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      Audiohaptic Feedback Enhances Motor Performance in a Low-Fidelity Simulated Drilling Task

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          Abstract

          When used in educational settings, simulations utilizing virtual reality (VR) technologies can reduce training costs while providing a safe and effective learning environment. Tasks can be easily modified to maximize learning objectives of different levels of trainees (e.g., novice, intermediate, expert), and can be repeated for the development of psychomotor skills. VR offers a multisensory experience, providing visual, auditory, and haptic sensations with varying levels of fidelity. While simulating visual and auditory stimuli is relatively easy and cost-effective, similar representations of haptic sensation still require further development. Evidence suggests that mixing high- and low-fidelity realistic sensations (e.g., audition and haptic) can improve the overall perception of realism, however, whether this also leads to improved performance has not been examined. The current study examined whether audiohaptic stimuli presented in a virtual drilling task can lead to improved motor performance and subjective realism, compared to auditory stimuli alone. Right-handed participants ( n = 16) completed 100 drilling trials of each stimulus type. Performance measures indicated that participants overshot the target during auditory trials, and undershot the target during audiohaptic trials. Undershooting is thought to be indicative of improved performance, optimizing both time and energy requirements.

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          From presence to consciousness through virtual reality.

          Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness.
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            The impact of virtual, augmented and mixed reality technologies on the customer experience

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              Virtual Reality for Enhanced Ecological Validity and Experimental Control in the Clinical, Affective and Social Neurosciences

              An essential tension can be found between researchers interested in ecological validity and those concerned with maintaining experimental control. Research in the human neurosciences often involves the use of simple and static stimuli lacking many of the potentially important aspects of real world activities and interactions. While this research is valuable, there is a growing interest in the human neurosciences to use cues about target states in the real world via multimodal scenarios that involve visual, semantic, and prosodic information. These scenarios should include dynamic stimuli presented concurrently or serially in a manner that allows researchers to assess the integrative processes carried out by perceivers over time. Furthermore, there is growing interest in contextually embedded stimuli that can constrain participant interpretations of cues about a target’s internal states. Virtual reality environments proffer assessment paradigms that combine the experimental control of laboratory measures with emotionally engaging background narratives to enhance affective experience and social interactions. The present review highlights the potential of virtual reality environments for enhanced ecological validity in the clinical, affective, and social neurosciences.
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                Author and article information

                Journal
                Brain Sci
                Brain Sci
                brainsci
                Brain Sciences
                MDPI
                2076-3425
                31 December 2019
                January 2020
                : 10
                : 1
                : 21
                Affiliations
                [1 ]Faculty of Health Sciences, Ontario Tech University, Oshawa, ON L1G 0C5, Canada; Brianna.grant@ 123456ontariotechu.net (B.L.G.); paul.yielder@ 123456uoit.ca (P.C.Y.); Tracey.Patrick@ 123456uoit.ca (T.A.P.)
                [2 ]Faculty of Business and Information Technology, Ontario Tech University, Oshawa, ON L1G 0C5, Canada; Bill.Kapralos@ 123456uoit.ca
                [3 ]Durham College, School of Health and Community Services, Oshawa, ON L1G 0C5, Canada; Michael.Williams-Bell@ 123456durhamcollege.ca
                Author notes
                Author information
                https://orcid.org/0000-0001-9832-5740
                Article
                brainsci-10-00021
                10.3390/brainsci10010021
                7016775
                31906192
                82829bb6-d758-4ca9-8f81-e2a21d4bade9
                © 2019 by the authors.

                Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license ( http://creativecommons.org/licenses/by/4.0/).

                History
                : 26 November 2019
                : 29 December 2019
                Categories
                Article

                simulation,audiohaptic,multisensory perception,motor control,body representation

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