Results for ' HMD'

14 found
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  1.  3
    Are Modern Head-Mounted Displays Sexist? A Systematic Review on Gender Differences in HMD-Mediated Virtual Reality.Simone Grassini & Karin Laumann - 2020 - Frontiers in Psychology 11.
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  2.  13
    Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technological Review and Meta-Analysis.Panagiotis Kourtesis, Simona Collina, Leonidas A. A. Doumas & Sarah E. MacPherson - 2019 - Frontiers in Human Neuroscience 13:481367.
    Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion (...)
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  3.  15
    Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis.Dimitrios Saredakis, Ancret Szpak, Brandon Birckhead, Hannah A. D. Keage, Albert Rizzo & Tobias Loetscher - 2020 - Frontiers in Human Neuroscience 14:512264.
    The use of head-mounted displays (HMD) for virtual reality (VR) application-based purposes including therapy, rehabilitation, and training is increasing. Despite advancements in VR technologies, many users still experience sickness symptoms. VR sickness may be influenced by technological differences within HMDs such as resolution and refresh rate, however, VR content also plays a significant role. The primary objective of this systematic review and meta-analysis was to examine the literature on HMDs that report Simulator Sickness Questionnaire (SSQ) scores to determine the impact (...)
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  4. Immunity to error through misidentification and the bodily illusion experiment.Masaharu Mizumoto & Masato Ishikawa - 2005 - Journal of Consciousness Studies 12 (7):3-19.
    In this paper we introduce a paradigm of experiment which, we believe, is of interest both in psychology and philosophy. There the subject wears an HMD (head-mount display), and a camera is set up at the upper corner of the room, in which the subject is. As a result, the subject observes his own body through the HMD. We will mainly focus on the philosophical relevance of this experiment, especially to the thesis of so-called 'immunity to error through misidentification relative (...)
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  5.  8
    Perception and Motion in Real and Virtual Environments: A Narrative Review of Autism Spectrum Disorders.Irene Valori, Phoebe E. McKenna-Plumley, Rena Bayramova & Teresa Farroni - 2021 - Frontiers in Psychology 12.
    Atypical sensorimotor developmental trajectories greatly contribute to the profound heterogeneity that characterizes Autism Spectrum Disorders. Individuals with ASD manifest deviations in sensorimotor processing with early markers in the use of sensory information coming from both the external world and the body, as well as motor difficulties. The cascading effect of these impairments on the later development of higher-order abilities underlines the need for interventions that focus on the remediation of sensorimotor integration skills. One of the promising technologies for such stimulation (...)
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  6.  27
    The Sense of 1PP-Location Contributes to Shaping the Perceived Self-location Together with the Sense of Body-Location.Hsu-Chia Huang, Yen-Tung Lee, Wen-Yeo Chen & Caleb Liang - 2017 - Frontiers in Psychology 8 (370):1-12.
    Self-location—the sense of where I am in space—provides an experiential anchor for one's interaction with the environment. In the studies of full-body illusions, many researchers have defined self-location solely in terms of body-location—the subjective feeling of where my body is. Although this view is useful, there is an issue regarding whether it can fully accommodate the role of 1PP-location—the sense of where my first-person perspective is located in space. In this study, we investigate self-location by comparing body-location and 1PP-location: using (...)
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  7.  62
    Body ownership and experiential ownership in the self-touching illusion.Caleb Liang, Si-Yan Chang, Wen-Yeo Chen, Hsu-Chia Huang & Yen-Tung Lee - 2014 - Frontiers in Psychology 5 (1591):1-13.
    We investigate two issues about the subjective experience of one's body: first, is the experience of owning a full-body fundamentally different from the experience of owning a body-part?Second, when I experience a bodily sensation, does it guarantee that I cannot be wrong about whether it is me who feels it? To address these issues, we conducted a series of experiments that combined the rubber hand illusion (RHI) and the “body swap illusion.” The subject wore a head mounted display (HMD) connected (...)
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  8.  6
    “Tricking the Brain” Using Immersive Virtual Reality: Modifying the Self-Perception Over Embodied Avatar Influences Motor Cortical Excitability and Action Initiation.Karin A. Buetler, Joaquin Penalver-Andres, Özhan Özen, Luca Ferriroli, René M. Müri, Dario Cazzoli & Laura Marchal-Crespo - 2022 - Frontiers in Human Neuroscience 15.
