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2,309 results for “Virtual reality”
Video Examples from: Establishment and Implementation of Guidelines for Narrative Audio-based Room-scale Virtual Reality using Practice-based Methods
<p>This video accompanies our paper: Popp, C. and Murphy, D.T., "Establishment and Implementation of Guidelines for Narrative Audio-based Room-scale Virtual Reality using Practice-based Methods", held at the 2022 AES International Conference on Audio for Virtual and Augmented Reality.</p> <p>Room-scale Virtual Reality (VR) presents sound designers with new challenges to tell stories with audio in games with player-driven narratives. These challenges arise from the player moving in and interacting with the virtual environment. The paper performs a small scoping review of VR/non-VR games and associated literature to identify issues and solutions to the placement of speech-based audio using practice-based research methods. The review leads to the proposition of design guidelines and strategies for their implementation. The paper advocates that each instance of speech-based audio should be short, interactive, and complemented by non-speech audio. Furthermore, each instance’s spatial, interactive, visual, aural, and narrative representation should be considered in combination. The paper also suggests that 3D-binaural audio informed by physics can aid storytelling and make virtual environments player-responsive.</p> <p>The paper is part of the research project SuperCharging Audio Storytelling: 3D Audio in Virtual Reality, funded by UK Arts and Humanities Research Council (AHRC) XR Stories Creative Industries Cluster project, grant no. AH/S002839/1. More information about the project can be found at <a href="https://xrstories.co.uk/project/supercharging-audio-storytelling-3d-audio-in-virtual-reality/">XR Stories</a>. Firelight Technologies Pty Ltd and Unity Technologies kindly provided non-commercial licenses for research purposes as part of this research project.</p>
CARBODIN Virtual Reality Configurator Tool
<p>Within WS8, CARBODIN built a software able to generate different layouts for interiors using a hybrid desktop and VR Headset tool, known as Virtual Reality Configuration Tool. The solution has been designed with scalability and modularity in mind so that it is possible to implement new features like real time global illumination, weight distribution heatmaps and anchor points investigation</p>
EntomonVR: a New Virtual Reality Game for Learning Insect Morphology
<h1>Journal of Insect Biodiversity and Systematics, 2024, 10 (3): 557-569</h1> <p> </p> <p>EntomonVR: a New Virtual Reality Game for Learning Insect Morphology</p> <p><strong>Mikaeel Pasandideh Saqalaksari</strong></p> <p>Department of Agricultural Entomology, Faculty of Agriculture, Tarbiat Modares University, P.O. Box: 14115-336, Tehran, Iran. <a href="mailto:mikaeel.pasandideh@modares.ac.ir">mikaeel.pasandideh@modares.ac.ir</a>; <a href="https://orcid.org/0000-0002-6929-5113">https://orcid.org/0000-0002-6929-5113</a></p> <p><strong>Ali Asghar Talebi</strong></p> <p>Department of Agricultural Entomology, Faculty of Agriculture, Tarbiat Modares University, P.O. Box: 14115-336, Tehran, Iran. <a href="mailto:talebia@modares.ac.ir">talebia@modares.ac.ir</a>; <a href="https://orcid.org/0000-0001-5749-6391">https://orcid.org/0000-0001-5749-6391</a> </p> <p><strong>Thomas van de Kamp</strong></p> <p>Institute for Photon Science and Synchrotron Radiation (IPS), Karlsruhe Institute of Technology (KIT), Hermann-von-Helmholtz-Platz 1, Eggenstein-Leopoldshafen, Germany; <sup>c</sup> Laboratory for Applications of Synchrotron Radiation (LAS), Karlsruhe Institute of Technology (KIT), Kaiserstr. 