Virtual reality is a relatively new exposure tool that uses three-dimensional computer-graphics- based technologies which allow the individual to feel as if they are physically inside the virtual ...environment by misleading their senses. As virtual reality studies have become popular in the field of clinical psychology in recent years, it has been observed that virtual-reality-based therapies have a wide range of application areas, especially on anxiety disorders. Studies indicate that virtual reality can be more realistic than mental imagery and can create a stronger feeling of "presence"; that it is a safer starting point compared to in vivo exposure; and that it can be applied in a more practical and controlled manner. The aim of this review is to investigate exposure studies based on virtual reality in anxiety disorders (specific phobias, panic disorder and agoraphobias, generalized anxiety disorder, social phobia), posttraumatic stress disorder and obsessive-compulsive disorder. Key words; Virtual reality, anxiety disorders, posttraumatic stress disorder, obsessive-compulsive disorder. Sanal gerceklik, bireyin duyularini yaniltarak fiziksel olarak sanal ortamin icindeymis gibi hissetmesine olanak saglayan uc boyutlu bilgisayar grafikleri temelli teknolojilerin kullanildigi gorece yeni bir maruz birakma aracidir. Sanal gerceklik calismalarinin son yillarda klinik psikoloji alaninda da yayginlastigi; sanal gerceklige dayali terapilerin basta anksiyete bozukluklari olmak uzere genis bir yelpazede uygulama alanina sahip oldugu gorulmektedir. Sanal gercekligin zihinsel imgelemeye kiyasla daha gercekci oldugu ve daha guclu bir "orada olma" hissi yarattigi; yasantisal maruz birakmaya kiyasla ise daha guvenli bir baslangic noktasi oldugu, daha kullanisli ve kontrollu bir sekilde uygulanabildigi belirtilmektedir. Bu derleme makalesinde anksiyete bozukluklarinda (ozgul fobi, panik bozukluk ve agorafobi, yaygin anksiyete bozuklugu, sosyal fobi), travma sonrasi stres bozuklugunda ve obsesif-kompulsif bozuklukta sanal gerceklige dayali olarak gerceklestirilen maruz birakma calismalarinin incelenmesi amaclanmistir. Anahtar sozcukler: Sanal gerceklik, anksiyete bozukluklari, travma sonrasi stres bozuklugu, obsesif-kompulsif bozukluk.
Virtual reality is a relatively new exposure tool that uses three-dimensional computer-graphics-based technologies which allow the individual to feel as if they are physically inside the virtual ...environment by misleading their senses. As virtual reality studies have become popular in the field of clinical psychology in recent years, it has been observed that virtual-reality-based therapies have a wide range of application areas, especially on anxiety disorders. Studies indicate that virtual reality can be more realistic than mental imagery and can create a stronger feeling of resenceԻ that it is a safer starting point compared to in vivo exposure; and that it can be applied in a more practical and controlled manner. The aim of this review is to investigate exposure studies based on virtual reality in anxiety disorders (specific phobias, panic disorder and agoraphobias, generalized anxiety disorder, social phobia), posttraumatic stress disorder and obsessive compulsive disorder.
Cybersickness is a notoriously common problem experienced with virtual reality (VR) systems. While the symptoms produced in the user of these systems are similar to the symptoms of motion sickness, ...the reaction to cybersickness is largely unrelated to physical movement, since physical movement, if any, is realized by the user in VR. Detection of cybersickness in a VR environment is a substantial step towards providing a comfortable VR experience. Because cybersickness has many symptoms, it has proved to be difficult to develop a precise method to detect it. Visual discomfort is believed to be the foremost contributing factor to cybersickness. Detection of visual discomfort is currently performed by questionnaires. However, this approach is not reliable due to the subjective nature of the collected feedback. With the availability of mobile EEG devices which are wearable, portable and low cost compared to medical level EEG devices, it is possible to use them with head mounted VR displays without interference. In this study, we first review the methodology used in EEG-based cybersickness detection and prevention. Then, we present our precursor study for EEG-based visual comfort improvement in VR and demonstrate the preliminary results of an EEG-based analysis using a mobile EEG device supported with the responses to the user questionnaire.
