaging Archive (https://www.cancerimagingarchive.net/) and Embodi3D (https://www.embodi3d.com/). You might also check Sketchfab (https://sketchfab.com/feed).
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I don't seem to find anything published (or unpublished) to answer my research question. Broadly, when I search for "PTSD + Virtual Reality + First Responders" (and all the variants these words may present) I get 0 (zero) papers in return. As I follow the process for a systematic review, can I call this "A systematic review"? Did anyone already have a similar situation?
Thank you!
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Refining your search study may help you find some papers in the topic of interest. Consulting with a statistician, searching more than one database, searching for papers in any language, including different key terms for search will help you find related studies.
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Our recent research shows that AR systems have inherent conflict while interacting with virtual objects. We termed this new conflict as Virtual Kinesthetic Conflict (VKC). This conflict is very similar to the inherent Visual Accommodation Conflict (VAC) in VR. Just like VAC, VKC also cannot be avoided, we can only reduce the effects of VKC. In our recent publication, we have listed a few guidelines to reduce the effects of VKC. Can you think of other solutions?
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Introducing sensory overlays (sometimes called Virtual Fixtures) can reduce the impact of kinesthetic conflict in augmented reality and telepresence environments. The best overlays are haptic (even if they don't prevent physical dislocation), but you can make real improvements (as measured by Fitts Law) with just audio overlays. Here is a link earliest work we did at the US Air Force looking at Fitts implications of haptic and audio fixtures to AR:
It also helps when there is time-delay in telepresence environments, which is an even worse kinesthetic conflict than "missing surfaces" in AR:
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Hi,
I would like to publish a paper about "The Effect of Training in Virtual Reality on the Precision of Hand Movements"
Any tips for a journal indexed in WoS? (or Q-journal)
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Hi
1. We want to buy a new system. I am familier with Vicon and Qualisys mocap systems. Coda motion and motion analysis systems are also under consideration. Does anyone has experience with Motion Analysis Inc and Coda Motion mocap systems? Which one you is better for a general purpose life science motion analysis Lab?
2. In Vicon systems we are limited to the vicon plugin gait model mostly. As I know bodybuilder is not an easy to use software but I do not know about the new software developed by Vicon, procalc. Do anyone worked with procalc? What about the skeleton builder of Motion Analysis ?
3. We have a limited space (9 by 6 meter room) and I also want to know if having 3 coda trackers could do the job as 8 cameras of other systems ( because of budget limitations we can atmost buy 8 cameras for passive systems or 3 active trackers each having 3 embeded cameras ). We can not put the trackers in 120 degree distance around the center of capture volume and I am not sure if 3 trackers would be enough.
4. Also I want to know which system is the best for real time data streaming to matlab or labview. We want to use the system for giving real time kinematic feedback to the subject and use the system for biofeedback test and  training also for augmented and virtual reality base rehabilitation purpuses.
Sorry for asking 4 questions in one comment. And thank you for sharing your ideas
Bests
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I just came across this old question; I am sure you have your answer by now but since others might Google "Vicon vs Qualisys" and land on this page, I share my opinion. I have worked with both Vicon and Qualisys and in my experience Qualisys was easier to work with. The Vicon system I used had active LED markers which at first sound great because each marker blinks at unique frequency hence not confused with the other markers. After I used it I realized that wiring was more challenging that I had thought (e.g. wire entanglements impede user's motion etc) more importantly if the power to the marker is interrupted you'd loose the LED marker in your data. The latter problem did not seem so prominent during data collection however when I was analyzing the data, I discovered that the data were missing on many long (3 sec or longer) time intervals which would make it impossible to interpolate. I did not experience either of the abovementioned issues working with a Qualisys system with passive markers.
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The paper describes the possibilities of training drivers and students to effective driving modes of the train. Could you suggest the similar Software and Hardware Simulators for combine harvester Drivers Training?
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Agree with Qamar Ul Islam.
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We used in our center Virtual Worlds like Secondlife for presentation, networking, sharing and global virtual exchange. Now I would like to know how we could use Virtual Reality to help gifted children? If you have experience in one of these topics, please let me know.
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I’ll share the top 10 free virtual field trips for gifted children:
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Dear community,
We will conduct experiments in Virtual Reality and want to measure immersion. I have not come across questionnaires that have a small number (e.g. <7) items to measure immersion. Do you know any (that could also be applied to VR)?
Thanks for your help!
