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2,309 results for “virtual reality”
Social Virtual-reality on Enhancing Social Interaction Skills in Children With Attention-deficit/Hyperactivity Disorder
ClinicalTrials.gov study NCT05778526. IPD Sharing: NO. Countries: 1. Publications: 2.
Virtual Reality as a Substitute for Procedural Sedation During Epidural Steroid Injections
ClinicalTrials.gov study NCT04887285. IPD Sharing: YES. Countries: 1. Publications: 2.
Data from: Combining Unity with machine vision to create low latency, flexible, and simple virtual realities
Open the record for dataset details and reuse information.
Experimental data for "Virtual Reality as a Tool for Promoting Reading via Enhanced Narrative Absorption and Empathy"
<p>This dataset contains data of the publication "Virtual Reality as a Tool for Promoting Reading via Enhanced Narrative Absorption and Empathy". It includes measure for the Story World Absorption Scale and the State Empathy Scale used to compare subjective experiences while reading on paper and reading in a virtual reality environment.</p> <p>Original paper: Pianzola, F., Bálint, K., and Weller, J. (2019). Virtual Reality as a Tool for Promoting Reading via Enhanced Narrative Absorption and Empathy. <em>Scientific Study of Literature 9</em>(2). https://doi.org/10.1075/ssol.19013.pia</p>
Supporting live data sessions in multi-user virtual reality using CAVA360VR
<p>A dense composite 2D video clip showing the different screens and audio chat of three analysts using <em>CAVA360VR </em>(Collaborate, Annotate, Visualise, Analysis 360 video in Virtual Reality) to hold a live virtual data session at a national research conference in 2019. The three co-analysts (M, J and P) in VR were collaborating even though they were in three different physical locations across two countries. The video data that they analysed together involved multicam recordings of six participants in a two-team competition to solve a Lego puzzle when only one member in each group could view the hidden Lego construction in order to instruct the others in their team how to rebuild it from a pile of blocks. The video clip shows the viewport chosen by each of the three analysts. There are three possible viewports that can be selected: a) what they each see in their VR HMD (head-mounted display), b) an over-the-shoulder view (with an outline showing their avatar), and c) a static third-person view of the three analysts. A fourth screen shows the view of an observer in non-VR mode.</p>
Experimental Data for: Exploring Software Cities through Virtual Reality
<p>Software visualizations, such as the software city metaphor, are usually displayed on 2D screens and controlled by means of a mouse and thus often do not take advantage of more natural interaction techniques. Virtual reality (VR) approaches aim to improve the user experience. Emerging new technologies, like the Oculus Rift, dramatically enhance the VR experience at an affordable price. Therefore, new technologies have the potential to provide even higher immersion - and thus benefits - than previous VR approaches.</p> <p>We present a VR approach to explore software visualizations following the software city metaphor by using a head-mounted display and gesture-based interaction. Furthermore, we detail our gesture design and how we implemented this approach into our web-based ExplorViz tool. As first evaluation, we conducted structured interviews where participants had to solve three program comprehension tasks and rate the usability of the used gestures and general VR experience for program comprehension.</p> <p>The participants of our interviews rated the developed gestures for translation, rotation, and selection as highly usable. However, our zooming gesture was less favored. In general, the subjects see potential for virtual reality in program comprehension.</p> <p>This package contains our experimental data.</p>
Data Set of the Thesis "Evaluation of Interaction Concepts in Virtual Reality Applications"
<p>This archive consists of videos files, log files and R tables on which the bachelor thesis 'Evaluation of Interaction Concepts in Virtual Reality Applications' by Hanna Holderied and subsequent publications are based. In addition to recorded data, it also contains the Unity VR application with which the case study of the thesis was performed. For details, please refer to the bachelor thesis published by the University of Goettingen, Institute of Computer Science.</p>
Effects of immersive virtual reality with treadmill in subjects with Rett Syndrome: a pilot study
<p>This dataset is related to a group of 9 girls affected by Rett Syndrome that performed three/four sessions of virtual reality based activity by means of the GRAIL system (Motek).</p><p>Participants underwent an initial assessment of the cognitive and motor aspects using the Modified Raven matrix, the Rett Assessment Rating Scale (RARS) and the Rett Syndrome Gross Motor Scale (GMS). These baseline assessments were performed by an experienced therapist prior to the access to the GRAIL.</p><p>The project consisted of 4 sessions of GRAIL activities in 1 week. During the first 3 sessions, exergames and augmented feedback activities were proposed. During the fourth session a gait analysis was conducted for the subjects with a suitable motor and behavioral level .</p><p>During all the sessions, a video recording was conducted to detect facial expression of the subjects, in order to use this data to compute the "happiness index". The exergames were administered until the therapists detected any sign of discomfort by the subject.</p><p>The outcome of the training, reported in the database were:</p><ul><li>happiness index</li><li>endurance time</li><li>performance speed</li><li>attention focus on scenario</li><li>suitability evaluation questionnaire</li><li>multistep gait analysis with the GRAIL (only 4 patients).</li></ul><p>The Happiness Index and the Suitability Evaluation Questionnaire investigated the feasibility and tolerability of the training with positive results. Additionally, an increase in walking speed, endurance time and focus attention was detected. When possible, subjects underwent a gait assessment whose results provide insights, although preliminary, concerning differences in gait pattern amongst the recruited subjects. Despite the small sample size, the dataset suggests new strategies for Rett rehabilitation.</p><p> </p>