12, 76131, Karlsruhe, Germany. <a href="mailto:thomas.vandekamp@kit.edu">thomas.vandekamp@kit.edu</a>; <a href="https://orcid.org/0000-0001-7390-1318">https://orcid.org/0000-0001-7390-1318</a></p> <p><strong>Sajjad Reyhani Haghighi</strong></p> <p>Department of Plant Protection, College of Agriculture and Natural Resources, University of Tehran, 31587-77871 Karaj, Iran. <a href="mailto:sajjad.reyhani@ut.ac.ir">sajjad.reyhani@ut.ac.ir</a>; <a href="https://orcid.org/0000-0001-9485-7088">https://orcid.org/0000-0001-9485-7088</a> </p> <p><strong>Dominique Zimmermann</strong></p> <p>Natural History Museum Vienna, 2nd Zoological Department, Burgring 7, 1010 Vienna, Austria. <a href="mailto:dominique.zimmermann@nhm-wien.ac.at">dominique.zimmermann@nhm-wien.ac.at</a>; <a href="https://orcid.org/0000-0002-3075-6752">https://orcid.org/0000-0002-3075-6752</a></p> <p><strong>Adrian Richter</strong></p> <p>Institut für Zoologie und Evolutionsforschung, Friedrich-Schiller-Universität Jena, 07743 Jena, Germany. <a href="mailto:adrichter@gmx.de">adrichter@gmx.de</a>; <a href="https://orcid.org/0000-0001-5627-2302">https://orcid.org/0000-0001-5627-2302</a></p> <p> </p> <p>*Corresponding author: Ali Asghar Talebi, <a href="mailto:talebia@modares.ac.ir">talebia@modares.ac.ir</a></p>
EntomonVR: a New Virtual Reality Game for Learning Insect Morphology
<h1>Journal of Insect Biodiversity and Systematics, 2024, 10 (3): 557-569</h1> <p>EntomonVR: a New Virtual Reality Game for Learning Insect Morphology</p> <p><strong>Mikaeel Pasandideh Saqalaksari</strong></p> <p>Department of Agricultural Entomology, Faculty of Agriculture, Tarbiat Modares University, P.O. Box: 14115-336, Tehran, Iran. <a href="mailto:mikaeel.pasandideh@modares.ac.ir">mikaeel.pasandideh@modares.ac.ir</a>; <a href="https://orcid.org/0000-0002-6929-5113">https://orcid.org/0000-0002-6929-5113</a></p> <p><strong>Ali Asghar Talebi</strong></p> <p>Department of Agricultural Entomology, Faculty of Agriculture, Tarbiat Modares University, P.O. Box: 14115-336, Tehran, Iran. <a href="mailto:talebia@modares.ac.ir">talebia@modares.ac.ir</a>; <a href="https://orcid.org/0000-0001-5749-6391">https://orcid.org/0000-0001-5749-6391</a> </p> <p><strong>Thomas van de Kamp</strong></p> <p>Institute for Photon Science and Synchrotron Radiation (IPS), Karlsruhe Institute of Technology (KIT), Hermann-von-Helmholtz-Platz 1, Eggenstein-Leopoldshafen, Germany; <sup>c</sup> Laboratory for Applications of Synchrotron Radiation (LAS), Karlsruhe Institute of Technology (KIT), Kaiserstr. 12, 76131, Karlsruhe, Germany. <a href="mailto:thomas.vandekamp@kit.edu">thomas.vandekamp@kit.edu</a>; <a href="https://orcid.org/0000-0001-7390-1318">https://orcid.org/0000-0001-7390-1318</a></p> <p><strong>Sajjad Reyhani Haghighi</strong></p> <p>Department of Plant Protection, College of Agriculture and Natural Resources, University of Tehran, 31587-77871 Karaj, Iran. <a href="mailto:sajjad.reyhani@ut.ac.ir">sajjad.reyhani@ut.ac.ir</a>; <a href="https://orcid.org/0000-0001-9485-7088">https://orcid.org/0000-0001-9485-7088</a> </p> <p><strong>Dominique Zimmermann</strong></p> <p>Natural History Museum Vienna, 2nd Zoological Department, Burgring 7, 1010 Vienna, Austria. <a href="mailto:dominique.zimmermann@nhm-wien.ac.at">dominique.zimmermann@nhm-wien.ac.at</a>; <a href="https://orcid.org/0000-0002-3075-6752">https://orcid.org/0000-0002-3075-6752</a></p> <p><strong>Adrian Richter</strong></p> <p>Institut für Zoologie und Evolutionsforschung, Friedrich-Schiller-Universität Jena, 07743 Jena, Germany. <a href="mailto:adrichter@gmx.de">adrichter@gmx.de</a>; <a href="https://orcid.org/0000-0001-5627-2302">https://orcid.org/0000-0001-5627-2302</a></p> <p> </p> <p>*Corresponding author: Ali Asghar Talebi, <a href="mailto:talebia@modares.ac.ir">talebia@modares.ac.ir</a></p>
