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1 n be dynamically explored by the user using 'virtual-reality'.
2 , to modern high-fidelity simulation such as virtual reality.
3 ortant for future neurobiological studies in virtual reality.
4 tials in mice running along linear tracks in virtual reality.
5 sing the Minimally Invasive Surgical Trainer Virtual Reality.
6 l environments in both the real world and in virtual reality.
7 tonomous vehicles to gesture recognition and virtual reality.
8 tracked walls with their whiskers in tactile virtual reality.
9                      To test this, we used a virtual reality [7, 11, 26-28] task where participants l
10 simulator tools (e.g. full-scale simulators, virtual reality airway simulators) is a promising modali
11                  Here, we combined immersive virtual reality and EEG recording to explore whether emb
12                              Using immersive virtual reality and EEG recording, we explored how the b
13 ive orthoses, noninvasive brain stimulation, virtual reality and gaming devices.
14        Such situations include navigation in virtual reality and head-restricted conditions, since th
15                           The combination of virtual reality and high-resolution functional imaging s
16 rchitectural acoustics, indoor localization, virtual reality, and audio forensics.
17                    These consisted of bench, virtual reality, and cadaveric models.
18                           We conclude that a virtual reality application of the mirror box is viable
19 imitations, some of which can be overcome by virtual reality applications.
20 osophila melanogaster walking on a ball in a virtual reality arena to demonstrate that landmark-based
21 bees to actively control visual objects in a virtual reality arena, we show that behavioral fixation
22  three visually identical objects, using the virtual-reality arm to identify the unique artificial te
23 in which an actuator (a computer cursor or a virtual-reality arm) was moved using a BMBI that derived
24 ere has been rapid adoption of non-immersive virtual reality as a rehabilitation strategy despite the
25                            The discussion of virtual reality as a teaching tool for surgical programs
26 er extremity motor impairment, non-immersive virtual reality as an add-on therapy to conventional reh
27                      Based on results from a virtual reality ball-catching task, we derive a simple m
28                             Here, we combine virtual-reality behavioural assays, volumetric calcium i
29              For example, in comparison with virtual reality, box trainers have similar effects for p
30 erson perspective, indicating that immersive virtual reality can be a powerful tool to induce embodim
31  between building locations in a large-scale virtual-reality city while undergoing fMRI without re-ex
32                                              Virtual reality, cognitive curriculum and animation vide
33 l stress: combat-related mental stress using virtual reality combat exposure (VRCE) and non-combat re
34 ng functional magnetic resonance imaging and virtual reality contexts.
35 eons underwent training on an evidence-based virtual reality curriculum.
36 axial images, may now be used to construct a virtual reality endoscopic image, and navigator software
37 ppocampal place cells while mice navigated a virtual reality environment in which both types of infor
38                   Subjects made reaches in a virtual reality environment in which vision and proprioc
39                                 A wide-field virtual reality environment simulated a daily scenario w
40  method is to immerse an animal in a dynamic virtual reality environment to examine behavioral respon
41 o develop accurate 3D motion perception in a virtual reality environment, even after prolonged exposu
42 1 place cells during spatial navigation in a virtual reality environment, mimicking natural place-fie
43 d for this signal as participants explored a virtual reality environment, mimicking the rats' foragin
44                                   Using a 3D virtual reality environment, we found that Drosophila ut
45                  Targets were presented in a virtual reality environment.
46 th visual and interoceptive information in a virtual reality environment.
47 poral lobe while participants navigated in a virtual reality environment.
48  and position of familiar locations within a virtual reality environment.
49 reactivity to dynamic visual stimuli using a virtual reality environment.
50 ly modulated activity during navigation in a virtual reality environment.
51 d temporal details of a recently experienced virtual reality environment; we then employed graph theo
52 quires the use of spatial cues to navigate a virtual-reality environment and find monetary rewards, a
53  to predict the position of individuals in a virtual-reality environment from the pattern of activity
54                     However, in an immersive virtual-reality environment, observers failed to notice
55 tch-clamp recordings in mice navigating in a virtual-reality environment.
56  movement of a cursor in a three-dimensional virtual-reality environment.