The Virtual Reality(VR) Enviroments used in the study
<p>These are the images of the positive, negative and neutral environments used in the </p><p>study of the correlation of gait with depression </p>
Virtual Reality Feasibility data - Austin Health
<p>Data on article accepted for publication in ANZ Journal of Surgery.</p>
Ryanodine receptor model exploration in Virtual Reality with UnityMol
<p>Here we provide supplementary material to our article on integrative modeling. We explor one of the models generated for the ryanodine receptor.</p> <p> </p> <p>In particular, we show ryanodine receptor model exploration in Virtual Reality with UnityMol, demonstrating also some features of the software.</p> <p> </p> <p>The exploration looks at the overall structure, the packing integrity of the subunits, the channel pore, the channel constriction, the S6 helix and the transmembrane domain in particular.</p>
Proxemics and Social Interactions in an Instrumented Virtual Reality Workshop
<p>Supplemental code and dataset for the <a href="https://doi.org/10.1145/3411764.3445729">ACM CHI 2021 paper on "Proxemics and Social Interactions in an Instrumented Virtual Reality Workshop"</a>. In this research paper we <a href="https://hubs.mozilla.com/">instrumented Mozilla Hubs Cloud</a> to record where participants were during the event. From there, we measured proxemic and plotted the activity along with some semi-structured interviews.</p> <p>Updates to the Hubs logger can be found in the <a href="https://github.com/ayman/hubs-research-acm-chi-2021/">repository</a>.</p>
Reaching articular limits can negatively impact embodiment in virtual reality
<p>Dataset for the paper Reaching articular limits can negatively impact embodiment in virtual reality.</p>
Preliminary Testing of a System for the Multimodal Analysis of Gait Training in a Virtual Reality Environment
<p>The dataset is related to the paper Piazza, C.; Pirovano, I.; Mastropietro, A.; Genova, C.; Gagliardi, C.; Turconi, A.C.; Malerba, G.; Panzeri, D.; Maghini, C.; Reni, G.; Rizzo, G. and Biffi E. Development and Preliminary Testing of a System for the Multimodal Analysis of Gait Training in a Virtual Reality Environment. Electronics 2021, 10, 2838. https://doi.org/10.3390/electronics10222838. </p> <p>It includes multimodal data (EEG, EMG, kinematics and kinetics) of a healthy child (HC) and a child with hemiparesis (CP01) during walking in a virtual environmment (GRAIL, Motek).</p> <p>Data can be opened by using EEGLab and Matlab </p> <p> </p> <p> </p>
Autonomous Vehicle Communication Strategies Modeled in Virtual Reality
<p>We sought to better understand how autonomous vehicle (AV) communication strategies impact human road users’ perceptions and behaviors. More specifically, we explored the impact of different external human-machine interface (eHMI) designs on understanding, task load, comfort, trust, acceptance, and reaction time. To accomplish this, we created virtual reality (VR) scenarios where human participants interacted with AVs. Participants experienced biking, driving, and pedestrian simulators and were brought back after initial testing to explore acclimation and learning effects. In terms of perceptions, the presence of an eHMI was the strongest predictor of understanding, comfort, trust, and acceptance outcomes in the statistical models when controlling for all other variables. There was a clear divide between text-based eHMIs and non-text eHMIs, with text-based eHMIs reporting better perception scores and the LED Windshield reporting the worst perception scores. There were perception acclimation effects detected (most notable for task load and comfort), but they had less of an impact than the presence of an eHMI. Perception outcomes had weaker relationships with participant characteristics than with AV characteristics. While behavioral outcomes should be interpreted with caution because of low participant sample sizes, behavioral results largely mirrored perception results in that significant reductions in reaction time were observed with the presence of an eHMI (3.69 second reduction), yielding (3.16 second reduction), and acclimation (0.134 second reduction per trial). Results suggest that eHMI design, AV behavior, and acclimation are most impactful in terms of both perceptions and reaction time.</p>
Materials used in "Measuring audio-visual speech intelligibility under dynamic listening conditions using virtual reality"
<p>The materials in this record are the audio and video files, together with various configuration files, used by the "SEAT" software in the study described in</p> <p>Moore, Green, Brookes & Naylor (2022) "Measuring audio-visual speech intelligibility under dynamic listening conditions using virtual reality"</p> <p>They are shared in this form so that the experiment may be reproduced. For any other use please contact the authors to obtain the original database(s) from which these materials are derived.</p> <p>The materials were created to be compatible with v0.3 of SEAT, which is available from <a href="https://github.com/ImperialCollegeLondon/sap-elospheres-audiovisual-test/releases/tag/v0.3">GitHub</a>. Note that the materials must be placed at <code>C:\seat_experiments\cafe_AV.</code></p>
Spielung der Virtual Reality-Anwendung BlackBox
<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>Die hier hinterlegte Datei enthält einen Video-Beitrag zu meiner Doktorarbeit. Es handelt sich dabei um eine Spielung der VR-Anwendung <em><a href="https://web.archive.org/web/20240311104957/https://www.spurlab.de/prototypen/blackbox" target="_blank" rel="noopener">Blackbox</a></em>. Diese ist Grundlage für Kapitel 6.2 der Arbeit.</p>
Effectiveness of the use of virtual reality rehabilitation in chil-dren with dyslexia: follow up after one year.
