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1 n be dynamically explored by the user using 'virtual-reality'.
2 ord lists and two misinformation tasks using virtual reality).
3 ortant for future neurobiological studies in virtual reality.
4 ation of NF and cognitive tasks performed in virtual reality.
5 l environments in both the real world and in virtual reality.
6 etry on human spatial memory using immersive virtual reality.
7 tonomous vehicles to gesture recognition and virtual reality.
8 tracked walls with their whiskers in tactile virtual reality.
9 , to modern high-fidelity simulation such as virtual reality.
10 tials in mice running along linear tracks in virtual reality.
11 sing the Minimally Invasive Surgical Trainer Virtual Reality.
12 ow whether they are willing to use immersive virtual reality.
13 ad no association with exposure to immersive virtual reality.
14 lectroceuticals, neuroscience, augmented and virtual reality.
15 location after a change of view in immersive virtual reality.
16 ipulated virtual body movements in immersive virtual reality.
17 calcium imaging in mice running in a tactile virtual reality.
19 ion strategies, such as neurostimulation and virtual reality, aimed at alleviating gait impairments a
20 simulator tools (e.g. full-scale simulators, virtual reality airway simulators) is a promising modali
26 high efficiency including energy harvesting, virtual reality and information processing devices, or m
28 -time functional MRI neurofeedback task with virtual reality and tailored it for training downregulat
29 we implement as an aerial navigation task in virtual reality and which creates cognitive conditions t
32 less blood pressure measurement, interactive virtual reality, and human-machine interface are demonst
36 osophila melanogaster walking on a ball in a virtual reality arena to demonstrate that landmark-based
37 bees to actively control visual objects in a virtual reality arena, we show that behavioral fixation
38 three visually identical objects, using the virtual-reality arm to identify the unique artificial te
39 in which an actuator (a computer cursor or a virtual-reality arm) was moved using a BMBI that derived
40 ere has been rapid adoption of non-immersive virtual reality as a rehabilitation strategy despite the
42 er extremity motor impairment, non-immersive virtual reality as an add-on therapy to conventional reh
45 dent, students, nurs*, virtual-reality, VR, "virtual reality", "augmented reality", clinical, skil*,
46 stimulation integrated and synchronized with virtual reality/augmented reality (VR/AR) and wearables
47 phalography (EEG) markers of CVSA usable for virtual reality-based NF training procedures, i.e., mark
51 positive after a first exposure to immersive virtual reality, but not after exposure to time-lapse vi
52 erson perspective, indicating that immersive virtual reality can be a powerful tool to induce embodim
55 between building locations in a large-scale virtual-reality city while undergoing fMRI without re-ex
57 l stress: combat-related mental stress using virtual reality combat exposure (VRCE) and non-combat re
61 axial images, may now be used to construct a virtual reality endoscopic image, and navigator software
62 ppocampal place cells while mice navigated a virtual reality environment in which both types of infor
65 aphy with a full-body reaching protocol in a virtual reality environment to assess cortical activity
66 method is to immerse an animal in a dynamic virtual reality environment to examine behavioral respon
67 o develop accurate 3D motion perception in a virtual reality environment, even after prolonged exposu
68 1 place cells during spatial navigation in a virtual reality environment, mimicking natural place-fie
69 d for this signal as participants explored a virtual reality environment, mimicking the rats' foragin
78 d temporal details of a recently experienced virtual reality environment; we then employed graph theo
79 quires the use of spatial cues to navigate a virtual-reality environment and find monetary rewards, a
80 to predict the position of individuals in a virtual-reality environment from the pattern of activity
88 ng of hippocampal neurons in mice navigating virtual reality environments, embedding or not local vis
89 scanned during the encoding of two different virtual reality environments, one from each perspective.