Virtual reality is a relatively new exposure tool that uses three-dimensional computer-graphics-based technologies which allow the individual to feel as if they are physically inside the virtual ...environment by misleading their senses. As virtual reality studies have become popular in the field of clinical psychology in recent years, it has been observed that virtual-reality-based therapies have a wide range of application areas, especially on anxiety disorders. Studies indicate that virtual reality can be more realistic than mental imagery and can create a stronger feeling of “presence”; that it is a safer starting point compared to in vivo exposure; and that it can be applied in a more practical and controlled manner. The aim of this review is to investigate exposure studies based on virtual reality in anxiety disorders (specific phobias, panic disorder and agoraphobias, generalized anxiety disorder, social phobia), posttraumatic stress disorder and obsessive compulsive disorder.
Keyframe extraction is a widely applied remedy for issues faced with 3D motion capture -based computer animation. In this paper, we propose a novel keyframe extraction method, where the motion is ...represented in linear rotation invariant coordinates and the dimensions covering 95% of the data are automatically selected using principal component analysis. Then, by K-means classification, the summarized data is clustered and a keyframe is extracted from each cluster based on cosine similarity. To validate the method, an online user study was conducted. The results of the user study show that 45% of the participants preferred the keyframes extracted using the proposed method, outperforming the alternative by 6%.
In this work, we present a novel methodology for procedural city generation from scratch, with the main goal of producing realistically structured cities with as little user input as possible. The ...methodology offers a thorough solution including procedural zone generation, procedural road network generation, procedural parcellation and procedural building generation. As we adopt a Burgess development model, the generated cities are complete with various zones of urban and suburban districts and public structures such as parks, schools, hospitals and police stations. We demonstrate the practicality of the proposed methodology via an application featured with a simple easy-to-use interface. The advantages of the proposed methodology, such as fast generation time and low resource requirements, are demonstrated in comparison to a similar commercial city generation engine.
A novel video coding scheme based on leaky prediction is proposed and its superiority against conventional predictive video coding is demonstrated in environments with moderate to heavy packet loss. ...The strength of the scheme stems from the fact that it explicitly takes into account the two modes of operation (packet loss or no packet loss) at the decoder and optimizes the corresponding reconstruction filters together with the prediction filter at the encoder simultaneously. The prediction coefficient tends to be significantly smaller than the correlation coefficient between two corresponding frames.
A novel video coding scheme based on leaky prediction is proposed and its superiority against conventional predictive video coding is demonstrated in environments with moderate to heavy packet loss. ...The strength of the scheme stems from the fact that it explicitly takes into account the two modes of operation (packet loss or no packet loss) at the decoder and optimizes the corresponding reconstruction filters together with the prediction filter at the encoder simultaneously. The prediction coefficient tends to be significantly smaller than the correlation coefficient between two corresponding frames.
One of the goals of modern game programming is adapting the life-like characteristics and concepts into games. This approach is adopted to offer game agents that exhibit more engaging behavior. ...Methods that prioritize reward maximization cause the game agent to go into same patterns and lead to repetitive gaming experience, as well as reduced playability. In order to prevent such repetitive patterns, we explore a behavior algorithm based on Q-learning with a Naïve Bayes approach. The algorithm is validated in a formal user study in contrast to a benchmark. The results of the study demonstrate that the algorithm outperforms the benchmark and the game agent becomes more engaging as the amount of gameplay data, from which the algorithm learns, increases.
This work explores a set of well-studied visual saliency features through seven saliency prediction methods with the aim of assessing how applicable they are for estimating visual saliency in dynamic ...virtual reality (VR) environments that are experienced with head-mounted displays. An in-depth analysis of how the saliency methods that make use of depth cues compare to ones that are based on purely image-based (2D) features is presented. To this end, a user study was conducted to collect gaze data from participants as they were shown the same set of three dynamic scenes in 2D desktop viewing and 3D VR viewing using a head-mounted display. The scenes convey varying visual experiences in terms of contents and range of depth-of-field so that an extensive analysis encompassing a comprehensive array of viewing behaviors could be provided. The results indicate that 2D features matter as much as depth for both viewing conditions, yet depth cue is slightly more important for 3D VR viewing. Furthermore, including depth as an additional cue to the 2D saliency methods improves prediction for both viewing conditions, and the benefit margin is greater in 3D VR viewing.