scholarly journals Using Virtual Reality to Test for Telepathy: A Proof-of-Concept Study

2020 ◽  
Vol 34 (4) ◽  
pp. 683-702
Author(s):  
David Vernon ◽  
Thomas Sandford ◽  
Eric Moyo

Telepathy is one of the most commonly reported psi-type experiences and represents the idea that one person can acquire information relating to the thoughts/feelings/intentions of another from a distance via a non-usual route. Typically the procedure involves a Sender and a Receiver who are physically separated whilst the former attempts to relay target information to the latter. Refinements to this paradigm have included placing the Receiver in sensory isolation in an effort to enhance the signal to noise ratio of the signal, as seen in the ganzfeld research. Here the aim was to immerse the Sender in a virtual reality (VR) environment in an effort to boost the transmission of the target whilst keeping the Receiver in partial sensory isolation. Using such a paradigm we tested eleven pairs of participants, each acting as Sender and Receiver across five trials. In each trial the Sender was immersed in a VR environment depicting a positive arousing experience (e.g., skiing downhill, driving a racing car). The Receiver’s task was to identify the correct target image from a set of 5 (i.e., 20% chance) matched for mean valence and arousal. Initial analysis of Receiver performance showed hit rates that did not differ significantly from chance. However, a post-hoc analysis comparing participants top two choices to chance showed a mean hit rate of 52% which was significantly greater than chance (at 40%). Examination of possible associations between hit rate and belief in psi as well as the subjectively rated strength of the relationship between Sender-Receiver pairings only showed a correlation with the psi sub-scale of the RPB. Hence, we argue that participant hit rate is more suggestive than conclusive of a telepathic effect. In addition, we outline a number of methodological refinements which we think could help to improve the viability and effectiveness of using VR.

Author(s):  
Sanghee Moon ◽  
Chun-Kai Huang ◽  
Maryam Sadeghi ◽  
Abiodun E. Akinwuntan ◽  
Hannes Devos

Accurate quantification of the impact of visual, somatosensory, and vestibular systems on postural control may inform tailor-made balance intervention strategies. The aim of this proof-of-concept study was to determine the safety, sense of presence, system usability, and face validity of a newly developed Virtual Reality Comprehensive Balance Assessment and Training (VR-ComBAT) in healthy young individuals. The VR-ComBAT included six balance condition: (1) stable surface with fixed virtual reality (VR) surroundings; (2) stable surface with blacked out VR surroundings; (3) stable surface with VR visual conflict; (4) unstable surface with fixed VR surroundings; (5) unstable surface with blacked out VR surroundings; and (6) unstable surface with VR visual conflict. Safety was evaluated using the number of adverse events, including scores on the Simulator Sickness Questionnaire. Sense of presence was evaluated using the igroup Presence Questionnaire (iPQ). System usability was assessed using the Systems Usability Scale (SUS). Friedman analyses with post hoc Wilcoxon Signed Rank tests were employed to demonstrate face validity by quantifying center of pressure (COP) changes in mean distance, mean velocity, and mean frequency in the anteroposterior (AP) and mediolateral (ML) direction across the six conditions. Twenty-three participants (27.4 ± 8.0 years old; 13 women) reported no adverse events. Participants scores on average 44.9 ± 9.6 on the iPQ and 79.7 ± 9.9 on the SUS. Post hoc analyses showed significant changes in COP-based measures when compared to baseline. The mean frequency change of COP showed direction-dependence in which increased frequency change in AP was observed while decreased change in ML was noted. The VR-ComBAT provides a safe, feasible, and cost-effective VR environment that demonstrates consistent sensory re-weighting between visual, somatosensory, and vestibular systems. Future studies should investigate whether VR-ComBAT can be used to inform precision rehabilitation of balance and fall prevention in older adults without and with neurological conditions.


2021 ◽  
Author(s):  
Tibor Guzsvinecz ◽  
Éva Orbán-Mihálykó ◽  
Cecília Sik-Lányi ◽  
Erika Perge

AbstractThe interaction time of students who did spatial ability tests in a virtual reality environment is analyzed. The spatial ability test completion times of 240 and 61 students were measured. A desktop display as well as the Gear VR were used by the former group and by the latter one, respectively. Logistic regression analysis was used to investigate the relationship between the probability of correct answers and completion times, while linear regression was used to evaluate effects and interactions of following factors on test completion times: the users’ gender and primary hand, test type and device used. The findings were that while the completion times are not significantly affected by the users’ primary hand, other factors have significant effects on them: they are decreased by the male gender in itself, while they are increased by solving Mental Rotation Tests or by using the Gear VR. The largest significant increment in interaction time in virtual reality during spatial ability tests is when Mental Rotation Tests are accomplished by males with the Gear VR, while the largest significant decrease in interaction time is when Mental Cutting Tests are completed with a desktop display.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Piotr Ryczkowski ◽  
Caroline G. Amiot ◽  
John M. Dudley ◽  
Goëry Genty

AbstractWe demonstrate computational spectral-domain ghost imaging by encoding complementary Fourier patterns directly onto the spectrum of a superluminescent laser diode using a programmable spectral filter. Spectral encoding before the object enables uniform spectral illumination across the beam profile, removing the need for light collection optics and yielding increased signal-to-noise ratio. In addition, the use of complementary Fourier patterns allows reduction of deleterious of parasitic light effects. As a proof-of-concept, we measure the wavelength-dependent transmission of a Michelson interferometer and a wavelength-division multiplexer. Our results open new perspectives for remote broadband spectral measurements.