57                                   The use of virtual reality environments has made it possible to exp
58             Here participants retrieved four virtual reality environments with repeating or novel lan
59 scanned during the encoding of two different virtual reality environments, one from each perspective.
60 ) in responsive, web-based visualization and virtual reality environments.
61 ct-location associations within two distinct virtual reality environments.
62  during memory retrieval in mice behaving in virtual-reality environments.
63 ubjects were making reaching movements in 3D virtual reality, experiencing perturbations either in th
64                                    A clever 'virtual reality' experiment reveals that specialized mec
65                                 In olfactory virtual reality experiments, we report that high activit
66 ed a cognitive enhancer synergistically with virtual reality exposure (VRE) therapy for the treatment
67    The authors examined the effectiveness of virtual reality exposure augmented with D-cycloserine or
68 eceived two sessions involving 30 minutes of virtual reality exposure therapy and were randomly assig
69 ere taken prior to each of the 2 sessions of virtual reality exposure therapy.
70 essions of behavioral exposure therapy using virtual reality exposure to heights within a virtual gla
71 er an introductory session, five sessions of virtual reality exposure were augmented with D-cycloseri
72 hough there was no control condition for the virtual reality exposure.
73  here, based on full-body motion capture and virtual reality feedback, directly addresses this issue
74 d, force, precision and timing, and included virtual reality games.
75                                              Virtual reality has been used to embody adults in the bo
76 (Vivid Vision) run in the Oculus Rift OC DK2 virtual reality head mounted display (Oculus VR).
77  effect of dichoptic visual training using a virtual reality head mounted display in a sample of anis
78                   Dichoptic training using a virtual reality head mounted display seems to be an effe
79 osed), natural, and optic flow supplied by a virtual-reality headset.
80                      Immersive, head-mounted virtual reality (HMD-VR) provides a unique opportunity t
81 t developments in the computer technology of virtual reality hold the promise of exciting progress in
82                                              Virtual reality images were reconstructed for 27 normal
83 nic tilting trains and the increasing use of virtual reality immersion.
84       This review describes the evolution of virtual reality in urology and the milestones of its cur
85 ibular cues, we made similar measurements in virtual reality, in which only visual cues were informat
86 t-task trainers, mannequin-based simulation, virtual reality, in-situ techniques, screen-based simula
87                                Non-immersive virtual reality is an emerging strategy to enhance motor
88                                              Virtual reality is best with volume rendering, with the
89                       Fortunately, immersive Virtual Reality (iVR) technology has improved appreciabl
90                   A navigation task based on virtual reality may provide a more sensitive and consist
91 essing in the OPA while subjects performed a virtual-reality memory task that required them to learn
92                               We developed a virtual reality mirror box application and evaluated its
93 l movement, with stronger activation for the virtual reality 'mirror box' compared to the classical m
94 nt (PC), three-dimensional graphics based on virtual reality modeling language and sharing of PC betw
95 ion and supplied back to the user as a VRML (virtual reality modeling language) file.
96 I structure section gives access to 3D VRML (Virtual Reality Modelling Language) files for any user-d
97  in all three sets, and produce a graphical (Virtual Reality Modelling Language-VRML; (ISO/IEC 14772-
98 divided into animal, cadaver, inanimate, and virtual-reality models.
99 icipants navigated to a hidden platform in a virtual reality Morris water maze.
100                                              Virtual reality navigation may provide a consistent, sen
101                       Performance on a novel virtual reality navigation task and a traditional measur
102 sing transcranial magnetic stimulation and a virtual reality navigation task has shown that we need t
103  to abnormal hippocampal functioning using a virtual reality navigation task.
104                 Using a carefully controlled virtual-reality object-location memory task, we formally
105 ls, but these were driven by three trials of virtual reality or Nintendo Wii.
106 impaired recovery and D-cycloserine enhanced virtual reality outcome in patients who demonstrated wit
107 d by combining electroencephalography with a virtual reality paradigm to observe the modulation in EE
108          Here, we offer and validate a novel virtual reality paradigm to study threat-related learnin
109  patients with focal cerebellar lesions in a virtual-reality paradigm measuring the effect of action
110 ments in flies controlling visual stimuli in virtual reality paradigms.
111 nce by users with different proficiency on a virtual reality platform equipped with a visual guidance
112 arios, was completed using a custom designed virtual-reality platform.
