Results for 'immersive reality'

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  1.  47
    Virtual reality and human consciousness: The use of immersive environments in delirium therapy.Marko Suvajdzic, Azra Bihorac, Parisa Rashidi, Triton Ong & Joel Applebaum - 2018 - Technoetic Arts 16 (1):75-83.
    Immersive virtual environments can produce a state of behaviour referred to as ‘presence’, during which the individual responds to the virtual environment as if it were real. Presence can be arranged to scientifically evaluate and affect our consciousness within a controlled virtual environment. This phenomenon makes the use of virtual environments amenable to existing and in-development forms of therapy for various conditions. Delirium in the intensive care unit (ICU) is one such condition for which virtual reality (VR) technology (...)
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  2. Immersive Experience and Virtual Reality.Magdalena Balcerak Jackson & Brendan Balcerak Jackson - 2024 - Philosophy and Technology 37 (1):1-24.
    Much of the excitement about virtual reality and its potential for things like entertainment, art, education, and activism is its ability to generate experiences that are powerfully immersive. However, discussions of VR tend to invoke the notion of immersive experience without subjecting it to closer scrutiny; and discussions often take it for granted that immersive experience is a single unified phenomenon. Against this, we argue that there are four distinct types or aspects of immersive experience (...)
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  3. The reality of friendship within immersive virtual worlds.Nicholas John Munn - 2012 - Ethics and Information Technology 14 (1):1-10.
    In this article I examine a recent development in online communication, the immersive virtual worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). I argue that these environments provide a distinct form of online experience from the experience available through earlier generation forms of online communication such as newsgroups, chat rooms, email and instant messaging. The experience available to participants in MMORPGs is founded on shared activity, while the experience of earlier generation online communication is largely if not wholly dependent (...)
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  4.  50
    Immersive Virtual Reality Reminiscence Reduces Anxiety in the Oldest-Old Without Causing Serious Side Effects: A Single-Center, Pilot, and Randomized Crossover Study.Kazuyuki Niki, Megumi Yahara, Michiya Inagaki, Nana Takahashi, Akira Watanabe, Takeshi Okuda, Mikiko Ueda, Daisuke Iwai, Kosuke Sato & Toshinori Ito - 2021 - Frontiers in Human Neuroscience 14.
    Background: Dementia is one the major problems of aging societies, and, novel and effective non-drug therapies are required as interventions in the oldest-old to prevent cognitive decline.Objective: This study aims to examine the efficacy and safety of reminiscence using immersive virtual reality focusing on anxiety that often appears with cognitive decline. The secondary objective is to reveal the preference for VR image types for reminiscence: live-action or computer graphics.Methods: This was a pilot, open-label, and randomized crossover study which (...)
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  5.  28
    CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning.Christian Krupitzer, Jens Naber, Jan-Philipp Stauffert, Jan Mayer, Jan Spielmann, Paul Ehmann, Noel Boci, Maurice Bürkle, André Ho, Clemens Komorek, Felix Heinickel, Samuel Kounev, Christian Becker & Marc Erich Latoschik - 2022 - Frontiers in Psychology 13.
    GoalThis paper presents an immersive Virtual Reality system to analyze and train Executive Functions of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals.MethodThe system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation (...)
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  6. From immersive body swap to the apprehension of the other's emotions : perspective-taking and levels of empathy in embodied virtual reality.Íngrid Vendrell Ferran - 2024 - In Marco Cavallaro & Nicolas de Warren (eds.), Phenomenologies of the digital age: the virtual, the fictional, the magical. New York, NY: Routledge.
     
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  7. Immersive ideals / critical distances : study of the affinity between artistic ideologies in virtual Reality and previous immersive idioms.Joseph Nechvatal (ed.) - 2010 - Berlin: LAP Lambert Academic Publishing AG & Co KG.
    My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts in ontology which (...)
