top of page

RESEARCH PROJECTS

anxiety.JPG

BELIEVING IS SEEING: BOOSTING THE INTERPRETIVE BIAS MODIFICATION EFFECTS ON ANXIETY BY USING VIRTUAL REALITY TOOLS.

The study was done in collaboration with psychologists from Univerity of Amsterdam

People with anxiety problems are generally inclined to automatically interpret ambiguous contextual information in a negative and threatening way, which in turn reinforces and exacerbates their anxiety symptomatology. Interpretation bias training interventions have been designed to change this maladaptive information processing mechanisms and have shown to help reduce general anxiety disorders. However, this type of intervention is generally perceived as repetitive, tedious and boring. In this study, we examined the use of stereoscopic-3D Virtual Reality technology to enhance the training intervention (VR-CMB-I). A mobile head mounted display application and voice recognition system was developed for VR-CBM-I to compare it with a computer based training (standard CBM-I).
Publication submitted to JMIR Mental Health and has been accepted and is on the copyediting stage now.

Eating_disorder_painting.JPG

ONLINE MULTIPLAYER VR TOOL FOR PSYCHOLOGISTS

The study was done in collaboration with clinical psychologists from Univerity of Cyprus

Today, most ate almost all of the therapy between patients and therapists are face to face therapies and VR exposure therapy which is already widespread in the treatment of various phobias and disorders works only with one patient at a time. We decided to mix the advantages of the Internet, VR tools and real-life interaction between patients and therapists and build an Online Multiplayer VR tool for therapies. This tool will allow therapists to have remote one on one sessions or remote group therapy sessions if needed.
Publication submitted to CHI -2019 conference and is under the review.

pain2.JPG

VR AND PAIN MANAGEMENT

University of Kent

As a consequence of prolonged muscle contraction, acute pain arises during exercise due to a build-up of noxious biochemicals in and around the muscle. Specific visual cues, e.g., the size of the object in weight lifting exercises, may reduce acute pain experienced during exercise. In this study, we examined how Virtual Reality (VR) can facilitate this “material-weight illusion”, influencing perception of task difficulty, which may reduce perceived pain. 

Developed a VR mobile system using Unity3D 5 to work with Microsoft Band, Samsung Gear VR and Samsung Galaxy S6 phone.

Publications - https://link.springer.com/chapter/10.1007/978-3-319-68059-0_18

https://www.sciencedirect.com/science/article/pii/S1469029217306246

This study was then update by adding a 360 video environment.

Eye_tracking.JPG

EYE TRACKING VR AND EMOTIONS

Univerity of Kent

Developed a VR application (for another PhD student at University of Kent) with a bunch of 360 videos; each block of videos represent different emotions and an Eye tracking system to track participants eye movement during the experiment. The data from this study will be used to identify if it is possible to predict people emotions. This study is on a data analysis stage

Capture.JPG

VISUAL SEARCH AND COLOR VISION

University of Manchester

In interacting with the world around us, we use colour to search for, detect, distinguish, and identify surfaces and objects. Yet what we know about the role of colour vision in such tasks comes largely from laboratory measurements with highly simplified 2-dimensional stimuli that  lack authenticity and preclude the kinds of interaction possible in the real world. On the other hand, laboratory experiments performed in a more natural setting , although ingenious, may be unrepresentative and do not easily generalize. Theoretical simulations can provide approximate upper limits on visual search performance in natural environments, but bear an uncertain relationship to human performance. What is required is a flexible, immersive, naturalistic, 3-dimensional environment in which observers can actively search for a wide range target objects, as the composition of the surrounding scene and the dynamic properties of its illumination are systematically varied.
The aim of this feasibility study is test whether we can develop a VR system to provide this environment and measure information-theoretic estimates of limits on human performance. In addition to improving our understanding of a fundamental human competence, this work has potential applications in way-finding, scene analysis, and virtual medical diagnosis. This study will consequently provide a vital first step for future multi-disciplinary funding applications.

Capture2.JPG

DECISION MAKING (MEDICINE)

University of Manchester

In order to develop competence in diagnosing and managing complexity, student doctors must develop expertise in Clinical Reasoning (CR) – the thinking and decision-making processes associated with clinical practice. The advent of virtual reality (VR) technology offers learners the opportunity to be immersed in quasi-realistic, high fidelity experiences. In addition, VR allows for parametric control of variables in the scenario (such as potential stressors). However, the use of VR alone is unlikely to lead to successful outcomes without taking appropriate account of the underlying cognitive and social factors that drive CR.  A VR application was developed with the eye-tracking capabilities to explore the role of stressors on CR and the trajectory of novice to expert perspective to try to improve the efficacy of VR based CR training.

Capture6.JPG

VISUAL AND NON-VISUAL COMPINSATION

University of Manchester

A VR application was developed that is simulating real-world activity in which collisions must be avoided. Participants will have foot position tracked while walking along a pre-specified path through a cluttered virtual room and must avoiding obstacles before taking a step down a virtual staircase. A small amounts of random scene-relative movement across trials via a stability parameter. After each trial P’s will indicate whether or not the scene was stable.  Virtual collision and/or stair-miss events as a function of the stability parameter was also measured.

Research in VR application development: Services

Optometry simulation (VREvo)

A VR pilot application was developed for students of medical school at the University of Manchester. This application was designed to demonstrate to students how different eye diseases look like on different stages and provide them with some teaching materials about it and the ways of treating it.

Research in VR application development: Welcome
bottom of page