The presence of an avatar can reduce cybersickness in Virtual Reality [0.03%]
化身存在可以减少虚拟现实中的网络空间病症状狀
Aalim Makani,Raheleh Saryazdi,Sonja Givetash et al.
Aalim Makani et al.
Virtual Reality (VR) applications are increasingly being utilized for research, healthcare, and education. Despite their benefits, many VR users report motion sickness-like sensations (cybersickness), such as headache, disorientation, or na...
Therapist perspectives on telehealth-based virtual reality exposure therapy [0.03%]
基于远程医疗的虚拟现实暴露疗法的心理治疗师观点
Triton Ong,Julia Ivanova,Hiral Soni et al.
Triton Ong et al.
Virtual reality (VR) can enhance mental health care. In particular, the effectiveness of VR-based exposure therapy (VRET) has been well-demonstrated for treatment of anxiety disorders. However, most applications of VRET remain localized to ...
The geometry of the vergence-accommodation conflict in mixed reality systems [0.03%]
混合现实系统中辐辏-调节冲突的几何特性分析
Xiaoye Michael Wang,Daniel Southwick,Ian Robinson et al.
Xiaoye Michael Wang et al.
Mixed reality technologies, such as virtual (VR) and augmented (AR) reality, present promising opportunities to advance education and professional training due to their adaptability to diverse contexts. Distortions in the perceived distance...
Replicating outdoor environments using VR and ambisonics: a methodology for accurate audio-visual recording, processing and reproduction [0.03%]
基于VR和全景声的室外环境再现:精确视听录制、处理与重放的方法学研究
Fotis Georgiou,Claudia Kawai,Beat Schäffer et al.
Fotis Georgiou et al.
This paper introduces a methodology tailored to capture, post-process, and replicate audio-visual data of outdoor environments (urban or natural) for VR experiments carried out within a controlled laboratory environment. The methodology con...
Virtual rehabilitation for patients with osteoporosis or other musculoskeletal disorders: a systematic review [0.03%]
骨质疏松或其他肌肉骨骼疾病患者的虚拟康复:系统性综述
Eléa Thuilier,John Carey,Mary Dempsey et al.
Eléa Thuilier et al.
This study aims to identify effective ways to design virtual rehabilitation to obtain physical improvement (e.g. balance and gait) and support engagement (i.e. motivation) for people with osteoporosis or other musculoskeletal disorders. Ost...
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges [0.03%]
虚拟现实中的眼动追踪:应用和挑战综述
Isayas Berhe Adhanom,Paul MacNeilage,Eelke Folmer
Isayas Berhe Adhanom
Eye tracking is becoming increasingly available in head-mounted virtual reality displays with various headsets with integrated eye trackers already commercially available. The applications of eye tracking in virtual reality are highly diver...
Developing a virtual reality environment for educational and therapeutic application to investigate psychological reactivity to bullying [0.03%]
开发一个虚拟现实环境用于教育和治疗应用以调查欺凌的心理反应
Julia R Badger,Aitor Rovira,Daniel Freeman et al.
Julia R Badger et al.
Understanding how bullying victimisation influences cognitive and emotional processes may help to direct early intervention to prevent the development of psychopathology. In a convenience sample of 67 female adolescents, we assessed the pot...
Multisensory processing of emotional cues predicts intrusive memories after virtual reality trauma [0.03%]
多感官处理情绪线索预测虚拟现实创伤后的闯入性记忆
Naomi Heffer,Emma Dennie,Chris Ashwin et al.
Naomi Heffer et al.
Research has shown that high trait anxiety can alter multisensory processing of threat cues (by amplifying integration of angry faces and voices); however, it remains unknown whether differences in multisensory processing play a role in the...
Transferring the approach avoidance task into virtual reality: a study in patients with alcohol use disorder versus healthy controls [0.03%]
通过虚拟现实进行方法回避任务的研究:酒精使用障碍患者与健康人的对照研究
Leonie Ascone,Janina Wirtz,Angelina Isabella Mellentin et al.
Leonie Ascone et al.
Study aims were to (I) transfer the measurement of the approach bias (Apb) related to alcoholic stimuli via the Approach Avoidance Task (AAT) into Virtual Reality (VR), (II) check whether measuring Apb in VR leads to similar or different re...
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames [0.03%]
为我加油:虚拟现实体感游戏中游戏角色观众反馈对老年玩家的影响研究
Kangyou Yu,Shaoyue Wen,Wenge Xu et al.
Kangyou Yu et al.
The presence of an audience and its feedback could affect people's performance and experience during an event, especially related to sports such as tennis or boxing. Similarly, in videogames, players' gameplay could be affected if there is ...