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.
Reduced activity in the prefrontal cortex during virtual reality creative self-expression tasks indicates an enhanced relaxation response.
A new touch-sensing glove can feel pressure and other tactile stimuli, researchers report. The glove has applications for those with motor function disorders and could be adapted from virtual reality gaming experiences.