Dec 08, 2009
Allosphere: University of California, Santa Barbara
The AlloSphere is a spherical space in which immersive, virtual environments allow researchers to convert large data sets into experiences of sight and sound. For example, it allows researchers to “fly” through a hydrogen atom while hearing sonified features of the wavefunction of its single electron to help describe invisible processes of nature.
The facility consists of a 30-foot diameter sphere built inside a 3-story cube that’s nearly echo-free. Inside the chamber are two spherical hemispheres that are constructed of perforated aluminum designed to be optically opaque and acoustically transparent. A 7-foot-wide bridge runs across the center, supporting the users. High-resolution video projectors can project images across the entire inner surface enabling seamless stereo-optic 3D projection.
23:20 Posted in Telepresence & virtual presence | Permalink | Comments (0) | Trackbacks (0) | Email this | Tags: virtual reality, allosphere
Impact of the virtual reality on the neural representation of an environment
Impact of the virtual reality on the neural representation of an environment.
Hum Brain Mapp. 2009 Dec 4;
Authors: Mellet E, Laou L, Petit L, Zago L, Mazoyer B, Tzourio-Mazoyer N
Despite the increasing use of virtual reality, the impact on cerebral representation of topographical knowledge of learning by virtual reality rather than by actual locomotion has never been investigated. To tackle this challenging issue, we conducted an experiment wherein participants learned an immersive virtual environment using a joystick. The following day, participants' brain activity was monitored by functional magnetic resonance imaging while they mentally estimated distances in this environment. Results were compared with that of participants performing the same task but having learned the real version of the environment by actual walking. We detected a large set of areas shared by both groups including the parieto-frontal areas and the parahippocampal gyrus. More importantly, although participants of both groups performed the same mental task and exhibited similar behavioral performances, they differed at the brain activity level. Unlike real learners, virtual learners activated a left-lateralized network associated with tool manipulation and action semantics. This demonstrated that a neural fingerprint distinguishing virtual from real learning persists when subjects use a mental representation of the learnt environment with equivalent performances. Hum Brain Mapp, 2010. (c) 2009 Wiley-Liss, Inc.
22:19 Posted in Telepresence & virtual presence, Virtual worlds | Permalink | Comments (0) | Trackbacks (0) | Email this | Tags: virtual reality, brain mapping, presence
Dec 06, 2009
Avatar: Can't wait any longer
I just can not wait for the new James Cameron's movie Avatar...
Nov 18, 2009
RAVE 2010 - Real Actions in Virtual Environments - Call for Papers
RAVE 2010 - Real Actions in Virtual Environments - Call for Papers
See website: http://www.raveconference.com
* When: 3rd March, 2010.
* Where:
Palau de les Heures, University of Barcelona, Campus Mundet, Passeig de la Vall d’Hebron, 171 08035 Barcelona.
* Keynote Speaker - Dr Hunter Hoffman,
http://www.hitl.washington.edu/people/hunter/, University of Washington, USA
* Papers - may be submitted directly for oral presentation at the conference and a special issue of PRESENCE: Teleoperators and Virtual Environments, MIT Press, to be published in August 2010.
* Abstracts may be submitted for oral presentation at the conference or will presented as posters (see website for details).
***Deadline for paper submission: 8th January, 2010*** 23.59 Central European Time (Paris, Madrid)
16:39 Posted in Positive Technology events, Telepresence & virtual presence | Permalink | Comments (0) | Trackbacks (0) | Email this | Tags: presence, telepresence, positive technology, mel slater, rave, virtual reality
Oct 20, 2009
Inducing a virtual hand ownership illusion through a brain-computer interface
Inducing a virtual hand ownership illusion through a brain-computer interface.
Neuroreport. 2009 Apr 22;20(6):589-594
Authors: Perez-Marcos D, Slater M, Sanchez-Vives MV
The apparently stable brain representation of our bodies is easily challenged. We have recently shown that the illusion of ownership of a three-dimensional virtual hand can be evoked through synchronous tactile stimulation of a person's hidden real hand and that of the virtual hand. This reproduces the well-known rubber-hand illusion, but in virtual reality. Here we show that some aspects of the illusion can also occur through motor imagery used to control movements of a virtual hand. When movements of the virtual hand followed motor imagery, the illusion of ownership of the virtual hand was evoked and muscle activity measured through electromyogram correlated with movements of the virtual arm. Using virtual bodies has a great potential in the fields of physical and neural rehabilitation, making the understanding of ownership of a virtual body highly relevant.
17:43 Posted in Mental practice & mental simulation, Telepresence & virtual presence | Permalink | Comments (0) | Trackbacks (0) | Email this | Tags: mental simulation, motor imagery, virtual hand, presence, telepresence
Sep 21, 2009
Driving dreams: cortical activations during imagined passive and active whole body movemen
Driving dreams: cortical activations during imagined passive and active whole body movement.
Ann N Y Acad Sci. 2009 May;1164:372-5
Authors: Flanagin VL, Wutte M, Glasauer S, Jahn K
It is unclear how subjects perceive and process self-motion cues in virtual reality environments. Movement could be perceived as passive, akin to riding in a car, or active, such as walking down the street. These two very different types of self-motion were studied here using motor imagery in fMRI. In addition, the relative importance of visual and proprioceptive training cues was examined. Stronger activations were found during proprioceptive motor imagery compared with visual motor imagery, suggesting that proprioceptive signals are important for successful imagined movement. No significant activations were found during active movement with proprioceptive training. Passive locomotion, however, was correlated with activity in an occipital-parietal and parahippocampal cortical network, which are the same regions found during navigation with virtual reality stimuli.