93 ubjects were making reaching movements in 3D virtual reality, experiencing perturbations either in th
95 der to address this question, we developed a virtual reality experimental model of neighborhood disad
97 ed a cognitive enhancer synergistically with virtual reality exposure (VRE) therapy for the treatment
98 The authors examined the effectiveness of virtual reality exposure augmented with D-cycloserine or
99 eceived two sessions involving 30 minutes of virtual reality exposure therapy and were randomly assig
101 essions of behavioral exposure therapy using virtual reality exposure to heights within a virtual gla
102 er an introductory session, five sessions of virtual reality exposure were augmented with D-cycloseri
104 susceptible to false-memory creation using a virtual-reality eyewitness scenario and virtual-reality
105 here, based on full-body motion capture and virtual reality feedback, directly addresses this issue
106 s' out-of-field firing in mice navigating in virtual reality further revealed an experience-dependent
107 Young children tolerate fully immersive 3D virtual reality game play without noteworthy effects on
114 effect of dichoptic visual training using a virtual reality head mounted display in a sample of anis
121 tial attitude towards head-mounted immersive virtual reality in 76 older adults who had never used vi
123 ibular cues, we made similar measurements in virtual reality, in which only visual cues were informat
124 t-task trainers, mannequin-based simulation, virtual reality, in-situ techniques, screen-based simula
132 essing in the OPA while subjects performed a virtual-reality memory task that required them to learn
134 l movement, with stronger activation for the virtual reality 'mirror box' compared to the classical m
135 nt (PC), three-dimensional graphics based on virtual reality modeling language and sharing of PC betw
137 in all three sets, and produce a graphical (Virtual Reality Modelling Language-VRML; (ISO/IEC 14772-
142 demonstrates that an entorhinal cortex-based virtual reality navigation task can differentiate patien
143 sing transcranial magnetic stimulation and a virtual reality navigation task has shown that we need t
148 impaired recovery and D-cycloserine enhanced virtual reality outcome in patients who demonstrated wit
149 objects, airflow fields, and odor plumes in virtual reality over large spatial and temporal scales.
150 d by combining electroencephalography with a virtual reality paradigm to observe the modulation in EE
152 We modified a recently developed immersive Virtual Reality paradigm to test in humans whether conte
153 patients with focal cerebellar lesions in a virtual-reality paradigm measuring the effect of action
155 control participants undertook an immersive virtual reality path integration test, as a measure of e
158 nce by users with different proficiency on a virtual reality platform equipped with a visual guidance
161 Ophthalmic Simulation, which is to develop a virtual-reality program that augments and accelerates su
162 sickness after a first exposure to immersive virtual reality relative to exposure to time-lapse video
163 signals; 2) real objects and their matching virtual reality representations as visual anchors have d
164 rall this research combines state-of-the-art virtual reality, robotic movement simulations, and reali
165 epetitive transcranial magnetic stimulation, virtual reality, robotic therapies, and drug augmentatio
170 bjects performed rhythmic ball bouncing in a virtual reality set-up with and without perturbations.
172 ow how we might achieve this, combining rich virtual reality set-ups and the use of optogenetics in f
173 lifts of small and large objects in the same virtual reality setup, we found a larger, typical percep
175 udies in humans and nonhuman primates (i.e., virtual reality) show that reduced sensory input alters
176 ce in order to answer the question 'How does virtual reality simulation compare to simulated practice
177 be considered for successful integration of virtual reality simulation into a surgical training prog
179 s by using a highly accurate and interactive virtual reality simulation of central London (UK) to ass
180 f a formal program for surgical training via virtual reality simulation should be strongly considered
181 s article, we detail the modern evolution of virtual-reality simulation in ophthalmology and present
182 rative established to introduce and evaluate virtual-reality simulation through a global cloud of net
184 randomized to either mentored training on a virtual reality simulator (n=12) or no simulator trainin
185 proficiency-based psychomotor training on a virtual reality simulator, cognitive training, and parti
188 hen training a complex operational task on a virtual reality simulator; time and repetitions used to
189 s for surgical skill acquisition, utility of virtual reality simulators to improve skills relevant to
192 h scanning session, participants performed a virtual reality spatial memory task analogous to the Mor
196 med spatial behaviors in a setup combining a virtual reality system and a custom-built two-photon mic
197 Here we present a whisker-based, tactile virtual reality system for head-fixed mice running on a
198 e granule neurons with a novel, unrestrained virtual reality system for rodents, we discovered that a
210 To achieve this objective, we designed a virtual reality task that guided healthy human participa
211 cantly worse than comparison subjects on the virtual reality task, as assessed by the number of locat
214 ises for adults, pediatric intervention, and virtual reality techniques, and, in more depth, the lite
218 Recent years have seen notable advances in virtual reality technology and increased interest in pot
219 sis of peripheral physiological signals, and virtual reality technology in humans, we show that trans
222 re we developed experimental paradigms using virtual reality that disambiguate RPEs from values.