Here are some longer questionnaires I came across:
Measuring Presence in Virtual..: https://apps.dtic.mil/sti/pdfs/ADA286183.pdf
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Miller & Bugnariu (2016) have provided a useful overview of different levels of immersion that should be testet. In case you need to make your own questionnaire.
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Dear community,
I have reviewed several articles on different questionnaires of presence and immersion but most such as the most cited one from Witmer have many items. Since we also want to test other constructs, we would prefer a shorter version. It should ideally also be applicable to Virtual Reality environments.
Thank you very much in advance for your help!
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Dear all,
I am currently developing a framework about learning with immersive Virtual Reality. So far, I have categorized "Number of mistakes" and "Time to completion" as performance /objective factors and satisfaction, self-efficacy and motivation as affective factors. However, I also want to include embodiment, usability and cognitive load. I currently cannot come up with a suitable summary keyword. They all refer to the experience while learning, but I would prefer a different category than "learning experience". Do you have any ideas how I could categorize the three concepts?
Thank you very much in advance for your help!
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Interesting topic.
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Hello! I've published on five randomized controlled trials revealing that a virtual reality job interview training tool increases the odds of employment in those using the virtual tool compared to a community control group (~OR=2.0 with two-tailed tests). The trials were in various groups with serious mental illness. I'm now conducting what was supposed to be a fully-powered RCT where the COVID-19 prematurely ended our recruitment where we enrolled 68% of our anticipated sample.
Given we have 5 RCTs finding the same outcome, I proposed an a priori directional hypothesis that the virtual interview tool would again increase employment in the latest study. That said, is there a way to compute a directional/one-sided confidence interval for the Odds Ratio?
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Hello Matthew,
A one-sided CI for an odds ratio would simply be the appropriate tail estimate from a 100(1 - 2*risk level) CI. For example, a 95% upper limit only CI for a data set would be found be asking for a 90% CI and using only the upper limit.
As Professor Booth notes, the Rosner text is very helpful for this and a host of other questions.
Good luck with your work.
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Dear all,
we will conduct an experiment in which
1) Participants are first trained in the assembly of an appliance with Immersive or Desktop Virtual Reality and afterwards have to assemble the physical appliance.
2) Their retention knowledge is assessed after 2 and 4 weeks by having them assemble the physical appliance again.
Next to the number of errors and the time to completion we want to measure affective learning outcomes such as motivation, self-efficacy and satisfaction. I want to come up with a hypothesis and have not formed a strong opinion yet whether motivation, self-efficacy and satisfaction are likely to stay at the same level as they were after the first training & assessment or which direction they are likely to move. This would inform the hypothesis regarding the change in the affective outcomes in the retention tests.
If you have seen any literature on sustained motivation, self-efficacy or satisfaction or the general movement of them over time after one initial training, this would be highly appreciated.
Thank you very much in advance for your help!
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There should be no substantial changes, depending on the higher level of exercise and mediating the number of attempts, their frequency and similarity.
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Lots of research about teaching pre-service teachers how to use technology in their teaching practice, but I'm looking at using 'immersive technology' - Virtual reality as a tool in 'preservice teacher education', particularly in relation to relational pedagogy and understanding/responding to 'difference/diversity' and/or inclusive pedagogies.
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Do you find value in collecting participant survey data? If yes, what type of measures do you collect?
Within the Virtual Reality space, I collect participant surveys data that focus on workload measure (NASA-TLX), engagement measure, flow, simulator sickness questionnaire (just to name a few).
Please share your thoughts...
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Very interesting topic.
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Does software design have an impact on the levels of simulation / cyber sickness in a virtual reality development environment? What are the ways to identify ? Also, Does considering human factors during the design phases minimize the levels of discomfort caused by exposure to Virtual Reality systems?
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I would recommend taking a look into latency and cybersickness... It may be a good starting point.
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Do you use VR for teaching the students in classroom?
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What do you need to know about virtual reality?
  • What is virtual reality? Virtual reality (VR) is an artificial environment that the user experiences as if they were really there. A number of technologies are used to achieve this. VR can be used for both entertainment and more serious applications, and there are many opportunities for innovation.
  • In patient-facing rehabilitation, VR is incorporated into games that enable participants to practise movements or develop skills in an environment that is safe but also engaging and challenging.
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To study the impact of different levels of immersion, We are looking at select games or VR content. To choose the VR content, are there any metrics quantifying the level of immersion.
