Avatars are not only a form of creative expression, they also allow for conformity and escapism. Our digital representations affect how we interact with others and can determine whether we fit in with social groups or are excluded.
Those who are prone to motion sickness have a harder time adapting to cybersickness and different virtual reality environments. However, people can adapt to the effects of VR-associated cybersickness by playing the same game repeatedly.
Recognition of our own voices creates a sense of agency in speech and is a critical factor in our sense of control over our speech. Researchers say personal connection to our voices may be key to understanding auditory hallucinations and could help to improve a person's virtual reality experience.
Researchers have developed a virtual robotic arm that can be controlled by a person's feet in a virtual environment to provide an "extra" limb. After training, users reported feeling the virtual limb felt as though it was part of their physical body.
EyeSyn, a newly developed "virtual eye" that simulates how humans look at the world accurately enough for the development of new augmented reality programs, can help create applications for the metaverse.
Study finds passively observing virtual reality games increases cybersickness, while actively participating in VR games diminishes feelings of motion sickness associated with virtual reality.
Virtual reality is helping researchers uncover some of the secrets of anxiety. Using VR, study participants were able to distinguish between safe and dangerous environments in a game. However, brain scans of those with anxiety showed increased activity in the insula and dorsomedial prefrontal cortex while in a safe zone, indicating their brains were associating the safe environment with threat or danger.
Studying rats in a virtual reality maze, researchers discover certain hippocampal neurons play a vital role in a specific mechanism of navigation.