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  8.  2
    Virtual Immersion in STEM Education: A MICMAC Study on How Virtual Reality Impacts the Understanding and Application of Scientific Concepts.Piedad Mary Martelo Gómez, Raúl José Martelo Gómez & David Antonio Franco Borré - forthcoming - Evolutionary Studies in Imaginative Culture:162-173.
    The integration of virtual reality into STEM education has generated growing interest in how this technology impacts the understanding and application of scientific concepts. This study focuses on investigating this relationship by using the MICMAC technique to identify key variables and their interactions in virtual educational environments. It was found that variables such as the design of educational content, the quality of the virtual experience, and the interactivity of the environment are key to the learning process in STEM. In (...)
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  9. Immersive 3D Virtual Reality Cancellation Task for Visual Neglect Assessment: A Pilot Study.Samuel E. J. Knobel, Brigitte C. Kaufmann, Stephan M. Gerber, Dario Cazzoli, René M. Müri, Thomas Nyffeler & Tobias Nef - 2020 - Frontiers in Human Neuroscience 14.
  10.  23
    Immersive Virtual Reality Field Trips Facilitate Learning About Climate Change.David M. Markowitz, Rob Laha, Brian P. Perone, Roy D. Pea & Jeremy N. Bailenson - 2018 - Frontiers in Psychology 9.
  11.  18
    Virtual Reality-Integrated Immersion-Based Teaching to English Language Learning Outcome.Yu Xie, Yang Liu, Fengrui Zhang & Ping Zhou - 2022 - Frontiers in Psychology 12.
    Globalization and informatization are reshaping human life and social behaviors. The purpose is to explore the worldwide strategies to cultivate international talents with a global vision. As a global language with the largest population, English, and especially its learning effect, have always been the major concerns of scholars and educators. This work innovatively studies the combination of immersion-based English teaching with virtual reality technology. Then, based on the experimental design mode, 106 students from a Chinese school were selected for (...)
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  12.  65
    From Immersive Body Swapping to Apprehending the Other’s Emotions: Perspective-Taking and Levels of Empathy in Embodied Virtual Reality.Ingrid Vendrell Ferran - 2024 - In Marco Cavallaro & Nicolas de Warren (eds.), Phenomenologies of the digital age: the virtual, the fictional, the magical. New York, NY: Routledge.
    Natural scientists working at the intersection of virtual reality, psychology, and computer science have recently explored the question of whether Embodied Virtual Reality (EVR) can be employed to train empathy. While for some authors (e.g., Bertrand et el. 2018), EVR can enhance empathy by means of creating a series of perceptual illusions, which lead users to adopt the other’s perspective and resonate with her experience, other authors (e.g., Sora-Domenjó 2022; Sutherland 2016) have been more skeptical about the powers (...)
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  13.  20
    Immersive Virtual Reality as an Adjunctive Non-opioid Analgesic for Pre-dominantly Latin American Children With Large Severe Burn Wounds During Burn Wound Cleaning in the Intensive Care Unit: A Pilot Study.Hunter G. Hoffman, Robert A. Rodriguez, Miriam Gonzalez, Mary Bernardy, Raquel Peña, Wanda Beck, David R. Patterson & Walter J. Meyer - 2019 - Frontiers in Human Neuroscience 13.
  14. Immersion vs. Interactivity: Virtual Reality and Literary Theory.Marie-Laure Ryan - 1999 - Substance 28 (2):110-137.
  15.  23
    Study of Virtual Reality Immersive Technology Enhanced Mathematics Geometry Learning.Yu-Sheng Su, Hung-Wei Cheng & Chin-Feng Lai - 2022 - Frontiers in Psychology 13.
    Mathematics is an important foundation for the development of science education. In the past, when instructors taught mathematical concepts of geometry shapes, they usually used traditional textbooks and aids to conduct teaching activities, which resulted in students not being able to understand the principles completely. Nowadays, it has become a trend to integrate emerging technologies into mathematics courses and to use digital instructional aids. Emerging technologies can effectively enhance students’ sensory experience while strengthening their impressions and understandings of subject concepts. (...)
