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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.
18                      To test this, we used a virtual reality [7, 11, 26-28] task where participants l
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
21                  Here, we combined immersive virtual reality and EEG recording to explore whether emb
22                              Using immersive virtual reality and EEG recording, we explored how the b
23 ive orthoses, noninvasive brain stimulation, virtual reality and gaming devices.
24        Such situations include navigation in virtual reality and head-restricted conditions, since th
25                           The combination of virtual reality and high-resolution functional imaging s
26 high efficiency including energy harvesting, virtual reality and information processing devices, or m
27                                    Employing virtual reality and mediation analysis, we implicate shi
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
30 rchitectural acoustics, indoor localization, virtual reality, and audio forensics.
31                    These consisted of bench, virtual reality, and cadaveric models.
32 less blood pressure measurement, interactive virtual reality, and human-machine interface are demonst
33            We develop TeraVR, an open-source virtual reality annotation system, to address these chal
34                           We conclude that a virtual reality application of the mirror box is viable
35 imitations, some of which can be overcome by virtual reality applications.
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
41                            The discussion of virtual reality as a teaching tool for surgical programs
42 er extremity motor impairment, non-immersive virtual reality as an add-on therapy to conventional reh
43 homotor skill performance support the use of virtual reality as an educational intervention.
44                                      Using a virtual reality assay, we first characterize how motor a
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
48 eality in 76 older adults who had never used virtual reality before.
49                             Here, we combine virtual-reality behavioural assays, volumetric calcium i
50              For example, in comparison with virtual reality, box trainers have similar effects for p
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
53                                              Virtual reality can be used to study gait adaptability i
54                  Attitudes towards immersive virtual reality changed from neutral to positive after a
55  between building locations in a large-scale virtual-reality city while undergoing fMRI without re-ex
56                                              Virtual reality, cognitive curriculum and animation vide
57 l stress: combat-related mental stress using virtual reality combat exposure (VRCE) and non-combat re
58                     Here, we show that, in a virtual reality conditioning task, cerebellar output neu
59 ng functional magnetic resonance imaging and virtual reality contexts.
60 eons underwent training on an evidence-based virtual reality curriculum.
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
63                   Subjects made reaches in a virtual reality environment in which vision and proprioc
64                                 A wide-field virtual reality environment simulated a daily scenario w
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
70                                   Using a 3D virtual reality environment, we found that Drosophila ut
71 reactivity to dynamic visual stimuli using a virtual reality environment.
72 ly modulated activity during navigation in a virtual reality environment.
73 n participants performing the same task in a virtual reality environment.
74                  Targets were presented in a virtual reality environment.
75 th visual and interoceptive information in a virtual reality environment.
76 poral lobe while participants navigated in a virtual reality environment.
77 encoded behaviorally relevant locations in a virtual reality environment.
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
81                       As mice navigated in a virtual-reality environment, dopamine neurons encoded an
82                     However, in an immersive virtual-reality environment, observers failed to notice
83 tch-clamp recordings in mice navigating in a virtual-reality environment.
84  movement of a cursor in a three-dimensional virtual-reality environment.
85  over minutes as the fly explores an altered virtual-reality environment.
86                                   The use of virtual reality environments has made it possible to exp
87             Here participants retrieved four virtual reality environments with repeating or novel lan
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.
90 ) in responsive, web-based visualization and virtual reality environments.
91 ct-location associations within two distinct virtual reality environments.
92  during memory retrieval in mice behaving in virtual-reality environments.
93 ubjects were making reaching movements in 3D virtual reality, experiencing perturbations either in th
94                                    A clever 'virtual reality' experiment reveals that specialized mec
95 der to address this question, we developed a virtual reality experimental model of neighborhood disad
96                                 In olfactory virtual reality experiments, we report that high activit
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
100 ere taken prior to each of the 2 sessions of virtual reality exposure therapy.
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
103 hough there was no control condition for the virtual reality exposure.
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
108                    Exercise through video or virtual reality games (i.e. exergames) has grown in popu
109 d, force, precision and timing, and included virtual reality games.
110                                              Virtual reality groups performed favourably in compariso
111                                    Immersive virtual reality has become increasingly popular to impro
112                                              Virtual reality has been used to embody adults in the bo
113 (Vivid Vision) run in the Oculus Rift OC DK2 virtual reality head mounted display (Oculus VR).
114  effect of dichoptic visual training using a virtual reality head mounted display in a sample of anis
115                   Dichoptic training using a virtual reality head mounted display seems to be an effe
116 perturbations during overground walking in a virtual reality headset.
117 osed), natural, and optic flow supplied by a virtual-reality headset.