EntomonVR: a New Virtual Reality Game for Learning Insect Morphology
<h1>Journal of Insect Biodiversity and Systematics, 2024, 10 (3) 557-569</h1> <p> </p> <p>EntomonVR: a New Virtual Reality Game for Learning Insect Morphology</p> <p><strong>Mikaeel Pasandideh Saqalaksari</strong></p> <p>Department of Agricultural Entomology, Faculty of Agriculture, Tarbiat Modares University, P.O. Box: 14115-336, Tehran, Iran. <a href="mailto:mikaeel.pasandideh@modares.ac.ir">mikaeel.pasandideh@modares.ac.ir</a>; <a href="https://orcid.org/0000-0002-6929-5113">https://orcid.org/0000-0002-6929-5113</a></p> <p><strong>Ali Asghar Talebi</strong></p> <p>Department of Agricultural Entomology, Faculty of Agriculture, Tarbiat Modares University, P.O. Box: 14115-336, Tehran, Iran. <a href="mailto:talebia@modares.ac.ir">talebia@modares.ac.ir</a>; <a href="https://orcid.org/0000-0001-5749-6391">https://orcid.org/0000-0001-5749-6391</a> </p> <p><strong>Thomas van de Kamp</strong></p> <p>Institute for Photon Science and Synchrotron Radiation (IPS), Karlsruhe Institute of Technology (KIT), Hermann-von-Helmholtz-Platz 1, Eggenstein-Leopoldshafen, Germany; <sup>c</sup> Laboratory for Applications of Synchrotron Radiation (LAS), Karlsruhe Institute of Technology (KIT), Kaiserstr. 12, 76131, Karlsruhe, Germany. <a href="mailto:thomas.vandekamp@kit.edu">thomas.vandekamp@kit.edu</a>; <a href="https://orcid.org/0000-0001-7390-1318">https://orcid.org/0000-0001-7390-1318</a></p> <p><strong>Sajjad Reyhani Haghighi</strong></p> <p>Department of Plant Protection, College of Agriculture and Natural Resources, University of Tehran, 31587-77871 Karaj, Iran. <a href="mailto:sajjad.reyhani@ut.ac.ir">sajjad.reyhani@ut.ac.ir</a>; <a href="https://orcid.org/0000-0001-9485-7088">https://orcid.org/0000-0001-9485-7088</a> </p> <p><strong>Dominique Zimmermann</strong></p> <p>Natural History Museum Vienna, 2nd Zoological Department, Burgring 7, 1010 Vienna, Austria. <a href="mailto:dominique.zimmermann@nhm-wien.ac.at">dominique.zimmermann@nhm-wien.ac.at</a>; <a href="https://orcid.org/0000-0002-3075-6752">https://orcid.org/0000-0002-3075-6752</a></p> <p><strong>Adrian Richter</strong></p> <p>Institut für Zoologie und Evolutionsforschung, Friedrich-Schiller-Universität Jena, 07743 Jena, Germany. <a href="mailto:adrichter@gmx.de">adrichter@gmx.de</a>; <a href="https://orcid.org/0000-0001-5627-2302">https://orcid.org/0000-0001-5627-2302</a></p> <p> </p> <p>*Corresponding author: Ali Asghar Talebi, <a href="mailto:talebia@modares.ac.ir">talebia@modares.ac.ir</a></p>
Appendix: Virtual Reality in Gedenkstätten – Eine empirische Untersuchung zu Authentizitätskonstruktionen
<p>Bei den hier vorliegenden Datensatz handelt es sich um den Appendix meiner Dissertation "Virtual Reality in Gedenkstätten – Eine empirische Untersuchung zu Authentizitätskonstruktionen". Diese wurde am 30.04.2024 an der Universität zu Köln eingereicht, eine Veröffentlichung steht noch aus.</p> <p>Der Datensatz enthält sämtliches Interview- und Analysematerial, welches im Zuge der Dissertation entstanden ist. In der Dissertation wurden die VR-Anwendungen <a href="https://web.archive.org/web/20240311104957/https://www.spurlab.de/prototypen/blackbox" target="_blank" rel="noopener"><em>Blackbox </em></a>und <em><a href="https://web.archive.org/web/20231210100517/https://www.hhi.fraunhofer.de/virtual-reality-experience-ernst-grube-das-vermaechtnis.html" target="_blank" rel="noopener">Ernst Grube - das Vermächtnis</a> </em>analysiert.</p> <p>Hier eine kurze Zusammenfassung des Datensatzes:</p> <ul> <li>Spielungen der Anwendungen <em>Blackbox </em>und <em>Ernst Grube - das Vermächtnis</em></li> <li>Entwickelnden-Interviews zur VR-Anwendung<em> Ernst Grube - das Vermächtnis</em></li> <li>Entwickelnden-Interview zur VR-Anwendung <em>BlackBox </em></li> <li>10 Interviews mit Proband*innen zur VR-Anwendung<em> Ernst Grube - das Vermächtnis</em></li> <li>10 Interviews mit Proband*innen zur VR-Anwendung<em> BlackBox </em></li> <li>Zwei Lime-Survey-Befragungen</li> </ul> <p> </p>
