Cybersickness is still an inevitable adverse effect when using VR systems, resulting in different levels of discomfort, and potentially breaking the immersive experience. To date, few studies have focused on exploring VR experience in the supine posture. R ...
Normally, humans experience an 'I' as residing in one's body and as the agent of one's actions. In other words, the self is experienced as being inside the body (self-location), as having a body (self-identification), and as being able to control the perso ...
Virtual Reality (VR) has the capability of fully immersing users into a wide variety of gaming experiences where the sole focus of the user is on that experience itself. One problem that often occurs when it comes to VR experiences is that of simulation si ...
Flight through cluttered environments, such as forests, poses great challenges for animals and machines alike because even small changes in flight path may lead to collisions with nearby obstacles. When flying along narrow corridors, insects use the magnit ...
Purpose: To develop a novel framework for rapid, intrinsic head motion measurement in MRI using FID navigators (FIDnavs) from a multichannel head coil array. ...
A key element of the European Union's Human Brain Project (HBP) and other large-scale brain research projects is the simulation of large-scale model networks of neurons. Here, we argue why such simulations will likely be indispensable for bridging the scal ...
In this letter, we propose an adaptive risk-based replanning strategy in the context of multirobot task allocation for dealing with limitations of local perception and unpredicted human behavior. Our replanning method is based on the variations of social r ...