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.
Combining neuroimaging and a constructed virtual reality town, researchers found the brain uses three different systems to perceive environment. One system allows us to recognize a place, another helps navigate through that location, and the third helps navigate from one place to another. The parahippocampal place area (PPA) helps encode location recognition, while the retrosplenial complex allows for mentally mapping the locations of specific places.
Using virtual reality, researchers shed light on how those with anorexia perceive their own bodies.The study also found women with anorexia consider severely underweight bodies to be ideal and most attractive.
Researchers report mild cognitive impairment can be remotely detected with the help of a self administered brain training game.
A study to be presented at the 175th Annual Meeting of the Acoustical Society of America reports virtual reality technology may help us better understand how we make sense of the world with sound.
According to researchers, people who watch live interactions between robots and other people are more likely to consider the robot to have more humanlike qualities.
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.