223 ndent on the software and data set, allowing virtual reality to begin to challenge endoscopic evaluat
230 mbling and the provision of novel tools (eg, virtual reality) to assess the effectiveness of new poli
233 ts in the OR-32% and 38%, respectively-after virtual reality training (P = 0.008 and P = 0.018).
234 s studies have demonstrated the relevance of virtual reality training as an adjunct to traditional op
235 e surgeries before and 3 surgeries after the virtual reality training were video-recorded, anonymized
236 This paradigm combined intense immersive virtual reality training, enriched visual-tactile feedba
237 ed of case-based learning, proficiency-based virtual reality training, laparoscopic box training, and
242 ssions, 60 min each) of either non-immersive virtual reality using the Nintendo Wii gaming system (VR
243 lst the results are generally favourable for virtual reality, variation in devices, data collection t
246 rding to an intervention protocol, including virtual reality video games, activity monitors, and hand
249 Here, we exploited recent developments in virtual reality (VR) and in-headset eye-tracking to test
254 y (LC) after training on a proficiency based virtual reality (VR) curriculum with that of a tradition
258 To investigate the effect of exposure to a virtual reality (VR) environment preoperatively on patie
259 hat factors modulate VEPRs in a high quality virtual reality (VR) environment where real and virtual
260 n has been facilitated by the development of virtual reality (VR) environments for head-fixed animals
262 n enhance the operative performance versus a virtual reality (VR) generic CAS warm-up procedure or no
266 the broad use of Augmented Reality (AR) and Virtual Reality (VR) in the fields of bioinformatics and
269 lope technique, all participants performed 5 Virtual Reality (VR) laparoscopic cholecystectomies (LC)
270 eline tested and then trained on a validated virtual reality (VR) laparoscopic cholecystectomy (LC) c
272 le-blind trial which showed that training by virtual reality (VR) significantly reduces objectively a
273 ssment task; Massed condition who trained on virtual reality (VR) simulation during 1 day or Interval
274 ed procedural errors must be demonstrated if virtual reality (VR) simulation is to be used as a valid
276 ther individualized deliberate practice on a virtual reality (VR) simulator results in improved techn
277 en two groups of users reveal that augmented virtual reality (VR) simulators have the potential and c
282 bining treadmill training with non-immersive virtual reality (VR) to target both cognitive aspects of
284 created BigTop, a visualization framework in virtual reality (VR), designed to render a Manhattan plo
285 nce, we measured rat hippocampal activity in virtual reality (VR), where only distal visual and nonve
286 ew features include: (i) visualization using virtual reality (VR), which has implications in biology
287 developed BioVR, an easy-to-use interactive, virtual reality (VR)-assisted platform for integrated vi
295 censure", trainee, student, students, nurs*, virtual-reality, VR, "virtual reality", "augmented reali
298 im was to compare the safety and efficacy of virtual reality with recreational therapy on motor recov
300 nvironmental learning, we created an 'alien' virtual reality world populated with landmarks of which