scholarly journals Effect of a short rest period on associative and relational memory performance: A Virtual Reality study

2020 ◽  
Vol 20 (1) ◽  
pp. 21-32
Author(s):  
Nicolas Ribeiro ◽  
Camille Sagnier ◽  
Véronique Quaglino ◽  
Yannick Gounden ◽  
Emilie Loup-Escande

Virtual reality immerses individuals in 3D environments where spatial properties are similar to those of real life. Virtual reality can therefore be effective and relevant in the study of memory processing, especially when spatial properties are involved. We studied the effect of a 20-minute rest period on memory performance for associative and relational learnings. Eighty-one participants were placed in a virtual environment in which they learned 24 associations implicating objects and their respective precise location. As expected, the performance of associative memory was improved by a rest period between study and test phases. We discuss these results and the benefits of using an immersive virtual environment for such memory investigation. In addition, elaborating our environment was highly informative and led to several recommendations that we believe could be useful for researchers who would like to rely on virtual reality for investigating memory.

2019 ◽  
Vol 292 ◽  
pp. 01031 ◽  
Author(s):  
Václav Mach ◽  
Jan Valouch ◽  
Milan Adámek ◽  
Jiří Ševčík

The 3D reconstruction and visualization of crime scenarios, such as criminal assaults, traffic accidents or homicides are defining a new approach with potential for increasing effectiveness within the criminal investigation process. Modern 3D capturing and processing methods are utilized to create an authentic and immersive virtual environment. Nonetheless, an immersion to virtual environment enables different levels of view. Virtual reality immersion views which are proposed and described. These views are specific by reasons of its role within the criminal investigation as well as its technical severity. Moreover, the possible methods for the design of proposed virtual views are analyzed and the next research steps are exposed.


2021 ◽  
Vol 2 ◽  
pp. 21-45
Author(s):  
Reginaldo Schiavini ◽  
Heli Meurer

The objective of this study was to use virtual reality as a validation method of a new multimodal warning for use in situations of risk and danger. This warning is intended to be more efficient than the static warnings as regards their ability to convey clear, objective information and securely. The virtual environment used was developed with immersive virtual reality simulating a risk and danger to the user. This virtual environment allows situations are simulated in real life would be impossible for putting at risk the lives of people. For the warning efficiency were evaluated, we used two warnings, static and multimodal, which consisted of harmonization between the ISO and ANSI standards. As innovation factor used was the explanation of the consequences of non-compliance. Multimodal elements used in the notice were a file with a recorded human voice and a flashing red light. These results demonstrated that the virtual environment used, and the multimodal warning were efficient in their goals. The results of the variables used were positive and the hypotheses was validated with the use of statistical tests.


2021 ◽  
Author(s):  
Jacqueline McIntosh ◽  
Maria Rodgers ◽  
Bruno Marques ◽  
Alysha Gibbard

© Wichmann Verlag, VDE VERLAG GMBH ·. A military lifestyle can have profound impacts on an individual’s health and wellbeing. In-creasingly, new technologies such as the creation of Virtual Reality (VR) are being explored as bridging mechanisms to provide ‘space’ and to aid with other therapies. The overarching research programme investigates the therapeutic and social qualities of landscape and how these can be translated into an immersive virtual environment. There is a specific focus regarding immersive VR environments and how these could be used as a tool to promote positive health, wellbeing, and social connection within the New Zealand Defence Force (NZDF).


Author(s):  
Chris Shaw ◽  
Diane Gromala ◽  
Meehae Song

The Meditation Chamber is an immersive virtual environment (VE), initially created to enhance and augment the existing methods of training users how to meditate, and by extension, to realize the benefits from meditation practice, including the reduction of stress, anxiety and pain. Its innovative combination of immersive virtual reality (VR) and biofeedback technologies added interoceptive or dimensions of inner senses to the already sensorially rich affordances of VR. Because the Meditation Chamber enabled users to become aware of autonomic senses that they are not normally conscious of, and to manipulate them in real-time, we found that it did enhance users’ abilities to learn how to meditate, particularly those who had never meditated. We describe the Meditation Chamber, scientific methods of evaluation and findings, and discuss first-person phenomenological aspects, its long-term applicability for users who have chronic pain, and future directions.


2020 ◽  
Vol 35 (6) ◽  
pp. 976-976
Author(s):  
Coldiron A ◽  
Smith L ◽  
Helphrey J ◽  
Sawyer J ◽  
Flores E ◽  
...  

Abstract Objective A virtual reality-based prospective memory task was designed to examine whether a virtual environment would allow for a deeper level of processing and aid prospective memory performance. The purpose of this study was to compare young adults’ performance on analog and virtual reality-based prospective memory tasks. Method Young adult college students (N = 40; ages 18–26) completed both analog and virtual reality prospective memory tasks in the Virtual Kitchen Protocol. Results A within-subjects analysis of variance found that participants performed better on the analog prospective memory task than in virtual reality, F(1,39) = 12.46, p = .001. Conclusions Results suggest that the virtual environment served as a source of distraction rather than a memory aid for young adults’ prospective memory ability. However, this added level of distraction may mimic everyday prospective memory settings better than traditional analog tasks, suggesting that virtual prospective memory tasks may be able to better assess everyday prospective memory abilities.