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  16.  13
    Contemplating or Acting? Which Immersive Modes Should Be Favored in Virtual Reality During Physiotherapy for Breast Cancer Rehabilitation.Hélène Buche, Aude Michel, Christina Piccoli & Nathalie Blanc - 2021 - Frontiers in Psychology 12.
    BackgroundEven though virtual reality is more and more considered for its power of distraction in different medical contexts, the optimal conditions for its use still have to be determined in order to design interfaces adapted to therapeutic support in oncology.ObjectiveThe objective of this study was to examine the benefits of VR using two immersion methods and comparing them with each other in a population of women with breast cancer who have undergone breast surgery, during scar massage sessions.MethodsIn a physiotherapy (...)
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  17. Immersive Virtual Reality and Virtual Embodiment for Pain Relief.Marta Matamala-Gomez, Tony Donegan, Sara Bottiroli, Giorgio Sandrini, Maria V. Sanchez-Vives & Cristina Tassorelli - 2019 - Frontiers in Human Neuroscience 13.
  18.  38
    Sensorimotor Learning during a Marksmanship Task in Immersive Virtual Reality.Hrishikesh M. Rao, Rajan Khanna, David J. Zielinski, Yvonne Lu, Jillian M. Clements, Nicholas D. Potter, Marc A. Sommer, Regis Kopper & Lawrence G. Appelbaum - 2018 - Frontiers in Psychology 9:302766.
    Sensorimotor learning refers to improvements that occur through practice in the performance of sensory-guided motor behaviors. Leveraging novel technical capabilities of an immersive virtual environment, we probed the component kinematic processes that mediate sensorimotor learning. Twenty naïve subjects performed a simulated marksmanship task modeled after Olympic Trap Shooting standards. We measured movement kinematics and shooting performance as participants practiced 350 trials while receiving trial-by-trial feedback about shooting success. Spatiotemporal analysis of motion tracking elucidated the ballistic and refinement phases of (...)
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  19. Extended Reality - Music in Immersive XR Environments : The Possibilities (and Approaches) for.Gareth W. Young & Aljosa Smolic - 2022 - In Martin Clancy (ed.), Artificial intelligence and music ecosystem. New York: Routledge.
     
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  20. Extended Reality - Music in Immersive XR Environments : The Possibilities (and Approaches) for (AI).Gareth W. Young & Aljosa Smolic - 2022 - In Martin Clancy (ed.), Artificial intelligence and music ecosystem. New York: Routledge.
     
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  21. Non-Perceptual Representational Immersion in Video Games: A Response to David Chalmers' 'Reality+'.James Cartlidge - 2024 - Philosophy and Technology 37 (85):1-27.
    This article criticises David Chalmers’ ‘Reality+’ by interrogating its distinction of virtual reality (VR) from 2D, non-VR video games, a distinction made on the grounds that VR is immersive and these types of video games are not because immersion is a distinct characteristic of 3D perceptually represented VR. Building on the Balcerak Jacksons’ account of ‘representational immersion’, which they acknowledge has ‘perceptual’ and ‘non-perceptual’ elements, I develop an account of ‘non-perceptual representational immersion’ and use it to critique (...)
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  22. What Is Immersion? Towards a Phenomenology of Virtual Reality.Saulius Geniusas - 2022 - Journal of Phenomenological Psychology 53 (1):1-24.
    Although the importance of the concept of immersion in game studies is indisputable, its meaning remains imprecise and ambiguous. My goal here is to develop a phenomenological clarification of this concept. I begin by clarifying how immersion has been understood in game studies. I further contend that immersion in digital games should be recognized as one modality of immersion among others. This basic realization allows one to open a dialogue between game studies and phenomenology. I develop a phenomenological conception of (...)
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  23.  17
    The Effect of Non-immersive Virtual Reality Exergames Versus Band Stretching on Cardiovascular and Cerebral Hemodynamic Response: A Functional Near-Infrared Spectroscopy Study.Yuxin Zheng, Tingting You, Rongwei Du, Jiahui Zhang, Tingting Peng, Junjie Liang, Biyi Zhao, Haining Ou, Yongchun Jiang, Huiping Feng, Anniwaer Yilifate & Qiang Lin - 2022 - Frontiers in Human Neuroscience 16.
