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Assessment of Prospective Memory using fNIRS in Immersive Virtual Reality Environment  [PDF]
Dong Dong, Lawrence K.F. Wong, Zhiwei Luo
Journal of Behavioral and Brain Science (JBBS) , 2017, DOI: 10.4236/jbbs.2017.76018
Abstract: In order to measure real life prospective memory (PM) ability in laboratory setting, previous studies have used photograph-based, video-based and virtual reality (VR)-based to simulate real life environment. In this study, we used the Functional Near-Infrared Spectroscopy (fNIRS) to record participants’ brain activities when they are performing PM tasks in immersive VR environment. 10 participants were asked to perform PM tasks in a virtual environment while wearing a VR headset and an fNIRS device. By comparing the hemodynamic changes of rostral prefrontal cortex (BA10) of the PM component and the ongoing component, the result shows that VR PM task can induce the activation of BA10. In addition, by making use of the fNIRS technique, this study provides a feasible way to measure BA10 activity in simulated real life environment using immersive VR device.
Immersive Robot Control in Virtual Reality to Command Robots in Space Missions  [PDF]
Steffen Planthaber, Martin Mallwitz, Elsa Andrea Kirchner
Journal of Software Engineering and Applications (JSEA) , 2018, DOI: 10.4236/jsea.2018.117021
Abstract: We present an approach to control a semi-autonomous robot team remotely under low bandwidth conditions with a single operator. Our approach utilises virtual reality and autonomous robots to create an immersive user interface for multi-robot control. This saves a big amount of bandwidth, just because there is no need to transfer a constant steam of camera images. The virtual environment for control only has to be transferred once to the control station and only has to be updated when the map is out of date. Also, the camera position can easily be changed in virtual reality for more overview on the robots situation. The parts of this approach can easily be transferred to applications on earth e.g. for semi-autonomous robots in hazardous areas or under water applications.
A Novel Approach for Assessing Prospective Memory Using Immersive Virtual Reality Task  [PDF]
Dong Dong, Lawrence K. F. Wong, Zhiwei Luo
Psychology (PSYCH) , 2016, DOI: 10.4236/psych.2016.710133
Abstract: Prospective memory can maintain our ability to living independently and is important for our daily lives. Evaluation of prospective memory can reflect the severity of cognitive ability regression. Previous studies have developed slide based task and real-life based task to evaluate prospective memory capability in different conditions. As a new technology that can create a realistic test environment, immersive virtual reality (VR) has not yet been widely used in this area. We developed a real-life test environment using the immersive VR technology and asked the subjects to perform common shopping task in it. By comparing the results with the ones from slide-based task, we have demonstrated that immersive VR task has the potential to evaluate perspective memory more accurately in daily life condition.
Immersive 3D Visualization of the Collective Behavior of Particles and Crystal Dislocations Using Virtual Reality Technology  [PDF]
Smruti R. Panigrahi, Sankar Jayaram, Uma Jayaram, Hussein M. Zbib, Sinisa Dj. Mesarovic
Modeling and Numerical Simulation of Material Science (MNSMS) , 2014, DOI: 10.4236/mnsms.2014.43010
In this article, we present a three-dimensional visualization technique that has been developed in order to establish an interactive immersive environment to visualize the particles in granular materials and dislocations in crystals. Simple elementary objects often exhibit complex collective behavior. Understanding of such behaviors and developments of coarse-scale theories, often requires insight into collective behavior that can only be obtained through immersive visualization. By displaying the computational results in a virtual environment with three-dimensional perception, one can immerse inside the model and analyze the intricate and very complex behavior of individual particles and dislocations. We built the stereographic images of the models using OpenGL rendering technique and then combine with the Virtual Reality technology in order to immerse in the three-dimensional model. A head mounted display has been used to allow the user to immerse inside the models and a flock of birds tracking device that allows the movements around and within the immersive environment.
Immersive and Collaborative Data Visualization Using Virtual Reality Platforms  [PDF]
Ciro Donalek,S. G. Djorgovski,Scott Davidoff,Alex Cioc,Anwell Wang,Giuseppe Longo,Jeffrey S. Norris,Jerry Zhang,Elizabeth Lawler,Stacy Yeh,Ashish Mahabal,Matthew Graham,Andrew Drake
Computer Science , 2014,
Abstract: Effective data visualization is a key part of the discovery process in the era of big data. It is the bridge between the quantitative content of the data and human intuition, and thus an essential component of the scientific path from data into knowledge and understanding. Visualization is also essential in the data mining process, directing the choice of the applicable algorithms, and in helping to identify and remove bad data from the analysis. However, a high complexity or a high dimensionality of modern data sets represents a critical obstacle. How do we visualize interesting structures and patterns that may exist in hyper-dimensional data spaces? A better understanding of how we can perceive and interact with multi dimensional information poses some deep questions in the field of cognition technology and human computer interaction. To this effect, we are exploring the use of immersive virtual reality platforms for scientific data visualization, both as software and inexpensive commodity hardware. These potentially powerful and innovative tools for multi dimensional data visualization can also provide an easy and natural path to a collaborative data visualization and exploration, where scientists can interact with their data and their colleagues in the same visual space. Immersion provides benefits beyond the traditional desktop visualization tools: it leads to a demonstrably better perception of a datascape geometry, more intuitive data understanding, and a better retention of the perceived relationships in the data.