    To offer engaging neurorehabilitation training to neurologic patients, motor tasks are often visualized in virtual reality. Recently introduced head-mounted displays allow to realistically mimic the body of the user from a first-person perspective in a highly immersive VR environment. In this immersive environment, users may embody avatars with different body characteristics. Importantly, body characteristics impact how people perform actions. Therefore, alternating body perceptions using immersive VR may be a powerful tool to promote motor activity in neurologic patients. However, the ability (...)
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  9.  15
    A Wearable Mixed Reality Platform to Augment Overground Walking: A Feasibility Study.Emily Evans, Megan Dass, William M. Muter, Christopher Tuthill, Andrew Q. Tan & Randy D. Trumbower - 2022 - Frontiers in Human Neuroscience 16.
    Humans routinely modify their walking speed to adapt to functional goals and physical demands. However, damage to the central nervous system often results in abnormal modulation of walking speed and increased risk of falls. There is considerable interest in treatment modalities that can provide safe and salient training opportunities, feedback about walking performance, and that may augment less reliable sensory feedback within the CNS after injury or disease. Fully immersive virtual reality technologies show benefits in boosting training-related gains in walking (...)
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  10.  4
    Active View and Passive View in Virtual Reality Have Different Impacts on Memory and Impression.Kyoko Hine & Hodaka Tasaki - 2019 - Frontiers in Psychology 10:472011.
    Virtual reality (VR) through a head-mounted display (HMD) can provide new experiences. However, it remains unclear how the characteristics of HMDs affect users’ memory. To use HMDs more effectively and appropriately in several applied fields, including education, it is necessary to clarify what characteristics of HMDs affect users’ memory. A head-tracking function mounted on an HMD helps to detect the user’s head direction to enable a simulation experience akin to the real world. When we experience a simulation on an HMD, (...)
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  11.  12
    Hazard Perception, Presence, and Simulation Sickness—A Comparison of Desktop and Head-Mounted Display for Driving Simulation.Sarah Malone & Roland Brünken - 2021 - Frontiers in Psychology 12.
    Driving simulators are becoming increasingly common in driver training and assessment. Since virtual reality is generally regarded as an appropriate environment for measuring risk behavior, simulators are also used to assess hazard perception, which is considered to be one of the most important skills for safe driving. Simulators, which offer challenges that are indeed comparable to driving in real traffic, but at a very low risk of physical injury, have the potential to complement theoretical and practical driver trainings and tests. (...)
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  12.  38
    VR and hallucination: a technoetic perspective.Diana Reed Slattery - 2008 - Technoetic Arts 6 (1):3-18.
    Virtual Reality (VR), especially in a technologically focused discourse, is defined by a class of hardware and software, among them head-mounted displays (HMD); navigation and pointing devices; and stereoscopic imaging. This presentation examines an experiential aspect of VR. Putting virtual in front of reality modifies the ontological status of a class of experience that of reality. Reality has also been modified (by artists, new media theorists, technologists and philosophers) as augmented, mixed, simulated, artificial, layered and enhanced. Modifications of reality are (...)
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  13.  39
    Walking through Architectural Spaces: The Impact of Interior Forms on Human Brain Dynamics.Maryam Banaei, Javad Hatami, Abbas Yazdanfar & Klaus Gramann - 2017 - Frontiers in Human Neuroscience 11:289961.
    Neuroarchitecture uses neuroscientific tools to better understand architectural design and its impact on human perception and subjective experience. The form or shape of the built environment is fundamental to architectural design, but not many studies have shown the impact of different forms on the inhabitants’ emotions. This study investigated the neurophysiological correlates of different interior forms on the perceivers’ affective state and the accompanying brain activity. To understand the impact of naturalistic three-dimensional (3D) architectural forms, it is essential to perceive (...)
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  14.  33
    Body-as-Subject in the Four-Hand Illusion.Caleb Liang, Yen-Tung Lee, Wen-Yeo Chen & Hsu-Chia Huang - 2018 - Frontiers in Psychology 9 (1710):1-9.
    In a recent study (Chen et al., 2018), we conducted a series of experiments that induced the “four-hand illusion”: using a head-mounted display (HMD), the participant adopted the experimenter’s first-person perspective (1PP) as if it was his/her own 1PP. The participant saw four hands via the HMD: the experimenter’s two hands from the adopted 1PP and the subject’s own two hands from the adopted third-person perspective (3PP). In the active four-hand condition, the participant tapped his/her index fingers, imitated by the (...)
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