VIRTUAL REALITY in partnership with MYNDEK
Experiments, events and developments
Virtual reality for Neuroscience and Psychology
The use of virtual reality is spreading at great speed in research fields such as psychology and cognitive neuroscience. This diffusion can be understood by analysing the possibility that this technique offers in the design of experimental paradigms that are both realistic and controlled. Through a computer programmed simulation, later projected in a virtual reality helmet, it is possible to immerse an individual in simulated contexts that reflect the characteristics of the naturalistic environment or, on the contrary, in situations where the laws of physics are distorted. |
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Experiments
Virtual reality experiments (VR) are increasingly used because of their internal and external validity compared to real world observation.
These are our main uses:
Virtual reality experiments (VR) are increasingly used because of their internal and external validity compared to real world observation.
These are our main uses:
- Laboratory experiments
- Realization of custom VR environments for Psychology
- Cognitive Research Applications
- Neuromarketing studies
Events
In partnership with Myndek a company specialized in virtual reality, we have designed and managed exciting events and many international research projects.
For example, in 2017, we brought our experience to the Sesar Innovation Days.
In partnership with Myndek a company specialized in virtual reality, we have designed and managed exciting events and many international research projects.
For example, in 2017, we brought our experience to the Sesar Innovation Days.
The aim of the study was to understand the impact of different sensory inputs on Air Traffic Controller’s performance in Remote Tower Operations. The validation experiment was performed in a virtual reality environment and involved fifteen professional ATCOs. Human performance, sense of presence/immersion, situation awareness and cognitive workload were studied using combination of subjective (questionnaires and expert judjement) and objective measures (Neurophysiological signals).
Developments
There are a wide range of virtual reality applications that include: Architecture, Medicine, Art, Sport and Rehabilitation (check our partners' VR software for rehabilitation: Thera). For example, wherever it is too dangerous, expensive or impractical to do something in reality, virtual reality could be the answer. For these reasons virtual reality is used a lot in training of various nature, from aircraft pilots to first flights, to applications for young surgeons (here very useful is also augmented reality), virtual reality allows us to take virtual risks. As the cost of virtual reality decreases and becomes more accessible (read something about exponential technologies), we can expect virtual reality applications to be adopted more and more in the future to decrease training costs and minimize dangers.
For these reasons our experts are willing to work together to develop new ideas and projects.
You can contact us for any information or collaboration at: [email protected]
There are a wide range of virtual reality applications that include: Architecture, Medicine, Art, Sport and Rehabilitation (check our partners' VR software for rehabilitation: Thera). For example, wherever it is too dangerous, expensive or impractical to do something in reality, virtual reality could be the answer. For these reasons virtual reality is used a lot in training of various nature, from aircraft pilots to first flights, to applications for young surgeons (here very useful is also augmented reality), virtual reality allows us to take virtual risks. As the cost of virtual reality decreases and becomes more accessible (read something about exponential technologies), we can expect virtual reality applications to be adopted more and more in the future to decrease training costs and minimize dangers.
For these reasons our experts are willing to work together to develop new ideas and projects.
You can contact us for any information or collaboration at: [email protected]
Photo Gallery
Other useful information about VR
The paradigms, simulated by virtual reality, allow to obtain information, behavioral or physiological evoked by a condition much more ecological than classical cognitive paradigms. At the same time, those who turn to this technology benefit enormously from its creative flexibility in the construction of new experimental paradigms, where the only limit is the programming skills of users (usually researchers) or modelling virtual three-dimensional objects. |
When we talk about virtual reality, we must mention two constructs that have contributed most to act as a bridge to neuroscience, namely immersion and a sense of presence.
Immersiveness refers to the degree of sensorial fidelity that the technological advancement of the system allows to reproduce and is fundamental to evoke the illusion of being present in the virtual world . Instead, the sense of presence is the illusion that there is no mediation of a helmet between the user and his experience.
Slater defines the sense of presence as a perceptive, non-cognitive illusion. In other words, the perceptual system identifies a threat, for example a virtual precipice, which produces an automatic and immediate reaction in the brain-body system. On the contrary, the cognitive system, which is activated only afterwards, leads the individual to conclude: "I know that this is not real". Certainly, this illusion can arise in very different contexts due to its intrinsically multidimensional nature. Cognitive and psychological factors interconnected with each other, such as the sense of agency and ownership experienced towards the virtual body, or involvement in the digital experience, can play an important role in shaping the sense of perceived presence.
Immersiveness refers to the degree of sensorial fidelity that the technological advancement of the system allows to reproduce and is fundamental to evoke the illusion of being present in the virtual world . Instead, the sense of presence is the illusion that there is no mediation of a helmet between the user and his experience.
Slater defines the sense of presence as a perceptive, non-cognitive illusion. In other words, the perceptual system identifies a threat, for example a virtual precipice, which produces an automatic and immediate reaction in the brain-body system. On the contrary, the cognitive system, which is activated only afterwards, leads the individual to conclude: "I know that this is not real". Certainly, this illusion can arise in very different contexts due to its intrinsically multidimensional nature. Cognitive and psychological factors interconnected with each other, such as the sense of agency and ownership experienced towards the virtual body, or involvement in the digital experience, can play an important role in shaping the sense of perceived presence.
Another construct that is the master in virtual reality experiments is the sense of ownership. It refers to the feeling of belonging that we perceive with respect to our body or its parts and connected to it is the sense of agency, which instead refers to the experience of control that we experience in relation to an action. Ownership and agency are both concepts that relate to the theoretical domain of embodiment, or "Incorporation". A lot of evidence has shown how it is possible to induce in experimental subjects a sense of incorporation towards a virtual avatar.
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Parallel to this phenomenon, the market has seen the multiplication of devices, such as gloves and sensors, compatible with virtual reality helmets, which allow a faithful tracking of the body in space. Although muscle movement tracking is nothing new in the field of research, the ability to map your actions in real time and at low cost to a virtual avatar in an environment that responds to the laws of physics provides an ideal testing ground for embodied theories.
Portfolio
Horizon2020: Moto Project (http://www.moto-project.eu)
Within MOTO project, BT has been part of Sapienza Unit. Using a combination of electrophysiological signals and the recent Virtual Reality tools, BT investigated whether a multisensory stimulation in a virtual environment could improve the skills of Air traffic controllers by increasing their immersion and sense of presence.
Within MOTO project, BT has been part of Sapienza Unit. Using a combination of electrophysiological signals and the recent Virtual Reality tools, BT investigated whether a multisensory stimulation in a virtual environment could improve the skills of Air traffic controllers by increasing their immersion and sense of presence.
Horizon 2020: CHR4 (under Industry 4.0)
In partnership with Taiprora and Tecnomatic, BT has given its contribution to the industry 4.0 revolution helping the implementation of a professional environment, where operators through monitoring of their biosignals implemented with wearable technology can interact with collaborative robots through gesture recognition, virtual and augmented reality and kinematics tracking.
In partnership with Taiprora and Tecnomatic, BT has given its contribution to the industry 4.0 revolution helping the implementation of a professional environment, where operators through monitoring of their biosignals implemented with wearable technology can interact with collaborative robots through gesture recognition, virtual and augmented reality and kinematics tracking.