    BackgroundExercise is one of the effective ways to improve cognition. Different forms of exercises, such as aerobic exercise, resistance exercise, and coordination exercise, have different effects on the improvement of cognitive impairment. In recent years, exergames based on Non-Immersive Virtual Reality have been widely used in entertainment and have gradually been applied to clinical rehabilitation. However, the mechanism of NIVR-Exergames on improving motor cognition has not been clarified. Therefore, the aim of this study is to find whether NIVR-Exergames (...)
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  24.  23
    Age-Related Differences With Immersive and Non-immersive Virtual Reality in Memory Assessment.Adéla Plechatá, Václav Sahula, Dan Fayette & Iveta Fajnerová - 2019 - Frontiers in Psychology 10.
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  25.  15
    “Tricking the Brain” Using Immersive Virtual Reality: Modifying the Self-Perception Over Embodied Avatar Influences Motor Cortical Excitability and Action Initiation.Karin A. Buetler, Joaquin Penalver-Andres, Özhan Özen, Luca Ferriroli, René M. Müri, Dario Cazzoli & Laura Marchal-Crespo - 2022 - Frontiers in Human Neuroscience 15.
    To offer engaging neurorehabilitation training to neurologic patients, motor tasks are often visualized in virtual reality. Recently introduced head-mounted displays allow to realistically mimic the body of the user from a first-person perspective in a highly immersive VR environment. In this immersive environment, users may embody avatars with different body characteristics. Importantly, body characteristics impact how people perform actions. Therefore, alternating body perceptions using immersive VR may be a powerful tool to promote motor activity in neurologic (...)
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  26.  14
    A Fully-Immersive Virtual Reality Setup to Study Gait Modulation.Chiara Palmisano, Peter Kullmann, Ibrahem Hanafi, Marta Verrecchia, Marc Erich Latoschik, Andrea Canessa, Martin Fischbach & Ioannis Ugo Isaias - 2022 - Frontiers in Human Neuroscience 16.
    Objective: Gait adaptation to environmental challenges is fundamental for independent and safe community ambulation. The possibility of precisely studying gait modulation using standardized protocols of gait analysis closely resembling everyday life scenarios is still an unmet need.Methods: We have developed a fully-immersive virtual reality environment where subjects have to adjust their walking pattern to avoid collision with a virtual agent crossing their gait trajectory. We collected kinematic data of 12 healthy young subjects walking in real world and in (...)
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  27.  20
    On the Practical Use of Immersive Virtual Reality for Rehabilitation of Intimate Partner Violence Perpetrators in Prison.Nicolas Barnes, Maria V. Sanchez-Vives & Tania Johnston - 2022 - Frontiers in Psychology 13.
    Virtual reality allows the user to be immersed in environments in which they can experience situations and social interactions from different perspectives by means of virtual embodiment. In the context of rehabilitation of violent behaviors, a participant could experience a virtual violent confrontation from different perspectives, including that of the victim and bystanders. This approach and other virtual scenes can be used as a useful tool for the rehabilitation of intimate partner violence perpetrators, through improvement of their empathic skills (...)
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  28.  22
    Comparison Between Conventional Intervention and Non-immersive Virtual Reality in the Rehabilitation of Individuals in an Inpatient Unit for the Treatment of COVID-19: A Study Protocol for a Randomized Controlled Crossover Trial.Talita Dias da Silva, Patricia Mattos de Oliveira, Josiane Borges Dionizio, Andreia Paiva de Santana, Shayan Bahadori, Eduardo Dati Dias, Cinthia Mucci Ribeiro, Renata de Andrade Gomes, Marcelo Ferreira, Celso Ferreira, Íbis Ariana Peña de Moraes, Deise Mara Mota Silva, Viviani Barnabé, Luciano Vieira de Araújo, Heloísa Baccaro Rossetti Santana & Carlos Bandeira de Mello Monteiro - 2021 - Frontiers in Psychology 12:622618.