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In my research, I am using flow state (Csíkszentmihályi) as a measurement of immersion, capturing multiple data, from observations, video recording, heartrate and also a questionaire. It is based off the flow state scale: https://positivepsychology.com/how-to-measure-flow-scales-questionnaires/
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I need to submit an idea that I'm going to be researching, I am a bit stuck and would appreciate suggestions. I'm interested in HCI and in particular VR in gamification.
TIA
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I agree with Keith A. Butler also
That the behaviour intention is important factor in the virtual reality application
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After designing an estimator aiming to predict attention state from EEG, it has been thought to implement it in a neurofeedback in virtual reality.
However, due to the covid related issues, it is very difficult to plan a big study with a large number of participants (as often the case in related research projects). I was wondering if it could be interesting to consider a study (or pre-study) with a small number of participants?
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Hi Victor!
I think the number of patients depends on what you want to demonstrate. If you are looking for a preliminary study, with few patients you can sense the magnitude of the effect of your intervention. After this preliminary study, you can calculate better the number of patients you need to robustly demonstrate an effect of neurofeedback.
Moreover, you must keep in mind the statistical analysis is different if you have few or more patients.
Best regards,
Jorge de Francisco
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Dear community,
I would like to conduct an experiment on the use of VR to reduce (the attention paid to) pain. While there are many studies on this topic, it is very hard to know what software/game is the most appropriate. It is clear that the most involved and immersed in VR, the less the user has a chance to pay attention to the pain. But too immersed experience might not fit some medical settings (if the patient is not supposed to move too much).
To summarize, can anyone recommend some games or software for research purposes?
Many thanks
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Any time be interested in how your research progresses
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We are modeling an HRI scenario in virtual reality using Unity and the Oculus Rift. Our problem is, though, that Unity only allows objects to be either kinematic or physics. This means, either we have a nicely running inverse kinematic model of a 6-DOF industrial robot, but struggle with physical-virtual interaction with objects, or we have a physically correct behavior of the robotic parts, but lose the inverse kinematic model.
Does anyone of you also work with Unity as a platform for HRI VR and came across these issues, too? 
Thank you very much in advance,
Jonas
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Hi Jonas,
I'm not quite familiar with the Unity-specific limitations, but have you considered controlling the robot from "outside" using a software-in-the-loop approach with a virtual robot controller or robot controller simulation module? Basically forget about modeling the kinematics (and dynamics etc.) in Unity, but mirror the internal robot model state from the VRC. We used that for simulation bin picking processes in Siemens NX MCD, also with physics enabled, and it worked just fine . Also, you get a much more realistic robot behavior, since it is controlled by the actual controller and program. However, you will not get a physical feedback to the real controller (joint torque etc.). If you want to imitate a collision detection through the robot for HRI topics, I would either add simulated force sensors to the robot and tool (if Unity supports that), or just use a collision-based setting of a variable/signal that triggers as a safety stop on the robot. See also here:
Greetings
Max
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The Blender 2.80 manual on the glTF 2.0 section strongly advises not to use the Embedded version. I myself found it difficult to use this version of the format because I had problems related to compatibility with emissive textures, with the Alpha channel (Alpha blend and Alpha Clip themselves) and with the size related to the files (too large compared to a hypothetical use on A-Frame for app development in Browser). Without studying alternative libraries to import compressed Embedded GLTF, is it possible to decrease the file size and optimize the format thus obtained, or should it be exported from Blender a binary glTF and subsequently, in programming, loading textures?
Reference to the technical report of the project we are working on, called MINERVA:
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Hi Vittoria, have you considered to use the drako compression ? it is in the flags of the gltf exporter. I use better the gltf + bin + textures for 3d online visualization (browser) through ATON http://osiris.itabc.cnr.it/scenebaker/index.php/projects/aton/
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The answers will help me in my research on virtual reality.
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Thank you for the nice explanation of the Kappa effect Prof. Scott Mavers, I see, it is a kind of optical illusion about the perception of a light source, even though for humans' eyes the light velocity can be considered infinity.
Kind the same with an electrical signal, as when people communicate, they are the same ElecMagn field.
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Hi All
I am conducting an experiment using Vive pro Virtual Reality Glass and EEG simultaneously.
I figured out that there is a 20 Hz activity in the power spectrum density of EEG signals while using virtual reality glass compared to the EEG only condition.
Now, I do not know whether this activity is because of the electromagnetic activity of the VR device have some other reasons.
Is there anyone who had such an experience? would please tell me what are possible noises while using VR or may you introduce me to related sources?
Thank you so much in advance.
