The editorial team of this special issue talked to a team of industrial leaders in Optics and Display Research (O&DR) at Meta Reality Labs Research. The mission of O&DR is to explore and advance ...optical and display technology towards Meta's vision of the Metaverse, to design and prototype potential display architectures for fashionable all-day wearables, and to enable AR, VR and MR that seamlessly delivers virtual content visually indistinguishable from the real world.
Mental health problems are inseparable from the environment. With virtual reality (VR), computer-generated interactive environments, individuals can repeatedly experience their problematic situations ...and be taught, via evidence-based psychological treatments, how to overcome difficulties. VR is moving out of specialist laboratories. Our central aim was to describe the potential of VR in mental health, including a consideration of the first 20 years of applications. A systematic review of empirical studies was conducted. In all, 285 studies were identified, with 86 concerning assessment, 45 theory development, and 154 treatment. The main disorders researched were anxiety (n = 192), schizophrenia (n = 44), substance-related disorders (n = 22) and eating disorders (n = 18). There are pioneering early studies, but the methodological quality of studies was generally low. The gaps in meaningful applications to mental health are extensive. The most established finding is that VR exposure-based treatments can reduce anxiety disorders, but there are numerous research and treatment avenues of promise. VR was found to be a much-misused term, often applied to non-interactive and non-immersive technologies. We conclude that VR has the potential to transform the assessment, understanding and treatment of mental health problems. The treatment possibilities will only be realized if – with the user experience at the heart of design – the best immersive VR technology is combined with targeted translational interventions. The capability of VR to simulate reality could greatly increase access to psychological therapies, while treatment outcomes could be enhanced by the technology's ability to create new realities. VR may merit the level of attention given to neuroimaging.
Stereopsis is the rich impression of three-dimensionality, based on binocular disparity—the differences between the two retinal images of the same world. However, a substantial proportion of the ...population is stereo-deficient, and relies mostly on monocular cues to judge the relative depth or distance of objects in the environment. Here we trained adults who were stereo blind or stereo-deficient owing to strabismus and/or amblyopia in a natural visuomotor task—a ‘bug squashing’ game—in a virtual reality environment. The subjects' task was to squash a virtual dichoptic bug on a slanted surface, by hitting it with a physical cylinder they held in their hand. The perceived surface slant was determined by monocular texture and stereoscopic cues, with these cues being either consistent or in conflict, allowing us to track the relative weighting of monocular versus stereoscopic cues as training in the task progressed. Following training most participants showed greater reliance on stereoscopic cues, reduced suppression and improved stereoacuity. Importantly, the training-induced changes in relative stereo weights were significant predictors of the improvements in stereoacuity. We conclude that some adults deprived of normal binocular vision and insensitive to the disparity information can, with appropriate experience, recover access to more reliable stereoscopic information.
This article is part of the themed issue ‘Vision in our three-dimensional world’.
Although virtual reality (VR) has been widely used to deliver news stories in immersive journalism (IJ), it is not clear how people are actually experiencing these stories and their contexts. ...Focusing on the immersion feature of VR stories, this study explicates the user experience to determine what it is like to experience news stories in VR and how immersion improves viewing experiences in IJ. This study proposes a VR experience model in the IJ context that integrates cognitive, affective, and behavioral factors as the primary influencing determinants. The results indicate that the meaning of immersion strongly depends on the users’ traits and contexts and that the function of immersion is strongly determined by the users’ own cognition and intentions. VR stories are viewed and accepted based on the manner that users imagine and intend to experience them. The model demonstrates the users’ cognitive processes of experiencing quality, value, and satisfaction, which determine how people empathize with and embody VR stories. The results confirm the relationship between immersion and both empathy and embodiment, implying a new conceptualization of immersion in the IJ context.
With its advanced capabilities of immersive and interactive visualization, virtual reality (VR) has been advocated to facilitate design, engineering, construction, and management for the built ...environment. Substantial efforts have thus been devoted to VR-related applications in the architecture, engineering, and construction (AEC) industry over the last decades, resulting in a vast, diverse, and fragmented body of knowledge. The objective of this research is to systematically gain an in-depth understanding of research trends as well as reveal challenges and opportunities for future research in the area. To achieve this objective, this research explores the state-of-the-art in VR applications for the built environment by a mixed quantitative-qualitative review method. A total of 229 journal articles are collected using a structured data acquisition approach from Scopus and then fed into a bibliometric analysis to construct science maps. By doing so, the main research outlets, articles, and themes of this research field are quantitatively identified. Subsequently, an in-depth qualitative discussion is presented to provide deeper insights into the challenges and opportunities of main research topics. Furthermore, future research directions are proposed as follows: 1) user-centered adaptive design, 2) attention-driven virtual reality information systems, 3) construction training systems incorporating human factors, 4) occupant-centered facility management, and 5) industry adoption. This research contributes to the body of knowledge by synthesizing the state of the art of VR technology for the built environment and exposing its research needs, which can serve both academia and industry in terms of promoting VR applications for the built environment.
•A mixed literature review of VR application for the build environment was conducted.•A bibliometric analysis was conducted to depict science maps of VR application.•Research topics and trends are revealed through bibliometric analysis for later discussion.•A qualitative analysis was performed to clarify research challenges and opportunities.•Five potential research areas are identified in the field of VR for the build environment.
Retraction: Cheng Y. Application of VR computer image technology in 3D virtualization of sports human science. J Concurrency Computat: Pract Exper. 2018; 30–24. The above article, published online on ...14 Sep 2018 Wiley Online Library ( https://onlinelibrary.wiley.com/doi/10.1002/cpe.4934) has been retracted by agreement between the journal Editor, Professor David W. Walker, School of Computer Science and Informatics, Cardiff University, Cardiff CF24 3AA, UK and Wiley Periodicals, LLC. The retraction has been agreed following an investigation based on allegations raised by a third party. Several inconsistencies including general logical flaws and irrelevant citations were found, making the motivation and conclusions of the article untrustworthy. The editorial office did not receive a response from the authors, and so requested underlying experimental data was not available for evaluation. Accordingly, the editors consider the conclusions of this manuscript invalid.