Data and code for 3D-ARM-Gaze: a public dataset of 3D Arm Reaching Movements with Gaze information in virtual reality
<p>This repository contains data and code for</p> <p>Lento B., Segas E., Leconte V., Doat E., Danion F., Péteri R., Benois-Pineau J., de Rugy A. (2024). <strong>3D-</strong><strong>ARM</strong><strong>-Gaze</strong><strong>: a </strong><strong>public </strong><strong>dataset of </strong><strong>3D </strong><strong>A</strong><strong>rm </strong><strong>R</strong><strong>eaching </strong><strong>M</strong><strong>ovements</strong><strong> </strong><strong>with Gaze information</strong><strong> </strong><strong>in </strong><strong>virtual reality</strong><strong>. </strong>doi:</p> <p>It contains a dataset <strong>(DBAS22_DataOnline </strong>folder) of natural arm movements together with visual and gaze information when reaching objects in a wide reachable space from a precisely controlled, comfortably seated posture. More details could be find in the link publication (see Related identifiers section).</p> <p>The <strong>DBAS22_DocOnline</strong> folder contains all the documentation files. The <strong>MainDataExplained </strong>file lists and describes the variables recorded during the experimental phases. In the <strong>SummaryOfFiles </strong>document, you will find descriptions for all the files within the <strong>DBAS22_DataOnline</strong> folder, and at the bottom, there is also a file tree that illustrates the file structure. The <strong>DBAS22FilesWorkflow </strong>document offers an overview of the workflow of experimental file creation during the experiment.</p> <p>The <strong>DBAS22_CodeOnline</strong> folder contains all the scripts to perform data analysis, listed and described in the files <strong>CodeExplanations </strong>and <strong>DependenciesRelations</strong>. The <strong>GuideInstall </strong>file contains information needed to run the Python code files.</p> <p>The <strong>DBAS22_CodeOnline</strong> folder also contains the DataPlayer Unity project. Instructions for running the project are provided in the <strong>DataPlayerGuide </strong>file and SupplementaryVideo2 (see Related identifiers section for more details). The folder <strong>DBAS22_DataPlayer_StandAloneApp </strong>contains the standalone version of the DataPlayer, which doesn't require any software installation.</p> <p>The <strong>DBAS22_VideoOnline</strong> folder contains all the videos. </p>
Short-term effects of sound localization training in virtual reality
<p>This repository contains the dataset and software used in the submission to Scientific Reports entitled "Short-term effects of sound localization training in virtual reality".</p> <p>A README.txt file is included, which describes the contents of the repository.</p> <p>Please note that the authors were not granted permission to redistribute the LIMSI Spatialization Engine, which was used to spatialize the sounds described in the manuscript. Please contact the author(s) for details.</p>
Dataset of an EEG-based BCI experiment in Virtual Reality and on a Personal Computer