Preprint: Bringing immersive enjoyment to hyperbaric oxygen chamber users using virtual reality glasses  [PDF]
Zhihan Lv
Computer Science , 2015,
Abstract: This is the preprint version of our paper on REHAB2015. This paper proposed a novel immersive entertainment system for the users of hyperbaric oxygen therapy chamber. The system is a hybrid of hardware and software, the scheme is described in this paper. The hardware is combined by a HMD (i.e. virtual reality glasses shell), a smartphone and a waterproof bag. The software is able to transfer the stereoscopic images of the 3D game to the screen of the smartphone synchronously. The comparison and selection of the hardware are discussed according to the practical running scene of the clinical hyperbaric oxygen treatment. Finally, a preliminary guideline for designing this kind of system is raised accordingly.
Multisensory Stimulation Can Induce an Illusion of Larger Belly Size in Immersive Virtual Reality  [PDF]
Jean-Marie Normand,Elias Giannopoulos,Bernhard Spanlang,Mel Slater
PLOS ONE , 2012, DOI: 10.1371/journal.pone.0016128
Abstract: Body change illusions have been of great interest in recent years for the understanding of how the brain represents the body. Appropriate multisensory stimulation can induce an illusion of ownership over a rubber or virtual arm, simple types of out-of-the-body experiences, and even ownership with respect to an alternate whole body. Here we use immersive virtual reality to investigate whether the illusion of a dramatic increase in belly size can be induced in males through (a) first person perspective position (b) synchronous visual-motor correlation between real and virtual arm movements, and (c) self-induced synchronous visual-tactile stimulation in the stomach area.
Narratives within immersive technologies  [PDF]
Joan Llobera
Computer Science , 2007,
Abstract: The main goal of this project is to research technical advances in order to enhance the possibility to develop narratives within immersive mediated environments. An important part of the research is concerned with the question of how a script can be written, annotated and realized for an immersive context. A first description of the main theoretical framework and the ongoing work and a first script example is provided. This project is part of the program for presence research, and it will exploit physiological feedback and Computational Intelligence within virtual reality.
Virtual reality: A state-of-the-art survey
Virtual Reality: A State-of-the-Art Survey

Ning-Ning Zhou,Yu-Long Deng,

国际自动化与计算杂志 , 2009,
Abstract: This paper presents a survey on virtual reality systems and provides an in-depth understanding toward the notion of immersion, according to the semantic meanings of the terms ``virtual' and ``reality'. The paper analyses the structure and functions of a virtual reality system and takes the three dimensional display as the immersive medium to identify the key issues for construction of virtual environments. The paper also reviews the development of virtual reality technology and introduces new image processing techniques into the design of virtual reality systems and virtual environments.
An exploratory fNIRS study with immersive virtual reality: a new method for technical implementation  [PDF]
Bruno Seraglia,Konstantinos Priftis,Simone Cutini
Frontiers in Human Neuroscience , 2011, DOI: 10.3389/fnhum.2011.00176
Abstract: For over two decades Virtual Reality (VR) has been used as a useful tool in several fields, from medical and psychological treatments, to industrial and military applications. Only in recent years researchers have begun to study the neural correlates that subtend VR experiences. Even if the functional Magnetic Resonance Imaging (fMRI) is the most common and used technique, it suffers several limitations and problems. Here we present a methodology that involves the use of a new and growing brain imaging technique, functional Near-infrared Spectroscopy (fNIRS), while participants experience immersive VR. In order to allow a proper fNIRS probe application, a custom-made VR helmet was created. To test the adapted helmet, a virtual version of the line bisection task was used. Participants could bisect the lines in a virtual peripersonal or extrapersonal space, through the manipulation of a Nintendo Wiimote? controller in order for the participants to move a virtual laser pointer. Although no neural correlates of the dissociation between peripersonal and extrapersonal space were found, a significant hemodynamic activity with respect to the baseline was present in the right parietal and occipital areas. Both advantages and disadvantages of the presented methodology are discussed.
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