118                      Immersive, head-mounted virtual reality (HMD-VR) provides a unique opportunity t
119                                              Virtual reality images were reconstructed for 27 normal
120 nic tilting trains and the increasing use of virtual reality immersion.
121 tial attitude towards head-mounted immersive virtual reality in 76 older adults who had never used vi
122       This review describes the evolution of virtual reality in urology and the milestones of its cur
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
125                                              Virtual reality is a new and relatively untested method
126                                Non-immersive virtual reality is an emerging strategy to enhance motor
127                                              Virtual reality is an emerging technology with a limited
128                                              Virtual reality is best with volume rendering, with the
129                       Fortunately, immersive Virtual Reality (iVR) technology has improved appreciabl
130                              It appears that virtual reality leads to educational outcomes similar or
131                   A navigation task based on virtual reality may provide a more sensitive and consist
132 essing in the OPA while subjects performed a virtual-reality memory task that required them to learn
133                               We developed a virtual reality mirror box application and evaluated its
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
136 ion and supplied back to the user as a VRML (virtual reality modeling language) file.
137  in all three sets, and produce a graphical (Virtual Reality Modelling Language-VRML; (ISO/IEC 14772-
138 divided into animal, cadaver, inanimate, and virtual-reality models.
139 icipants navigated to a hidden platform in a virtual reality Morris water maze.
140                                              Virtual reality navigation may provide a consistent, sen
141                       Performance on a novel virtual reality navigation task and a traditional measur
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
144  to abnormal hippocampal functioning using a virtual reality navigation task.
145                 Using a carefully controlled virtual-reality object-location memory task, we formally
146 ity from neurosurgical patients performing a virtual-reality object-location memory task.
147 ls, but these were driven by three trials of virtual reality or Nintendo Wii.
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
151          Here, we offer and validate a novel virtual reality paradigm to study threat-related learnin
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
154 ments in flies controlling visual stimuli in virtual reality paradigms.
155  control participants undertook an immersive virtual reality path integration test, as a measure of e
156 ng a virtual-reality eyewitness scenario and virtual-reality perpetrator scenario.
157                We developed the Raspberry Pi Virtual Reality (PiVR) system to conduct closed-loop opt
158 nce by users with different proficiency on a virtual reality platform equipped with a visual guidance
159 arios, was completed using a custom designed virtual-reality platform.
160                 To investigate the effect of virtual reality proficiency-based training on actual cat
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
166 ries of highly visually similar stimuli: (1) virtual reality scene pairs; and (2) face pairs.
167 ctivity and smallest startle response during virtual reality scenes.
168 ization and perceptual learning of faces and virtual reality scenes.
169 ce when the stimuli to be discriminated were virtual reality scenes.
170 bjects performed rhythmic ball bouncing in a virtual reality set-up with and without perturbations.
171 ring whole-body rotations with the help of a virtual reality set-up.
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
174 from their own self movement in a simplified virtual reality setup.
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
178                                              Virtual reality simulation may be a useful adjunct to tr
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
183              Cataract surgical training on a virtual reality simulator (EyeSi) until a proficiency-ba
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
186 cy level for a complex operational task on a virtual reality simulator.
187  improved by proficiency-based training on a virtual reality simulator.
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
190       Individuals repeatedly entered neutral virtual reality social environments.
191                                   vLUME is a virtual reality software package designed to render larg
192 h scanning session, participants performed a virtual reality spatial memory task analogous to the Mor
193 rosurgical patients playing Treasure Hunt, a virtual-reality spatial-memory task.
194            This study strongly suggests that virtual reality surgical simulation training with the CI
195 yesi (VRmagic, Mannheim, Germany) ophthalmic virtual reality surgical simulator.
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
199 s, we next established a freely controllable virtual reality system for unrestrained mice.
200                                    We used a virtual reality system to examine the 3D heading tuning
201                               MetNet3D, a 3D virtual reality system, allows a user to explore gene ex
202                                      Using a virtual reality system, we demonstrate that local search
203                                          The virtual-reality system developed here will enable new ex
204               Furthermore, we demonstrate a 'virtual-reality system for single cells', wherein cell b
205                     Here we show, by using a virtual-reality system to translate macaque monkeys (Mac
206                                      Using a virtual-reality system, we have characterized the three-
207 mbining in vivo whole-cell recordings with a virtual-reality system.
208                                      Besides virtual reality systems, a program is being developed to
209                               We simulated a virtual reality tactile corridor, consisting of two move
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
212  to some very unusual ball trajectories in a virtual reality task.
213                                              Virtual reality techniques have made significant advance
214 ises for adults, pediatric intervention, and virtual reality techniques, and, in more depth, the lite
215                  We do so by using immersive Virtual Reality technologies with spatialized audio.
216  be as effective as innovative non-immersive virtual reality technologies.