Author(s):  
Derek Harter ◽  
Shulan Lu ◽  
Pratyush Kotturu ◽  
Devin Pierce

We present an immersive virtual environment being developed to study questions of risk perception and their impacts on effective training. Immersion is known to effect the quality of training in virtual environments, and the successful transfer of skills to real world situations. However, the level of perceived immersiveness that an environment invokes is an ill defined concept, and effects of different types of immersion are known to have greater and lesser influences on training outcomes. We concentrate on how immersiveness effects perceived risk in virtual environments, and how risk impacts training effectiveness. Simulated risk can invoke an alief of danger in subjects using a virtual environment. Alief is a concept useful in virtual training that describes situations where the person experiencing a simulated scenario knows it is not real, but suspends disbelief (willingly or unwillingly). This suspension of belief (alief) can cause the person to experience the same sorts of autonomic reactions as if they were experiencing the situation in real life (for example, think of fear invoked on amusement park rides). Alief of risk or danger has been proposed as one phenomenon that can influence training outcomes, like the experience of immersion, when training in virtual environments. In this paper we present work on developing a low-cost virtual environment for the manipulation of immersion and risk for cognitive studies. In this environment we provide several alternative input modalities, from mouse to Wii remote interactivity, to control a virtual avatar’s hand and arm for performing risky every day tasks. Immersion can be manipulated in several ways, as well as the type and risk associated with tasks. Typical tasks include performing kitchen preparation work (using knives or hot items), or wood or metal working tasks (involving manipulation of dangerous tools). This paper describes the development and technologies used to create the virtual environment, and how we vary risk perception and immersion of users for various cognitive tasks. The capabilities and manipulations of immersiveness and risk are presented together with some findings on using Wii motes as input devices in several ways for virtual environments. The paper concludes with some preliminary results of varying perceived risk on cognitive task performance in the developed environment.


2016 ◽  
Vol 22 (2) ◽  
pp. 116-126 ◽  
Author(s):  
Veronika Egger (is-design GmbH)

In a fully immersive virtual environment that modeled the new Vienna Central Station this research project investigated to what extent virtual reality might serve to evaluate the quality of orientation signage. From an information design point of view, two questions were particularly relevant: (1) How applicable are results from a virtual environment to the real world? and (2) Is this type of virtual environment suitable for testing with elderly people and people who are partially sighted? The article describes evaluation methods, limits and strengths of the virtual environment and lessons for real world application of results.


1996 ◽  
Vol 2 (3) ◽  
pp. 1-14
Author(s):  
Jing-Jing Fang ◽  
Douglas E.R. Clark ◽  
John E. L. Simmons

The authors built a pseudo-immersive three-dimensional computer generated virtual environment (VE) as a shell for research in detailed collision detection. The purpose of the virtual world construction described in this paper is to handle engineering applications such as the mechanical assembly and disassembly of complex systems. A virtual space ball is attached to the VE in order to control the motion of virtual objects in that environment. This software interface simulates a real three-dimensional space ball device. The contribution of the pseudo-immersive system removes the absolute necessity for expensive Virtual Reality equipment and software for research work on virtual reality.


2016 ◽  
Vol 21 (1) ◽  
pp. 19-29 ◽  
Author(s):  
Chien-Min Wu ◽  
Chih-Wen Hsu ◽  
Tzu-Kuei Lee ◽  
Shana Smith

2020 ◽  
Vol 10 (4) ◽  
pp. 1517 ◽  
Author(s):  
Alexander P. Walmsley ◽  
Thomas P. Kersten

As virtual reality (VR) and the corresponding 3D documentation and modelling technologies evolve into increasingly powerful and established tools for numerous applications in architecture, monument preservation, conservation/restoration and the presentation of cultural heritage, new methods for creating information-rich interactive 3D environments are increasingly in demand. In this article, we describe the development of an immersive virtual reality application for the Imperial Cathedral in Königslutter, in which 360° panoramic photographs were integrated within the virtual environment as a novel and complementary form of visualization. The Imperial Cathedral (Kaiserdom) of Königslutter is one of the most important examples of Romanesque architecture north of the Alps. The Cathedral had previously been subjected to laser-scanning and recording with 360° panoramic photography by the Photogrammetry & Laser Scanning lab of HafenCity University Hamburg in 2010. With the recent rapid development of consumer VR technology, it was subsequently decided to investigate how these two data sources could be combined within an immersive VR application for tourism and for architectural heritage preservation. A specialised technical workflow was developed to build the virtual environment in Unreal Engine 4 (UE4) and integrate the panorama photographs so as to ensure the seamless integration of these two datasets. A simple mechanic was developed using the native UE4 node-based programming language to switch between these two modes of visualisation.


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