2021 ◽  
pp. 089484532110133
Author(s):  
Jessica N. Schultz ◽  
Melanie E. Leuty ◽  
Emily Bullock-Yowell ◽  
Richard Mohn

Workplace microaggressions are related to person–organization fit (P-O fit) and job satisfaction. Additionally, P-O fit and calling predict job satisfaction. Given the religious connotations of calling, research has excluded study of these relationships in nonreligious samples, a growing segment of the U.S. population. To address this, it was predicted that P-O fit would mediate the relationship between microaggressions and job satisfaction, and calling would moderate the relationship between microaggressions and P-O fit. In a sample of 296 nonreligious employed adults, microaggressions predicted job satisfaction, while calling predicted P-O fit and job satisfaction; however, P-O fit did not mediate these relationships, and calling did not moderate microaggressions and P-O fit. Post hoc analyses revealed that calling moderated microaggressions and job satisfaction. Implications for research and vocational guidance with nonreligious individuals are discussed.


Crystals ◽  
2021 ◽  
Vol 11 (2) ◽  
pp. 107
Author(s):  
Tao Zhan ◽  
En-Lin Hsiang ◽  
Kun Li ◽  
Shin-Tson Wu

We demonstrate a light efficient virtual reality (VR) near-eye display (NED) design based on a directional display panel and a diffractive deflection film (DDF). The DDF was essentially a high-efficiency Pancharatnam-Berry phase optical element made of liquid crystal polymer. The essence of this design is directing most of the display light into the eyebox. The proposed method is applicable for both catadioptric and dioptric VR lenses. A proof-of-concept experiment was conducted with off-the-shelf optical parts, where the light efficiency was enhanced by more than 2 times.


Author(s):  
Monique Frances Crane ◽  
Sue Brouwers ◽  
Mark William Wiggins ◽  
Thomas Loveday ◽  
Kirsty Forrest ◽  
...  

Objective: This research examined whether negative and positive arousal emotions modify the relationship between experience level and cue utilization among anesthetists. Background: The capacity of a practitioner to form precise associations between clusters of features (e.g., symptoms) and events (e.g., diagnosis) and then act on them is known as cue utilization. A common assumption is that practice experience allows opportunities for cue acquisition and cue utilization. However, this relationship is often not borne out in research findings. This study investigates the role of emotional state in this relationship. Method: An online tool (EXPERTise 2.0) was used to assess practitioner cue utilization for tasks relevant to anesthesia. The experience of positive and negative arousal emotions in the previous three days was measured, and emotion clusters were generated. Experience was measured as the composite of practice years and hours of practice experience. The moderating role of emotion on the relationship between experience and cue utilization was examined. Results: Data on 125 anesthetists (36% female) were included in the analysis. The predicted interaction between arousal emotions and the experience level emerged. In particular, post hoc analyses revealed that anxiety-related emotions facilitated the likelihood of high cue utilization in less experienced practitioners. Conclusion: The findings suggest a role for emotions in cue use and suggest a functional role for normal range anxiety emotions in a simulated work-relevant task. Application: This research illustrates the importance of understanding the potentially functional effects common negative arousal emotions may have on clinical performance, particularly for those with less experience.


2011 ◽  
Vol 77 (10) ◽  
pp. 3532-3535 ◽  
Author(s):  
Caray A. Walker ◽  
Willie Donachie ◽  
David G. E. Smith ◽  
Michael C. Fontaine

ABSTRACTA two-step allele replacement mutagenesis procedure, using a conditionally replicating plasmid, was developed to allow the creation of targeted, marker-free mutations inCorynebacterium pseudotuberculosis. The relationship between homologous sequence length and recombination frequency was determined, and enhanced plasmid excision was observed due to the rolling-circle replication of the mutagenesis vector. Furthermore, an antibiotic enrichment procedure was applied to improve the recovery of mutants. Subsequently, as proof of concept, a marker-free,cp40-deficient mutant ofC. pseudotuberculosiswas constructed.


Author(s):  
Chul Woo Kim ◽  
Jungchul Park ◽  
Myung Hwan Yun ◽  
Sung H. Han ◽  
Hee-Dong Ko

The objective of this study was to develop a product evaluation method applicable to virtual prototypes and to apply the method to automobile interior design. Considering that virtual reality-based product prototypes could represent design alternatives comparable to physical prototypes, prototypes developed in virtual reality environments were employed as design alternatives. After a procedure to evaluate virtual prototypes was developed specifically for a virtual reality environment, the procedure was applied to the problem of automobile interior design. 34 subjects evaluated 32 different virtual prototypes generated from the combination of design element variations. Four categories of subjective impression were used to evaluate the 32 virtual prototypes: luxuriousness, comfort, harmoniousness, and controllability. ANOVA and multiple linear regression analysis were performed to specify design elements critical to customer preference and to interpret the relationship between design elements and subjective impressions. As the result, the shapes of frontal area including crash pad and center fascia, door trim and steering wheel were selected as important variables related to subjective impressions. The proposed evaluation method for virtual prototypes could be utilized as an alternative way of identifying the relationship between subjective impressions and design elements.


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