217            Recent breakthroughs in immersive virtual reality technology allowed us to test how body-b
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
220               We used three-dimensional (3D) virtual reality technology to manipulate the egocentric
221 y that were manipulated experimentally using virtual reality technology.
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
224                                      We used virtual reality to change the size and weight of an obje
225                            We used immersive virtual reality to decouple visual input from motion-rel
226                                 Here, we use virtual reality to dissociate visual environmental from
227                     Five related studies use virtual reality to examine these two types of memory in
228                 We present two studies using virtual reality to rigorously test this hypothesis.
229                                 Here we used virtual reality to test whether and how the HBR-derived
230 mbling and the provision of novel tools (eg, virtual reality) to assess the effectiveness of new poli
231                                A large-scale virtual reality town was used to test the topographical
232              Subjects found their way in one virtual-reality town and followed a well-learned route i
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
238 icient of 0.92 and 0.86 before and after the virtual reality training, respectively.
239 dy was to define which surgeons benefit from virtual reality training.
240                                A six-session virtual reality treatment was associated with reduction
241                         Their performance on virtual reality upper endoscopy tasks was analyzed by co
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
244                             These included a virtual reality version of the Morris water maze, a task
245                  Examples include the use of virtual reality, vibrotactile feedback, optokinetic flow
246 rding to an intervention protocol, including virtual reality video games, activity monitors, and hand
247              In larval zebrafish swimming in virtual reality, visual feedback can be withheld so that
248                 Traditional technologies for virtual reality (VR) and augmented reality (AR) create h
249    Here, we exploited recent developments in virtual reality (VR) and in-headset eye-tracking to test
250      A number of high-tech visual aids using virtual reality (VR) and sensory substitution have been
251                            Three-dimensional virtual reality (VR) biliary anatomy models can be obtai
252 rected spatial navigation task in new visual virtual reality (VR) contexts.
253            The objective was to determine if virtual reality (VR) could provide a vehicle for sensory
254 y (LC) after training on a proficiency based virtual reality (VR) curriculum with that of a tradition
255                                              Virtual reality (VR) enables precise control of an anima
256                                              Virtual reality (VR) enables protein visualization in st
257                   We use the fully immersive virtual reality (VR) environment CAVE (cave automatic vi
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
261          In contrast, three-dimensional (3D) virtual reality (VR) expands the realm of 2D image visua
262 n enhance the operative performance versus a virtual reality (VR) generic CAS warm-up procedure or no
263                       To address this issue, Virtual Reality (VR) has been proposed as a potential so
264                                              Virtual reality (VR) has finally come of age for serious
265                                              Virtual reality (VR) holds great promise as a tool to st
266  the broad use of Augmented Reality (AR) and Virtual Reality (VR) in the fields of bioinformatics and
267                                              Virtual reality (VR) is a technology that is gaining tra
268                                              Virtual reality (VR) is becoming an increasingly importa
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
271                  We established an immersive virtual reality (VR) platform to simultaneously measure
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
275 dents to train to proficiency using either a virtual reality (VR) simulator or box trainer.
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
278                 A decade ago Satava proposed virtual reality (VR) surgical simulation as a solution f
279                                  Advances in Virtual Reality (VR) technologies allow the investigatio
280                         We used head-mounted virtual reality (VR) to place observers in immersive, dy
281                        Recent findings using virtual reality (VR) to realistically manipulate the len
282 bining treadmill training with non-immersive virtual reality (VR) to target both cognitive aspects of
283              The development of a structured virtual reality (VR) training curriculum for colonoscopy
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
288          Using cellular calcium imaging in a virtual reality (VR)-based locomotion task, we investiga
289 at a sense of embodiment may be generated by virtual reality (VR).
290 e lower limbs were simulated using immersive virtual reality (VR).
291 dy-fixed rodents exploring a two-dimensional virtual reality (VR).
292 stimulation, robotic interactive therapy and virtual reality (VR).
293  of social presence on contagious yawning in virtual reality (VR).
294 male and female mice, as animals performed a virtual-reality (VR) track running task.
295 censure", trainee, student, students, nurs*, virtual-reality, VR, "virtual reality", "augmented reali
296                         In Exp. 1, immersive virtual reality was used to embody 30 adults as a 4-y-ol
297 ons have directional tuning that persists in virtual reality, where vestibular cues are absent.
298 im was to compare the safety and efficacy of virtual reality with recreational therapy on motor recov
299                                  Interactive virtual reality, with its enhanced ability to display mo
300 nvironmental learning, we created an 'alien' virtual reality world populated with landmarks of which

 
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