17:00 Posted in Mental practice & mental simulation, Telepresence & virtual presence, Virtual worlds | Permalink | Comments (0) | Trackbacks (0) | Email this | Tags: motor imagery, virtual reality
Reactivity to cannabis cues in virtual reality environments
Reactivity to cannabis cues in virtual reality environments.
J Psychoactive Drugs. 2009 Jun;41(2):105-12
Authors: Bordnick PS, Copp HL, Traylor A, Graap KM, Carter BL, Walton A, Ferrer M
Virtual reality (VR) cue environments have been developed and successfully tested in nicotine, cocaine, and alcohol abusers. Aims in the current article include the development and testing of a novel VR cannabis cue reactivity assessment system. It was hypothesized that subjective craving levels and attention to cannabis cues would be higher in VR environments with cannabis cues compared to VR neutral environments. Twenty nontreatment-seeking current cannabis smokers participated in the VR cue trial. During the VR cue trial, participants were exposed to four virtual environments that contained audio, visual, olfactory, and vibrotactile sensory stimuli. Two VR environments contained cannabis cues that consisted of a party room in which people were smoking cannabis and a room containing cannabis paraphernalia without people. Two VR neutral rooms without cannabis cues consisted of a digital art gallery with nature videos. Subjective craving and attention to cues were significantly higher in the VR cannabis environments compared to the VR neutral environments. These findings indicate that VR cannabis cue reactivity may offer a new technology-based method to advance addiction research and treatment.
16:59 Posted in Cybertherapy, Telepresence & virtual presence, Virtual worlds | Permalink | Comments (1) | Trackbacks (0) | Email this | Tags: virtual reality, addiction
The sensitivity of a virtual reality task to planning and prospective memory impairments
The sensitivity of a virtual reality task to planning and prospective memory impairments: Group differences and the efficacy of periodic alerts on performance.
Neuropsychol Rehabil. 2009 Aug 26;:1-25
Authors: Sweeney S, Kersel D, Morris RG, Manly T, Evans JJ
Executive functions have been argued to be the most vulnerable to brain injury. In providing an analogue of everyday situations amenable to control and management virtual reality (VR) may offer better insights into planning deficits consequent upon brain injury. Here 17 participants with a non-progressive brain injury and reported executive difficulties in everyday life were asked to perform a VR task (working in a furniture storage unit) that emphasised planning, rule following and prospective memory tasks. When compared with an age and IQ-matched control group, the patients were significantly poorer in terms of their strategy, their time-based prospective memory, the overall time required and their propensity to break rules. An examination of sensitivity and specificity of the VR task to group membership (brain-injured or control) showed that, with specificity set at maximum, sensitivity was only modest (at just over 50%). A second component to the study investigated whether the patients' performance could be improved by periodic auditory alerts. Previous studies have demonstrated that such cues can improve performance on laboratory tests, executive tests and everyday prospective memory tasks. Here, no significant changes in performance were detected. Potential reasons for this finding are discussed, including symptom severity and differences in the tasks employed in previous studies.
16:57 Posted in Brain training & cognitive enhancement, Telepresence & virtual presence, Virtual worlds | Permalink | Comments (0) | Trackbacks (0) | Email this
Increased personal space of patients with schizophrenia in a virtual social environment
Increased personal space of patients with schizophrenia in a virtual social environment.
Psychiatry Res. 2009 Sep 15;
Authors: Park SH, Ku J, Kim JJ, Jang HJ, Kim SY, Kim SH, Kim CH, Lee H, Kim IY, Kim SI
Virtual reality may be a good alternative method for measuring personal space and overcoming some limitations in previous studies on the social aspects of schizophrenia. Using this technology, we aimed to investigate the characteristics of personal space in patients with schizophrenia and evaluate the relationship between their social behaviors and schizophrenic symptoms. The distance from a virtual person and the angle of head orientation while talking to a virtual person in a virtual environment were measured in 30 patients with schizophrenia and 30 normal controls. It was found that patients with schizophrenia had longer distances and larger angles than did normal controls. The severity of the negative syndrome had significant inverse correlations with the distance from the angry and neutral virtual persons and with the angle of head orientation toward the happy and angry virtual persons, suggesting that negative symptoms may have a close relationship with personal space, including distancing and eye gaze. The larger personal space of patients may reflect their discomfort in close situations or cognitive deficits. Showing these profiles to patients could help them realize the amount of personal space they need.
16:55 Posted in Cybertherapy, Telepresence & virtual presence, Virtual worlds | Permalink | Comments (0) | Trackbacks (0) | Email this | Tags: virtual reality, cybertherapy, schizofrenia
The use of biofeedback in clinical virtual reality: the intrepid project
The use of biofeedback in clinical virtual reality: the intrepid project.
Stud Health Technol Inform. 2009;144:128-32
Authors: Repetto C, Gorini A, Algeri D, Vigna C, Gaggioli A, Riva G
In our protocol for the treatment of Generalized Anxiety Disorders we use Virtual reality (VR) to facilitate emotional regulation and the relaxation process. Using a biofeedback biomonitoring system (GSR, HR, Thermal) the patient is made aware of his or her reactions through the modification of some features of the VR environment in real time. Using mental exercises the patient learns to control these physiological parameters and using the feedback provided by the virtual environment is able to gauge his or her success. To test this concept, we planned a randomized controlled trial (NCT00602212), including three groups of 15 patients each (for a total of 45 patients): (1) the VR group, (2) the non-VR group, and (3) the waiting list (WL) group.
16:54 Posted in Biofeedback & neurofeedback, Cybertherapy, Telepresence & virtual presence | Permalink | Comments (0) | Trackbacks (0) | Email this | Tags: virtual reality, biofeedback