    Background: The new human coronavirus that leads to COVID-19 has spread rapidly around the world and has a high degree of lethality. In more severe cases, patients remain hospitalized for several days under treatment of the health team. Thus, it is important to develop and use technologies with the aim to strengthen conventional therapy by encouraging movement, physical activity, and improving cardiorespiratory fitness for patients. In this sense, therapies for exposure to virtual reality are promising and have been shown (...)
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  29.  32
    Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations.Alexandra Kitson, Mirjana Prpa & Bernhard E. Riecke - 2018 - Frontiers in Psychology 9:370199.
    Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today's modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently, technologies have emerged that mediate personal experiences, which is reflected in the high number of available applications designed to elicit positive changes. These technologies elicit positive changes by bringing users' attention to the self—from technologies that show (...)
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  30.  14
    Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinent Adverse Symptomatology.Panagiotis Kourtesis, Simona Collina, Leonidas A. A. Doumas & Sarah E. MacPherson - 2019 - Frontiers in Human Neuroscience 13.
  31.  14
    Learning My Way: A Pilot Study of Navigation Skills in Cerebral Palsy in Immersive Virtual Reality.Emilia Biffi, Chiara Gagliardi, Cristina Maghini, Chiara Genova, Daniele Panzeri, Davide Felice Redaelli & Anna Carla Turconi - 2020 - Frontiers in Psychology 11.
    Purpose:Human navigation skills are essential for everyday life and rely on several cognitive abilities, among which visual-spatial competences that are impaired in subjects with cerebral palsy. In this work, we proposed navigation tasks in immersive virtual reality to 15 children with CP and 13 typically developing peers in order to assess the individual navigation strategies and their modifiability in a situation resembling real life.Methods:We developed and adapted to IVR an application based on a 5-way maze in a playground (...)
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  32.  47
    Pratiques interactives et immersives; pratiques spatiales critiques. La réalité augmentée de l'espace d'exposition (with an abstract in English).Alessandra Mariani - 2012 - Mediatropes 3 (2):52-81.
    [Interactive and Immersive Practices; Critical Spatial Practices. The Augmented Reality of the Exhibition Space] The rise of installations, as well as immersive and interactive spaces, in both art and science museums has accustomed the public to heightened interactivity, leading to a better understanding of social, natural and scientific phenomena. These spatial systems have also paved the way for the production of innovative environments within exhibition design. This article aims to present a brief overview of the origins of (...)
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  33. Facing Immersive “Post-Truth” in AIVR?Nadisha-Marie Aliman & Leon Kester - 2020 - Philosophies 5 (4):45.
    In recent years, prevalent global societal issues related to fake news, fakery, misinformation, and disinformation were brought to the fore, leading to the construction of descriptive labels such as “post-truth” to refer to the supposedly new emerging era. Thereby, the (mis-)use of technologies such as AI and VR has been argued to potentially fuel this new loss of “ground-truth”, for instance, via the ethically relevant deepfakes phenomena and the creation of realistic fake worlds, presumably undermining experiential veracity. Indeed, _unethical_ and (...)
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  34. Changes in bodily awareness induced by immersive virtual reality.Craig D. Murray & Michael S. Gordon - 2001 - CyberPsychology and Behavior 4 (3):365-371.
  35. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media.Marie-Laure Ryan - 2003 - Journal of Aesthetics and Art Criticism 61 (2):206-207.
     
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  36.  13
    Age-Related Performance in Using a Fully Immersive and Automated Virtual Reality System to Assess Cognitive Function.Ngiap Chuan Tan, Jie En Lim, John Carson Allen, Wei Teen Wong, Joanne Hui Min Quah, Paulpandi Muthulakshmi, Tuan Ann Teh, Soon Huat Lim & Rahul Malhotra - 2022 - Frontiers in Psychology 13.
