Questions related to Virtual Reality
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.
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.
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?
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.
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?
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 firstname.lastname@example.org
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.
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?
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
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.
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.
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
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.
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.
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!
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!
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!
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?
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?
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.
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?
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.
This is a good explanation of this theory https://www.colormatters.com/color-and-vision/how-the-eye-sees-color
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?
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.
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.
I am undertaking a research on the application/use of virtual reality in the practice of Radiology. What sampling method would you recommend??
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.
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.
Recommendations of any kind for XR; VR; AR would help me a lot. Thank you very much for your help!
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,
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?
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.
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.
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!
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?
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?
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?
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
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.
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
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!
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!
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?
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!
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.
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...
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?
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.
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.
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?
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?
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,
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:
Technical Report MINERVA e-Learning Innovative Methods and VR for Enterprises
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.
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.
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.
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.
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?