<p><strong>Summary:</strong></p> <p>This dataset contains electroencephalographic recordings on 21 subjects doing a visual P300 experiment on PC (personal computer) and VR (virtual reality). The visual P300 is an event-related potential elicited by a visual stimulation, peaking 240-600 ms after stimulus onset. The experiment was designed in order to compare the use of a P300-based brain-computer interface on a PC and with a virtual reality headset, concerning the physiological, subjective and performance aspects. The brain-computer interface is based on electroencephalography (EEG). EEG data were recorded thanks to 16 electrodes. The virtual reality headset consisted of a passive head-mounted display, that is, a head-mounted display which does not include any electronics with the exception of a smartphone. A full description of the experiment is available at <a href="https://hal.archives-ouvertes.fr/hal-02078533">https://hal.archives-ouvertes.fr/hal-02078533</a>. This experiment was carried out at GIPSA-lab (University of Grenoble Alpes, CNRS, Grenoble-INP) in 2018, and promoted by the IHMTEK Company (Interaction Homme-Machine Technologie). The study was approved by the Ethical Committee of the University of Grenoble Alpes (Comité d’Ethique pour la Recherche Non-Interventionnelle). Python code for manipulating the data is available at <a href="https://github.com/plcrodrigues/py.VR.EEG.2018-GIPSA">https://github.com/plcrodrigues/py.VR.EEG.2018-GIPSA</a>. The ID of this dataset is <em>VR.EEG.2018-GIPSA.</em></p> <p> </p> <p><strong>Full description of the experiment and dataset:</strong> <a href="https://hal.archives-ouvertes.fr/hal-02078533">https://hal.archives-ouvertes.fr/hal-02078533</a></p> <p> </p> <p><strong>An analysis of the experiment: </strong><a href="https://hal.archives-ouvertes.fr/hal-02464023">https://hal.archives-ouvertes.fr/hal-02464023</a></p> <p> </p> <p><strong><em>Principal Investigator</em>:</strong> Eng. Grégoire Cattan</p> <p> </p> <p><strong><em>Technical Supervisors</em>:</strong> Eng. Anton Andreev, Eng. Pedro L. C. Rodrigues</p> <p> </p> <p><strong><em>Scientific Supervisor:</em></strong> Dr. Marco Congedo</p> <p> </p> <p><strong>ID of the dataset: </strong><em>VR.EEG.2018-GIPSA</em></p> <p> </p>
Towards personalized immersive virtual reality neurorehabilitation: A human-centered design
<p>The dataset - of the journal article "Towards personalized immersive virtual reality neurorehabilitation: A human-centered design<strong></strong>" - consists of transcripts data of semi-structured (per participant) and of a participatory design workshop (per group). It also contains responses of twenty-four participants to an online questionnaire, and .xlsx files showing the analysis of the transcripts. </p> <p>This repository also includes the Unity project of an immersive virtual environment - a replica of a training room of a Dutch Rehabilitation center - six videos of different versions of the same virtual environment, and two videos of participants exploring the virtual environment, demonstrating real-time changes made by VR developers based on participant feedback.</p>
Figure 1. – A in First steps towards Live-action Virtual Reality Games
Figure 1. – A: The Clipperton-La Passion Island (France) lies in the NorthEastern Tropical Ocean at a minimum distance of 945 km from the first emerged ground constituted by Socorro Island in the Mexican Exclusive Economic Zone. The closest potential sources for the colonization are Marquesas (French Polynesia) on the Eastern side and Galapagos (Ecuador) on the Western side, respectively (map modified from "Carte de l'île de la Passion", 2004, by C. Jost); B: Approximative location of the adult Caranx ignobilis identified on the 4 February 2016 (+ represent the location of the six dives).