    IntroductionCognition generally declines gradually over time due to progressive degeneration of the brain, leading to dementia and eventual loss of independent functions. The rate of regression varies among the six cognitive domains. Current modality of cognitive assessment using neuropsychological paper-and-pencil screening tools for cognitive impairment such as the Montreal Cognitive Assessment has limitations and is influenced by age. Virtual reality is considered as a potential alternative tool to assess cognition. A novel, fully immersive automated VR system has been (...)
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  37. Genealogies of immersive media and virtual reality (VR) as practical aesthetic machines.Michael N. Goddard - 2021 - In Bernd Herzogenrath (ed.), Practical aesthetics. New York: Bloomsbury Academic.
  38. Experiencing an art education program through immersive virtual reality or iPad: Examining the mediating effects of sense of presence and extraneous cognitive load on enjoyment, attention, and retention.Qingyang Tang, Yanyun Wang, Hao Liu, Qian Liu & Shen Jiang - 2022 - Frontiers in Psychology 13.
    Sense of presence and extraneous cognitive load are the two psychological effects widely employed to explain the cognitive outcomes caused by high-immersive media. This study identified the concepts of both technological affordance and the psychological effects of VR learning. It investigated the mechanism by which immersion leads to better or worse communication in the context of art education. We operationalized the concept of immersion into two levels: a high-immersive VR system and a low-immersive tablet system. Through a (...)
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  39.  64
    Harm, Consent, and Virtual Selves in Full-Body Ownership Illusions: Real Concerns for Immersive Virtual Reality Therapies.Maria Botero & Elise Whatley - 2020 - Cambridge Quarterly of Healthcare Ethics 29 (4):585-591.
    This paper analyzes in the use of virtual reality when used to induce full-body ownership in violent offenders in order to elicit empathetic feelings by allowing them to embody the virtual body of a victim of domestic abuse. The authors explore potentially harmful effects to individuals participating in this kind of therapy and question whether consent is fully informed. The paper concludes with guidelines for ethical research and rehabilitation using this innovative technology.
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  40.  95
    Altered effective connectivity in the emotional network induced by immersive virtual reality rehabilitation for post-stroke depression.Jia-Jia Wu, Mou-Xiong Zheng, Xu-Yun Hua, Dong Wei, Xin Xue, Yu-Lin Li, Xiang-Xin Xing, Jie Ma, Chun-Lei Shan & Jian-Guang Xu - 2022 - Frontiers in Human Neuroscience 16.
    Post-stroke depression is a serious complication of stroke that significantly restricts rehabilitation. The use of immersive virtual reality for stroke survivors is promising. Herein, we investigated the effects of a novel immersive virtual reality training system on PSD and explored induced effective connectivity alterations in emotional networks using multivariate Granger causality analysis. Forty-four patients with PSD were equally allocated into an immersive-virtual reality group and a control group. In addition to their usual rehabilitation treatments, (...)
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  41.  64
    Immersive Nature of Art.Michał Ostrowicki - 2009 - Dialogue and Universalism 19 (1-2):129-141.
    The phenomenon of immersion mainly appears and relates to human existence in the interactive electronic environment. Immersion can produce an experience of electronically generated reality, which consists of feelings similar to those known from the experience of the physical world and can influence our sensuous and intentional attitude. A person enters the electronic world, frequently finding there the value of being and a sphere for her/his own activity, which can release personality and produce the kind of emotional attitude which (...)
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  42.  18
    Bilingual switching between languages and listeners: Insights from immersive virtual reality.David Peeters - 2020 - Cognition 195 (C):104107.
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  43.  29
    (1 other version)Influence of Landmarks on Wayfinding and Brain Connectivity in Immersive Virtual Reality Environment.Sharma Greeshma, Kaushal Yash, Chandra Sushil, Singh Vijander, P. Mittal Alok & Dutt Varun - 2017 - Frontiers in Psychology 8.
