Virtual Reality as a Research Tool in Neuropsychology: Depth Estimations in the Peripersonal Space

2006 ◽  
Author(s):  
Claudia Armbruster ◽  
Marc Wolter ◽  
Jakob T. Valvoda ◽  
Torsten Kuhlen ◽  
Will Spijkers ◽  
...  
2020 ◽  
Author(s):  
Madis Vasser ◽  
Jaan Aru

Virtual reality (VR) holds immense promise as a research tool to deliver results that are generalizable to the real world. However, the methodology used in different VR studies varies substantially. While many of these approaches claim to use “immersive VR”, the different hardware and software choices lead to issues regarding reliability and validity of psychological VR research. Questions arise about quantifying presence, the optimal level of graphical realism, the problem of being in dual-realities and reproducibility of VR research. We discuss how VR research paradigms could be evaluated and offer a list of practical recommendations to have common guidelines for psychological VR research.


2019 ◽  
Vol 45 (Supplement_2) ◽  
pp. S274-S275 ◽  
Author(s):  
Seok Jin Hong ◽  
Lauren Buck ◽  
Hyeon-Seung Lee ◽  
Andrea Prada ◽  
Robert Bodenheimer ◽  
...  

2013 ◽  
Vol 04 (supp01) ◽  
pp. 1340004 ◽  
Author(s):  
AKIRA KAGEYAMA ◽  
NOBUAKI OHNO ◽  
SHINTARO KAWAHARA ◽  
KAZUO KASHIYAMA ◽  
HIROAKI OHTANI

VFIVE is a scientific visualization application for CAVE-type immersive virtual reality (VR) systems. The source codes are freely available. VFIVE is used as a research tool in various VR systems. It also lays the groundwork for developments of new visualization software for CAVEs. In this paper, we pick up five CAVE systems in four different institutions in Japan. Applications of VFIVE in each CAVE system are summarized. Special emphases will be placed on scientific and technical achievements made possible by VFIVE.


Author(s):  
David Gallardo-Pujol ◽  
Macià Buades-Rotger

This chapter summarizes and evaluates experimental approaches to situational research with an emphasis on virtual reality (VR). First, it outlines different methods to partition variance in person and situation perception and to highlight the advantages of experimental studies as a fixed-effect design. Next, the chapter weighs the merits of some commonly employed methods to standardize situations in experimental settings. The core of the chapter is devoted to VR. After a brief historical and conceptual introduction, it discusses the value of VR as a research tool in terms of internal and external validity. Subsequently, it shows how VR can aid the study of person-situation interactions by using a virtual replication of Stanley Milgram’s conformity study. Finally, it reviews recent studies that have pushed the boundaries of VR and enumerates the challenges yet to be overcome in the field. In sum, the chapter aims to provide a succinct and encouraging primer on the use of VR for situation research.


2021 ◽  
Vol 2 ◽  
Author(s):  
France Lerner ◽  
Guillaume Tahar ◽  
Alon Bar ◽  
Ori Koren ◽  
Tamar Flash

Many distinct spaces surround our bodies. Most schematically, the key division is between peripersonal space (PPS), the close space surrounding our body, and an extrapersonal space, which is the space out of one’s reach. The PPS is considered as an action space, which allows us to interact with our environment by touching and grasping. In the current scientific literature, PPS’ visual representations are appearing as mere bubbles of even dimensions wrapped around the body. Although more recent investigations of PPS’ upper body (trunk, head, and hands) and lower body (legs and foot) have provided new representations, no investigation has been made yet concerning the estimation of PPS’s overall representation in 3D. Previous findings have demonstrated how the relationship between tactile processing and the location of sound sources in space is modified along a spatial continuum. These findings suggest that similar methods can be used to localize the boundaries of the subjective individual representation of PPS. Hence, we designed a behavioral paradigm in virtual reality based on audio-tactile interactions, which has enabled us to infer a detailed individual 3D audio-tactile representation of PPS. Considering that inadequate body-related multisensory integration processes can produce incoherent spatio–temporal perception, the development of a virtual reality setup and a method to estimate the representation of the subjective PPS volumetric boundaries will be a valuable addition for the comprehension of the mismatches occurring between body physical boundaries and body schema representations in 3D.


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