Since immersive virtual reality (IVR) emerged as a research method in the 1980s, the focus has been on the similarities between IVR and actual reality. In this vein, it has been suggested that IVR methodology might fill the gap between laboratory studies and real life. IVR allows for high internal validity (i.e., a high degree of experimental control and experimental replicability), as well as high external validity by letting participants engage with the environment in an almost natural manner. Despite internal validity being crucial to experimental designs, external validity also matters in terms of the generalizability of results. In this paper, we first highlight and summarise the similarities and differences between IVR, desktop situations (both non-immersive VR and computer experiments), and reality. In the second step, we propose that IVR is a promising tool for visual memory research in terms of investigating the representation of visual information embedded in natural behaviour. We encourage researchers to carry out experiments on both two-dimensional computer screens and in immersive virtual environments to investigate visual memory and validate and replicate the findings. IVR is valuable because of its potential to improve theoretical understanding and increase the psychological relevance of the findings.
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http://dx.doi.org/10.1080/09658211.2023.2260148 | DOI Listing |
Proc Natl Acad Sci U S A
March 2025
Padova Neuroscience Center, University of Padova, Padova 35131, Italy.
Resting brain activity, in the absence of explicit tasks, appears as distributed spatiotemporal patterns that reflect structural connectivity and correlate with behavioral traits. However, its role in shaping behavior remains unclear. Recent evidence shows that resting-state spatial patterns not only align with task-evoked topographies but also encode distinct visual (e.
View Article and Find Full Text PDFWorking with scatterplots is a classic everyday task for data analysts, which gets increasingly complex the more plots are required to form an understanding of the underlying data. To help analysts retrieve relevant plots more quickly when they are needed, immersive virtual environments (iVEs) provide them with the option to freely arrange scatterplots in the 3D space around them. In this paper, we investigate the impact of different virtual environments on the users' ability to quickly find and retrieve individual scatterplots from a larger collection.
View Article and Find Full Text PDFCogn Neurodyn
December 2025
Department of Electronic and Information Engineering, Tokyo University of Agriculture and Technology, Koganei-shi, Tokyo, 184-8588 Japan.
Unlabelled: Face masks became a part of everyday life during the SARS-CoV-2 pandemic. Previous studies showed that the face cognition mechanism involves holistic face processing, and the absence of face features could lower the cognition ability. This is opposed to the experience during the pandemic, when people could correctly recognize faces, although the mask covered a part of the face.
View Article and Find Full Text PDFFront Digit Health
February 2025
Institute of Psychiatry, Psychology & Neuroscience, King's College London, London, United Kingdom.
Mental health disorders and cognitive decline are pressing global concerns, increasing the demand for non-pharmacological interventions targeting emotional dysregulation, memory deficits, and neural dysfunction. This review systematically examines three promising methodologies-music therapy, brainwave entrainment (binaural beats, isochronic tones, multisensory stimulation), and their integration into a unified therapeutic paradigm. Emerging evidence indicates that music therapy modulates affect, reduces stress, and enhances cognition by engaging limbic, prefrontal, and reward circuits.
View Article and Find Full Text PDFACS Appl Mater Interfaces
March 2025
School of Mechanical Engineering, Southwest Jiaotong University, Chengdu 610031, P. R. China.
With the increasing development of metaverse and human-computer interaction (HMI) technologies, artificial intelligence (AI) applications in virtual reality (VR) environments are receiving significant attention. This study presents a self-sensing facial recognition mask (FRM) utilizing triboelectric nanogenerators (TENG) and machine learning algorithms to enhance user immersion and interaction. Various TENG negative electrode materials are evaluated to improve sensor performance, and the efficacy of a single sensor is confirmed.
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