113                 To investigate the effect of virtual reality proficiency-based training on actual cat
114 Ophthalmic Simulation, which is to develop a virtual-reality program that augments and accelerates su
115  signals; 2) real objects and their matching virtual reality representations as visual anchors have d
116 rall this research combines state-of-the-art virtual reality, robotic movement simulations, and reali
117 epetitive transcranial magnetic stimulation, virtual reality, robotic therapies, and drug augmentatio
118 ries of highly visually similar stimuli: (1) virtual reality scene pairs; and (2) face pairs.
119 ization and perceptual learning of faces and virtual reality scenes.
120 ce when the stimuli to be discriminated were virtual reality scenes.
121 ctivity and smallest startle response during virtual reality scenes.
122 bjects performed rhythmic ball bouncing in a virtual reality set-up with and without perturbations.
123 ring whole-body rotations with the help of a virtual reality set-up.
124 udies in humans and nonhuman primates (i.e., virtual reality) show that reduced sensory input alters
125  be considered for successful integration of virtual reality simulation into a surgical training prog
126                                              Virtual reality simulation may be a useful adjunct to tr
127 s by using a highly accurate and interactive virtual reality simulation of central London (UK) to ass
128 f a formal program for surgical training via virtual reality simulation should be strongly considered
129 s article, we detail the modern evolution of virtual-reality simulation in ophthalmology and present
130 rative established to introduce and evaluate virtual-reality simulation through a global cloud of net
131 rine, porcine and canine) in addition to the virtual reality simulations, secondary structural data a
132              Cataract surgical training on a virtual reality simulator (EyeSi) until a proficiency-ba
133  randomized to either mentored training on a virtual reality simulator (n=12) or no simulator trainin
134  proficiency-based psychomotor training on a virtual reality simulator, cognitive training, and parti
135 cy level for a complex operational task on a virtual reality simulator.
136  improved by proficiency-based training on a virtual reality simulator.
137 hen training a complex operational task on a virtual reality simulator; time and repetitions used to
138 s for surgical skill acquisition, utility of virtual reality simulators to improve skills relevant to
139 h scanning session, participants performed a virtual reality spatial memory task analogous to the Mor
140            This study strongly suggests that virtual reality surgical simulation training with the CI
141 yesi (VRmagic, Mannheim, Germany) ophthalmic virtual reality surgical simulator.
142 med spatial behaviors in a setup combining a virtual reality system and a custom-built two-photon mic
143     Here we present a whisker-based, tactile virtual reality system for head-fixed mice running on a
144 e granule neurons with a novel, unrestrained virtual reality system for rodents, we discovered that a
145 s, we next established a freely controllable virtual reality system for unrestrained mice.
146                                    We used a virtual reality system to examine the 3D heading tuning
147                               MetNet3D, a 3D virtual reality system, allows a user to explore gene ex
148                                      Using a virtual reality system, subjects were exposed to opposit
149                                          The virtual-reality system developed here will enable new ex
150                     Here we show, by using a virtual-reality system to translate macaque monkeys (Mac
151                                      Using a virtual-reality system, we have characterized the three-
152 mbining in vivo whole-cell recordings with a virtual-reality system.
153                                      Besides virtual reality systems, a program is being developed to
154                               We simulated a virtual reality tactile corridor, consisting of two move
155 cantly worse than comparison subjects on the virtual reality task, as assessed by the number of locat
156  to some very unusual ball trajectories in a virtual reality task.
157                                              Virtual reality techniques have made significant advance
158 ises for adults, pediatric intervention, and virtual reality techniques, and, in more depth, the lite
159                  We do so by using immersive Virtual Reality technologies with spatialized audio.
160  be as effective as innovative non-immersive virtual reality technologies.
161   Recent years have seen notable advances in virtual reality technology and increased interest in pot
162 sis of peripheral physiological signals, and virtual reality technology in humans, we show that trans
163 y that were manipulated experimentally using virtual reality technology.