Figure 2 in First steps towards Live-action Virtual Reality Games
Figure 2. – Photography of an adult individual of Caranx ignobilis on the eastern side reef slope of the Clipperton atoll on the 4 February 2016. The dorsal profile of steep and nearly straight snout, plus the silvery gray dorsal colour, shading to silvery white ventrally, with numerous scattered, very small black spots, are quite characteristic of this species of jack (Photo E. Clua).
Data of 14 participants in the RCT titled Acute effects of virtual reality exercise bike games on psychophysiological outcomes in college North-African adolescents with cerebral palsy: A randomized clinical trial
<p>It is an Excel file including the numerical data of the 14 participants included in the study titled: <a name="_Hlk151119211"></a><span>Acute effects of virtual reality exercise bike games on psychophysiological outcomes in college North-African adolescents with cerebral palsy: A randomized clinical trial</span></p>
3D Virtual Reality vs. 2D Desktop Registration User Interface Comparison
<p>Thank you for visiting this repository, which contains a ZIP file with the data for our Registration User Interface (RUI) 2D Desktop vs. VR user study.</p>
Photogrammetry-based model of the Copacabana for auralization and audio-visual perception studies in virtual reality
<p>This dataset contains photogrammetry-based audio-visual models from Copacabana. They are used for urban sound auralization as well as for audio-visual perception studies in virtual reality.</p> <p>Photogrammetry model available in the following formats: 3ds, dae, dxf, fbx, obj, stl</p> <p>Simplified CAD model for acoustic simulations available in format: dae</p>
Using Social Virtual Reality in Teaching Intercultural Communication
<p>This data represents the supplementary material for the journal article with the above title submitted to Technology, Knowledge and Learning.</p> <p> </p> <p>The supplementary material contains:</p> <ol> <li>the interview guideline for the group of the class that was taught in the online remote study using video conferencing tools only</li> <li>the interview guideline for the group of the class that was taught in the online remote study using video conferencing tools and additional social virtual reality sessions</li> <li>the quantitative survey questionnaire that was sent to both groups</li> </ol>
VReqST - Requirement Specification Tool Support for Virtual Reality Products
<p>Virtual Reality (VR) Environments are challenging to build with discrete and incremental requirements. VR practitioners often need human assistance to achieve product completeness, as most VR requirements are either abstract or under specified. The slightest change to these requirement specifications tends to drastically impact the overall control-flow of the product. It exponentially increases the development cost. To address the completeness of specifying VR product requirements, we introduce VReqST, a tool for specifying requirements for VR software products. We use role base model template of bare-minimum VR Software to auto-provision all dimensions of VR as a domain on specifying VR product requirements. This tool avoids ambiguity while specifying requirements and provides seamless VR product development.</p>
Dataset and figures for "Sex in a virtual reality: experimental evidence for sexual isolation due to variation in perception of the environment"
