Combining novel virtual reality imaging with machine learning, researchers were able to accurately detect mouse models of ASD compared to wild-type mice based on cortical functional network dynamics while the animal was in motion.
Perception in virtual reality is more strongly influenced by expectations than visual information, researchers report.
Study examines virtual romantic relationships, or romantic anthropomorphism, exploring how a human's romantic needs can be met by anthropomorphized agents.
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.
Researchers reveal how participating in a group virtual reality experience can produce responses similar to those triggered by psychedelics.
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.
The intensity of perceptual bias in specific views depends upon posture and the position of your neck, a new study reveals.
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.
Immersive virtual reality that focuses on anger exposure training may have a positive effect as a treatment for anger management.
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.