<p><span>Dyslexia is a common learning disorder that hinders reading fluency and comprehension. Traditional treatments can be tedious for children, limiting their effectiveness. This study investigated the one-year effects of rehabilitation treatment with <a name="_Hlk163731836"></a>Virtual Reality Rehabilitation System (VRRS) on children with dyslexia. 24 children were divided into a control (CG) and experimental (EG) group. The CG underwent conventional neuropsychological treatment (CNT) while the EG underwent VR neurorehabilitation training (VRNT) using the VRRS. Neuropsychological evaluation was conducted before treatment, after six months, and again after one year for both groups. Compared to the control group, children who received VR training showed significant improvement in reading skills, especially in non-word reading and reading speed, even after one year without further VR intervention. VRRS can improve treatment adherence and minimize symptoms by offering engaging activities for children. These findings suggest VRRS may be a valuable tool for dyslexia rehabilitation with long-lasting effects.</span></p>
Realtime Data Collection and Analysis Framework for Collaboration and Co-presence in a Virtual Reality Environment
<p>Title: Realtime Data Collection and Analysis Framework for Collaboration and Co-presence in a Virtual Reality Environment</p> <p>Abstract:</p> <p>As VR technologies continue to evolve and gain popularity, one of their most notable features is connecting with the virtual presence of a person who is not physically present. Understanding the dynamics of user interaction within these environments is crucial, as they can be utilized in various ways, including collaboration, communication, social interactions, or games and entertainment. This paper presents a method for measuring collaboration and co-presence factors of users by developing a real-time data collection and analysis framework. The designed framework focuses on different collaboration and co-presence scenarios and evaluates a comprehensive system for monitoring and analyzing user interactions in VR, employing both physiological sensors and subjective feedback to assess the sense of presence, co-presence, and collaboration quality. Through an extensive literature review, the paper studies how various factors, including avatar realism and communication modalities, influence user engagement and interaction efficacy. The experiment framework’s capability to integrate qualitative and quantitative data provides a deeper understanding of the immersive experience and its impact on collaborative tasks. The results highlight the importance of design choices in VR environments and their implications for human-computer interaction, user performance, and satisfaction. The findings offer practical guidance for developing more effective VR systems for collaborative work and social interaction.</p> <p>Data Description:</p> <p>1. User Interaction Logs:</p> <p><span> </span>- Data Type: Quantitative</p> <p><span> </span>- Description: Timestamped logs of user actions and interactions within the VR environment, including movement data, interaction with objects, and communication instances.</p> <p><span> </span>- Format: CSV</p> <p><span> </span>- Variables: User ID, Timestamp, Action Type, Object Interacted, Coordinates, Duration</p> <p>2. Physiological Sensor Data:</p> <p><span> </span>- Data Type: Quantitative</p> <p><span> </span>- Description: Real-time physiological data collected from users during VR sessions, including heart rate, skin conductance, and EEG data.</p> <p><span> </span>- Format: CSV,</p> <p><span> </span>- Variables: User ID, Timestamp, Heart Rate, Skin Conductance, EEG Channels</p> <p>3. Avatar Realism and Communication Modalities Data:</p> <p><span> </span>- Data Type: Quantitative</p> <p><span> </span>- Description: Data evaluating the impact of avatar realism and communication methods (e.g., voice chat, text chat) on user engagement and interaction efficacy.</p> <p><span> </span>- Format: CSV, Text</p> <p><span> </span>- Variables: User ID, Avatar Type, Communication Modality, Engagement Score, Interaction Quality Feedback</p> <p>4. Collaboration and Co-presence Metrics:</p> <p><span> </span>- Data Type: Quantitative</p> <p><span> </span>- Description: Calculated metrics for collaboration efficiency and co-presence, derived from interaction logs and physiological data.</p> <p><span> </span>- Format: CSV</p> <p><span> </span>- Variables: User ID, Collaboration Efficiency Score, Co-presence Score, Task Performance</p> <p> </p> <p> </p>
Input files and data for path generation of alanine dipeptide isomerization in virtual reality
<p>The input files and resulting data for the accelerated sampling of the isomerization of alanine dipeptide used in the thesis:</p> <p>"Accelerated Sampling Methods for High Dimensional Molecular Systems", Mike O'Connor, University of Bristol. </p> <p> </p> <p> </p>
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.