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  44.  27
    Flying dreams stimulated by an immersive virtual reality task.Claudia Picard-Deland, Maude Pastor, Elizaveta Solomonova, Tyna Paquette & Tore Nielsen - 2020 - Consciousness and Cognition 83:102958.
  45. TV Art, Ubiquity and Immersion. A Dialogue of Translation.Yves Citton - 2010 - Multitudes:216-222.
    In his extremely suggestive essay entitled 'Towards an Immersive Intelligence', artist and theorist Joseph Nechvatal defines immersive virtual reality art as 'an art that has a continuous, coherent quality and strives to ambiently include everything of perceptual worth within its domain in an overall, enveloping totality that is concerted and without an evident frame or border'1. Television, on the face of it, is not a medium capable of providing any form of sensory immersion: compared to the Imax (...)
     
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  46.  22
    A neuroarchitectural perspective to immersive architectural environments.Esen Gökçe Zdamar - 2023 - Technoetic Arts 21 (1):35-51.
    As digital and immersive architectural installations and augmented reality applications generate new sensations, new digital dimensions and boundaries create new perceptions of our built environment. Digital architectural installations as immersive environments make data visible and tangible and give access to data as an experiential flow. Like the works of Refik Anadol, TeamLab or Universal Everything, digital architectural installations point to a neuroarchitectural and neurophenomenological atmosphere that refers to the understanding and measurement of embodied human experience, and how (...)
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  47.  17
    Flow Immersive: A Multiuser, Multidimensional, Multiplatform Interactive Covid-19 Data Visualization Tool.Michael DiBenigno, Mehmet Kosa & Mina C. Johnson-Glenberg - 2021 - Frontiers in Psychology 12.
    Covid-19 has prompted a surge of data visualizations that have been published for public consumption, yet, many have not had broad appeal or may have not been well-understood by laypeople. A data storytelling platform called Flow Immersive has been created to successfully engage both laypeople and experts in understanding complex information. This tool integrates emerging technologies [e.g., augmented reality and virtual reality ] with a multiplatform, multiuser publishing approach. From October 2020 to December 2020, Flow’s Covid-19 AR (...)
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  48.  29
    Embodiment Comfort Levels During Motor Imagery Training Combined With Immersive Virtual Reality in a Spinal Cord Injury Patient.Carla Pais-Vieira, Pedro Gaspar, Demétrio Matos, Leonor Palminha Alves, Bárbara Moreira da Cruz, Maria João Azevedo, Miguel Gago, Tânia Poleri, André Perrotta & Miguel Pais-Vieira - 2022 - Frontiers in Human Neuroscience 16.
    Brain–machine interfaces combining visual, auditory, and tactile feedback have been previously used to generate embodiment experiences during spinal cord injury rehabilitation. It is not known if adding temperature to these modalities can result in discomfort with embodiment experiences. Here, comfort levels with the embodiment experiences were investigated in an intervention that required a chronic pain SCI patient to generate lower limb motor imagery commands in an immersive environment combining visual, auditory, tactile, and thermal feedback. Assessments were made pre-/ post-, (...)
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  49.  32
    Immersive movies: the effect of point of view on narrative engagement.Alberto Cannavò, Antonio Castiello, F. Gabriele Pratticò, Tatiana Mazali & Fabrizio Lamberti - forthcoming - AI and Society:1-15.
    Cinematic virtual reality (CVR) offers filmmakers a wide range of possibilities to explore new techniques regarding movie scripting, shooting and editing. Despite the many experiments performed so far both with both live action and computer-generated movies, just a few studies focused on analyzing how the various techniques actually affect the viewers’ experience. Like in traditional cinema, a key step for CVR screenwriters and directors is to choose from which perspective the viewers will see the scene, the so-called point of (...)
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  50.  25
    Mimicking Schizophrenia: Reducing P300b by Minimally Fragmenting Healthy Participants’ Selves Using Immersive Virtual Reality Embodiment.Bernhard Spanlang, Birgit Nierula, Maud Haffar & J. Bruno Debruille - 2019 - Frontiers in Human Neuroscience 12.
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