Hossein
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i’m forward to know the answer .
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We have many technical issues in Mixed Reality. Which is the most important technical challenge for Mixed Reality?
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In the battlefield, security issues as follows.
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I only find a BMC journal "Trials" to publish " randomized controlled trials in health ". https://trialsjournal.biomedcentral.com/
Are there any platform to publish general protocol for ergonomics analysis? I'm doing ergonomic assessment in Virtual Reality and developing an analysis protocol based on case studies. My supervisor ask me to publish my protocol somewhere.
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Thanks a lot for your recommendation. My team published a lot of papers in applied ergonomics, but I didn't know that they can also accept some design protocols. I'll take a lot at it better. Thanks!
Best Regards,
Meng
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I am currently exploring which software is available to support the analysis and visualisation of eye tracking data gathered in VR studies. The software would have to be compatible with HTC Vive Pro Eye.
Do you have experience in this regard? Your recommendations are very much appreciated!
P.S. Perhaps HTC offers some analytics as well, but I cannot find a detailed description, nor how useful these are for research purposes.
Kind regards,
Lizzy
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Hello Lizzy Bleumers
Im a Technical specialist at iMotions, and we have a working integration for HTC Vive eye pro. https://imotions.com/biosensor/eye-tracking-vr/
The integration allows for every analytical feature you normally associate with Eye-tracking, such as AOI's, Heatmaps, Beeswam, Gaze replay, Saccade metrics, or Live gaze reporting.
iMotions has an integrated 360 player for HTC Vive eye pro, meaning you just need to load your 360 videos into our software to gain analytical insights.
We also do onboardings and special training if you want to apply your eyetracking to a full 3D environment in VR.
iMotions main purpose is to synchronize sensors, so our main selling point isn't our VR integration. It's the fact that you can use VR eyetracking synched with other biometric sensors, such as EDA, ECG, or EEG.
I attached a few images to show the AOI's and heatmaps.
Also, just for your interest, I attached two videos, one showing Eye-tracking in a VR environment, based on a post-recording, but very similar to how it looks live.
The second is just a fun video of my colleague playing Beat saber while im monitoring his EDA peak levels and his EEG Frontal Asymmetry.
Feel free to drop by our website if you want a free demonstration of the software.
Cheers
/Mike Thomsen
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Research title:
The effectiveness of gamified virtual reality for increasing adherence to exercise, affecting perceived exertion and improving mental and physical health: A preliminary study
Any feedback/suggestions would be greatly appreciated. I've also considered splitting this into multiple papers, however I feel that these variables are all interlinked.
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Not necessarily too complex... just too much jargon.... you can try something more simple like this:
A preliminary investigation into the effects of virtual reality videogame play on exercise adherence, ratings of perceived exertion, and mental and physical health
.... or if you have the results then you can change the title to reflect that. Using the terms "effect" or "effectiveness" is ambiguous... does is improve, enhance, increase... etc.!? If so, then you can adjust the title accordingly. Good luck!
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I conducted a big research project looking into a few different aspects of a virtual reality programme. I used 3D motion capture, heart rate monitoring and questionnaires to investigate, mental health benefits, physical health benefits and adherence. This project effectively looked into 2/3 different research questions at once. Would it be right to split these up into different papers under different titles or should I try to come up with a title that includes all aspects of this study and write it up in one paper?
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Two papers would be fine so long as there is enough material. The split can be physical health vs mental health
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Virtual reality is a commonly applied tool in human factors research. Driving or pedestrian (street-crossing) simulators allow for a safe and controlled test environment. However, generalizing results to reality is often criticized. Questionnaires, e.g. to measure presence, are often used to measure the virtual experience. Recently, augmented reality is more and more used in this context. Are there questionnaires to rate the AR experience, e.g. how well the virtual objects blend with the real environment?
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Dear Philipp, we used ISO-based questionnaires to rate our medical augmented reality application. Maybe it helps, please see our article here:
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We need to move from virtual reality to real world again.
The research aim at making individual working on a robot at a distance to feel what the robot feel order than by vision and tactile mechanism.
Will require a team work of biomimetic robots researchers, neurologist and perhaps a biologist.
you can mail me privately at: t u n d e . a f o l a y a n (at) g m a i l . c o m
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Interesting.
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Hello, I am looking for reviewers for my paper submission. The theme of my article are about virtual reality, augmented reality and mobile technology. In the meantime, thank you so much for your attention and participation.
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Do you get your paper published?