164 ndent on the software and data set, allowing virtual reality to begin to challenge endoscopic evaluat
165                            We used immersive virtual reality to decouple visual input from motion-rel
166                     Five related studies use virtual reality to examine these two types of memory in
167 paper four areas of potential application of virtual reality to neurological rehabilitation are revie
168                 We present two studies using virtual reality to rigorously test this hypothesis.
169 mbling and the provision of novel tools (eg, virtual reality) to assess the effectiveness of new poli
170                                A large-scale virtual reality town was used to test the topographical
171 during navigation in a familiar, yet complex virtual reality town.
172              Subjects found their way in one virtual-reality town and followed a well-learned route i
173 ts in the OR-32% and 38%, respectively-after virtual reality training (P = 0.008 and P = 0.018).
174 s studies have demonstrated the relevance of virtual reality training as an adjunct to traditional op
175 e surgeries before and 3 surgeries after the virtual reality training were video-recorded, anonymized
176     This paradigm combined intense immersive virtual reality training, enriched visual-tactile feedba
177 ed of case-based learning, proficiency-based virtual reality training, laparoscopic box training, and
178 icient of 0.92 and 0.86 before and after the virtual reality training, respectively.
179 dy was to define which surgeons benefit from virtual reality training.
180                                A six-session virtual reality treatment was associated with reduction
181                         Their performance on virtual reality upper endoscopy tasks was analyzed by co
182 ssions, 60 min each) of either non-immersive virtual reality using the Nintendo Wii gaming system (VR
183                             These included a virtual reality version of the Morris water maze, a task
184                  Examples include the use of virtual reality, vibrotactile feedback, optokinetic flow
185                            Three-dimensional virtual reality (VR) biliary anatomy models can be obtai
186 y (LC) after training on a proficiency based virtual reality (VR) curriculum with that of a tradition
187                                              Virtual reality (VR) enables precise control of an anima
188                   We use the fully immersive virtual reality (VR) environment CAVE (cave automatic vi
189   To investigate the effect of exposure to a virtual reality (VR) environment preoperatively on patie
190 hat factors modulate VEPRs in a high quality virtual reality (VR) environment where real and virtual
191 n enhance the operative performance versus a virtual reality (VR) generic CAS warm-up procedure or no
192                       To address this issue, Virtual Reality (VR) has been proposed as a potential so
193                                              Virtual reality (VR) has finally come of age for serious
194                                              Virtual reality (VR) holds great promise as a tool to st
195  the broad use of Augmented Reality (AR) and Virtual Reality (VR) in the fields of bioinformatics and
196 lope technique, all participants performed 5 Virtual Reality (VR) laparoscopic cholecystectomies (LC)
197 eline tested and then trained on a validated virtual reality (VR) laparoscopic cholecystectomy (LC) c
198 le-blind trial which showed that training by virtual reality (VR) significantly reduces objectively a
199 ssment task; Massed condition who trained on virtual reality (VR) simulation during 1 day or Interval
200 ed procedural errors must be demonstrated if virtual reality (VR) simulation is to be used as a valid
201 dents to train to proficiency using either a virtual reality (VR) simulator or box trainer.
202 ther individualized deliberate practice on a virtual reality (VR) simulator results in improved techn
203 en two groups of users reveal that augmented virtual reality (VR) simulators have the potential and c
204                 A decade ago Satava proposed virtual reality (VR) surgical simulation as a solution f
205                                  Advances in Virtual Reality (VR) technologies allow the investigatio
206 bining treadmill training with non-immersive virtual reality (VR) to target both cognitive aspects of
207              The development of a structured virtual reality (VR) training curriculum for colonoscopy
208 nce, we measured rat hippocampal activity in virtual reality (VR), where only distal visual and nonve
209 stimulation, robotic interactive therapy and virtual reality (VR).
210 e lower limbs were simulated using immersive virtual reality (VR).
211 dy-fixed rodents exploring a two-dimensional virtual reality (VR).
212 male and female mice, as animals performed a virtual-reality (VR) track running task.
213                         In Exp. 1, immersive virtual reality was used to embody 30 adults as a 4-y-ol
214 ons have directional tuning that persists in virtual reality, where vestibular cues are absent.
215 im was to compare the safety and efficacy of virtual reality with recreational therapy on motor recov
216                                  Interactive virtual reality, with its enhanced ability to display mo
217 nvironmental learning, we created an 'alien' virtual reality world populated with landmarks of which

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