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  1.  9
    CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning.Christian Krupitzer, Jens Naber, Jan-Philipp Stauffert, Jan Mayer, Jan Spielmann, Paul Ehmann, Noel Boci, Maurice Bürkle, André Ho, Clemens Komorek, Felix Heinickel, Samuel Kounev, Christian Becker & Marc Erich Latoschik - 2022 - Frontiers in Psychology 13.
    GoalThis paper presents an immersive Virtual Reality system to analyze and train Executive Functions of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals.MethodThe system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target (...)
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  2.  7
    User Responses to a Humanoid Robot Observed in Real Life, Virtual Reality, 3D and 2D.Martina Mara, Jan-Philipp Stein, Marc Erich Latoschik, Birgit Lugrin, Constanze Schreiner, Rafael Hostettler & Markus Appel - 2021 - Frontiers in Psychology 12.
    Humanoid robots are projected to be mass marketed in the future in several fields of application. Today, however, user evaluations of humanoid robots are often based on mediated depictions rather than actual observations or interactions with a robot, which holds true not least for scientific user studies. People can be confronted with robots in various modes of presentation, among them 2D videos, 3D, i.e., stereoscopic videos, immersive Virtual Reality, or live on site. A systematic investigation into how such differential modes (...)
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    A Fully-Immersive Virtual Reality Setup to Study Gait Modulation.Chiara Palmisano, Peter Kullmann, Ibrahem Hanafi, Marta Verrecchia, Marc Erich Latoschik, Andrea Canessa, Martin Fischbach & Ioannis Ugo Isaias - 2022 - Frontiers in Human Neuroscience 16.
    Objective: Gait adaptation to environmental challenges is fundamental for independent and safe community ambulation. The possibility of precisely studying gait modulation using standardized protocols of gait analysis closely resembling everyday life scenarios is still an unmet need.Methods: We have developed a fully-immersive virtual reality environment where subjects have to adjust their walking pattern to avoid collision with a virtual agent crossing their gait trajectory. We collected kinematic data of 12 healthy young subjects walking in real world and in the VR (...)
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