scholarly journals Using Virtual Reality Techniques to Study Cognitive Processes in Car Driving Activity

Author(s):  
Emmanuelle Ménétrier ◽  
Paul Richard ◽  
Vincent Boucher ◽  
Christophe Boujon
Author(s):  
Sahinya Susindar ◽  
Mahnoosh Sadeghi ◽  
Lea Huntington ◽  
Andrew Singer ◽  
Thomas K. Ferris

Classical methods for eliciting emotional responses, including the use of emotionally-charged pictures and films, have been used to study the influence of affective states on human decision-making and other cognitive processes. Advanced multisensory display systems, such as Virtual Reality (VR) headsets, offer a degree of immersion that may support more reliable elicitation of emotional experiences than less-immersive displays, and can provide a powerful yet relatively safe platform for inducing negative emotions such as fear and anger. However, it is not well understood how the presentation medium influences the degree to which emotions are elicited. In this study, emotionally-charged stimuli were introduced via two display configurations – on a desktop computer and on a VR system –and were evaluated based on performance in a decision task. Results show that the use of VR can be a more effective method for emotion elicitation when study decision-making under the influence of emotions.


Leonardo ◽  
2018 ◽  
Vol 51 (5) ◽  
pp. 453-459 ◽  
Author(s):  
Teresa Wennberg

The author’s multimedia art is inspired by memory and cognitive processes. This paper discusses certain human brain functions, including a reflection on the evolution from individual human memory to collective computer memory and the role of the artist in this vital change.


Author(s):  
Shujie Deng ◽  
Julie A. Kirkby ◽  
Jian Chang ◽  
Jian Jun Zhang

The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications.


2020 ◽  
Vol 20 (1) ◽  
pp. 33-47
Author(s):  
Romain Delgrange ◽  
Jean-Marie Burkhardt ◽  
Valérie Gyselinck

The rise of virtual reality has overcome many of the methodological challenges faced by researchers studying spatial navigation. Yet, the difficulty in developing life-like virtual settings still remains a substantial barrier to most studies when fidelity to the real world has to be achieved in order to ensure some psychological validity of the results. Moreover, the variety of the settings results in standardization issues across studies. Our argument is that widely available video games could represent a worthwhile alternative to laboratory-made virtual environments, while providing a satisfactory methodological quality. This study assessed a prototype of landmark-based navigational aid by administering wayfinding tasks in the video game Grand Theft Auto V. Our results provide evidence that this video game offers a transparent and adaptable way to investigate cognitive processes with high experimental control and psychological validity. Recommendations towards the use of video game-based methodologies for future research are discussed.


2020 ◽  
pp. 16-28
Author(s):  
Vladimir V. Selivanov ◽  
Lyudmila N. Selivanova ◽  
Nigina S. Babieva

2018 ◽  
Vol 4 (4) ◽  
pp. 1266-1273
Author(s):  
Juan Cartes-Velásquez

The cognitive processes and the motor system of the human being begin to deteriorate progressively with age, so that the postural actions that are executed to maintain balance become ineffective. Virtual reality can be effectively implemented as a method of diagnosis, training and rehabilitation of older adults. Recent literature shows that dynamic posturography can detect and classify the risk of falling. On the other hand, the use of wearable sensors allows to enrich the training based on virtual reality, being the most used console, the Nintendo Wii. The improvements achieved through virtual training are significant and similar to those obtained through conventional exercises. In addition, the implementation of virtual training increases adherence to treatment, but the effectiveness of training lies in the choice of the correct protocols. Maintaining the improvements will depend on the cognitive demand of the training. Currently, the systems under development seek to integrate virtual reality with wearable sensors and medical equipment. In the future, virtual reality can be used as a basis for the development of tele-rehabilitation systems.SUMMARY: The cognitive processes and the motor system of the human being begin to deteriorate progressively with age, so that the postural actions that are executed to maintain balance become ineffective. Virtual reality can be effectively implemented as a method of diagnosis, training and rehabilitation of older adults. Recent literature shows that dynamic posturography can detect and classify the risk of falling. On the other hand, the use of wearable sensors allows to enrich the training based on virtual reality, being the most used console, the Nintendo Wii. The improvements achieved through virtual training are significant and similar to those obtained through conventional exercises. In addition, the implementation of virtual training increases adherence to treatment, but the effectiveness of training lies in the choice of the correct protocols. Maintaining the improvements will depend on the cognitive demand of the training. Currently, the systems under development seek to integrate virtual reality with wearable sensors and medical equipment. In the future, virtual reality can be used as a basis for the development of tele-rehabilitation systems.


Author(s):  
Ra˘zvan-Vlad Vasiu ◽  
Cornel Bris¸an

This paper discusses and presents graphical representation of roads as 3D geometric object in virtual reality and Matlab in accordance with civil road construction rules concerning aspects for macro level: vertical and horizontal road alignment and micro level: surface rugosity. In the following are presented implementation methods and the advantages for road graphical modeling in 3D with the help of virtual reality in both macro and micro level. The goal of the paper is to present a modular approach for development of a fully integrated 3D road model using virtual reality with Matlab. The computed parameters are included into VRML/X3D files which are useful for development of car driving simulators.


2020 ◽  
pp. short5-1-short5-6
Author(s):  
Natalya Averbukh ◽  
Vladimir Averbukh

The paper examines research methods in the field of computer visualization based on virtual reality. Virtual reality environments were initially used for training simulation, but as far back as in the late 1980s scientific visualization systems based on virtual reality occurred. Those were the pilot versions of virtual test stands that were used in developing reusable space shuttles. Currently, virtual reality environments have been actively used in scientific visualization and software visualization systems. Developing such systems involves not only the issues of software implementation, modelling or adequate equipment choice, but also the tasks connected with cognitive processes occurring in both users and developers of visualization systems. Featured is a brief review of papers dealing with research in human interaction with virtual reality. The scope of tasks in developing visualization systems based on virtual reality is determined. The conclusion discusses several research issues, the solutions to which will increase the efficiency of interaction of users with virtual environments.


1997 ◽  
Vol 29 (3) ◽  
pp. 386-389 ◽  
Author(s):  
J. Rick Turner ◽  
Frank A. Treiber ◽  
Harry Davis ◽  
Joseph Rectanwald ◽  
Walter Pipkin ◽  
...  

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