<p>We quantified the strength of assortative mating when variation in the perception of the environment was manipulated experimentally. We manipulated the olfactory neurons of two groups of <em>Drosophila melanogaster </em>which changed their perception of their environment. In response to light (invisible to the flies), one group was designed to smell food (a positive stimulus), while the other group was designed to smell a dangerously high concentration of CO<sub>2</sub> (a negative stimulus). We combined both groups of flies, exposed them to a lit habitat and another habitat that was not, and allowed them to choose between these. We then measured the degree of assortative mating between the two types of flies due to any spatial population structure induced by the flies themselves. To control for any assortative mating due to other reasons, we also measured assortative mating when the heterogeneity of the environment could not be perceived by the flies, and when the environment was actually homogeneous.</p>
Related with: Long-short term memory prediction of user's locomotion in Virtual Reality publication (Dataset)
<p>Dataset: Captured motion data from 44 users.</p> <p>Scenes:</p> <p>SL -> Scene Lab.</p> <p>SR -> Escape Room.</p> <p>MF -> Shooter forest.</p> <p>Since it is recorded inside a game engine and all records take place inside their processing, the timestamp is written down for each register (Time_sice_startup field). Additionally, the anonymized identification of the user is recorded (User field).</p> <p>The dataset includes the following characteristics for Oculus Quest 2 HMD and each controller.</p> <ul> <li> DevicePosition (x, y, z): Position recorded.</li> <li> DeviceRotation (w, x, y, z): Rotation expressed with a quaternion.</li> <li> Forward (x, y, z): The unit vector that points to the specific device in the forward direction used in our new model. It can also be obtained by rotating $(0,0,1)$ with the quaternion.</li> <li> DeviceVelocity (x, y, z): Linear velocity of that device in that frame. It represents the rate of change in position.</li> <li> DeviceAcceleration (x, y, z): Linear acceleration of that device in that frame.</li> <li> DeviceAngularVelocity (x, y, z): The angular velocity vector in that frame of the device is measured in radians per second.</li> <li> DeviceAngularAcceleration (x, y, z): The angular acceleration at that frame. </li> </ul> <p>Also for each goal in the scene:</p> <ul> <li> GoalName (x, y, z): Position of that goal. If the element is static, the same position will always be recorded.</li> <li> GoalName_Quat (w, x, y, z): As in the previously defined fields, a rotation is expressed as a quaternion.</li> <li> GoalName_LocalScale (x, y, z): Scale of that element locally related to its parent in the hierarchy. They have no relatives in their hierarchy, so it is the real scale.</li> </ul>
Development and Evaluation of Virtual Reality Experiences for Cognitive Stimulation at the Sociosanitary Center El Carme
ClinicalTrials.gov study NCT06155721. IPD Sharing: NO. Countries: 1. Publications: 8.
ScienceDex guides
Understand access before you commit
These curated guides explain access requirements, typical timelines, costs, and reuse considerations for widely used research datasets.
Allen Brain Atlas
Allen Brain Atlas is an Allen Institute collection of brain map atlases, datasets, APIs, and analysis tools covering mouse, human, and non-human primate brain resources.
Annotated Behaviour and Observability Dataset (ABODe)
ABODe is a University of Edinburgh DataShare dataset for behavior classification in group-housed mice using home-cage video, identities, bounding boxes, ground-plate positions, and annotator labels.
DANDI Archive for NWB datasets
DANDI is a BRAIN Initiative archive for publishing and sharing neurophysiology data, including electrophysiology, optophysiology, and behavioral data packaged as NWB and related standards.
International Brain Laboratory public data
The International Brain Laboratory public data releases expose standardized mouse decision-making experiments, including Neuropixels recordings, widefield calcium imaging, behavior, and session metadata accessed through the ONE API.
OpenNeuro
OpenNeuro is a free, open platform for sharing neuroimaging datasets, with public search, dataset pages, and download paths for web, S3, DataLad, and the OpenNeuro CLI.