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Objective: The aging population is growing in the world, and the reduction in physical function caused by this is an important issue that, particularly, causes a disorder of balance and an increased risk of falling. This study aimed at the comparison between the effects of virtual reality training (VRT) and Conventional balance training (CBT) on the balance of the elderly.
Conclusion: According to the results of this study, it seems that a virtual reality training program can be used as a new training method to improve the elderly's balance in daily programs of nursing homes.
Previous research regarding the potential benefits of exposing individuals to surrogate nature (photographs and videos) has found that such immersion results in restorative effects such as increased positive affect, decreased negative affect, and decreased stress. In the current experiment, we examined whether immersion in a virtual computer-generated nature setting could produce restorative effects. Twenty-two participants were equally divided between two conditions, while controlling for gender. In each condition, participants performed a stress-induction task, and were then immersed in virtual reality (VR) for 10 minutes. The control condition featured a slide show in VR, and the nature experimental condition featured an active exploration of a virtual forest. Participants in the nature condition were found to exhibit increased positive affect and decreased stress after immersion in VR when compared to those in the control condition. The results suggest that immersion in virtual nature settings has similar beneficial effects as exposure to surrogate nature. These results also suggest that VR can be used as a tool to study and understand restorative effects.
Housed at the Creative Media Industries Institute (CMII), the program provides students access to the most advanced motion and performance capture technologies in industry use and opportunities to create multimedia content in virtual production tools.
Students will create polished, finished products through advanced coursework in video editing, game design, volumetric and motion capture software packages. A key focus of the concentration is its emphasis on the examination of real-time workflow models, including production work connected to LED and virtual previsualization technologies, which are available to students in the new CMII production studios.
The special effects used to capture performances for games and film/television are technologically aligning. For example, the software most commonly used in game design, Unreal Engine, was also used to accomplish virtual preproduction and animation work in the film Lion King, in The Mandalorian and Ford v Ferrari. The Creative Media Industries Institute trains students in the high-end content creation technologies now central to big-budget filmmaking and game development.
The M.F.A. in Digital Filmmaking offers two concentrations. The Visual Effects & Virtual Production concentration is offered through the Creative Media Industries Institute (CMII). The Filmmaking concentration is administered through the School of Film, Media & Theatre. Applicants applying for the Filmmaking concentration should visit the School of Film, Media, & Theatre.
We also welcome applications from individuals seeking mid-career transitions (such as veterans training for second careers and teachers shifting areas of instructional focus) and from applicants who are passionate about content creation who may not have had prior access to advanced technology tools necessary to launch first career-ready projects.
Applicants for the Visual Effects and Virtual Production concentration will be evaluated by a graduate admissions committee of the Creative Media Industries Institute and admissions will be processed through the College of the Arts and Sciences.
The program will change the future of filmmaking by educating a new generation of filmmakers to be ethically aware and to create inclusive filmmaking environments in the latest production technologies. Students will have access to advanced production systems needed to create impressive portfolio content.
The school has been teaching film production at the graduate level for more than 25 years, making it the longest-running graduate film school in Georgia. The school is also the largest film and media program in Atlanta, the third largest media capital in America.
Resources and centers include the Georgia State University Players (the oldest student-run theatre company in the Southeast), liquid blackness (a research group that explores issues of blackness and aesthetics) and the Atlanta Film Festival (one of the largest and longest-running festivals in the country).
Formerly known as Pinewood Atlanta Studios, the facility includes 18 premium sound stages, post-production suites, a full range of state-of-the-art production equipment, virtual production technologies, construction workshops, costume shops and a 400-acre backlot. GFA supports:
At CMII, students have rare access to state of the art technology as well as instruction from faculty with extensive experience in using new technologies at the highest commercial level. Our facilities include:
Competitively available teaching assistantships prepare candidates for a career in teaching at all levels. The M.F.A. degree is a terminal degree required for most college/university teaching positions in film and new media production.
During the early iterations of virtual reality headsets entering the market in the 2010s, there were cases of users reporting headaches, eye strain, dizziness, and nausea after using their headsets, which attempt to offer immersive experiences that closely replicate our real-world senses.2
In a 2020 research paper from the UK Department for Business, Energy & Industrial Strategy, the findings show that much existing research into the use of domestic VR systems focuses on cybersickness as an adverse effect of usage.3
Cybersickness, which is acknowledged as a form of motion sickness, can generate physiological effects such as a loss of spatial awareness, nausea, dizziness, and disorientation. The paper also acknowledges short-term effects including eye soreness and trouble focusing, impaired hand-eye coordination, impacted depth perception, weakening reaction times, and a loss of balance.
In exploring the phenomenon of VR illusion, Leeds University, UK, found that just 20 minutes of exposure to virtual reality could begin to impact the ability of children to understand the distance of objects.5
In launching their Vision Pro product, David Reid, professor of AI and spatial computing at Liverpool Hope University, has highlighted that Apple has made some key adjustments to counter instances of cybersickness.
Should Apple identify cybersickness and Vergence-accommodation conflict (VAC) as an issue to tackle head-on, consumers may be more emboldened to enjoy virtual reality with fewer short-term physiological effects, but it remains to be seen just how efficient the Vision Pro will be in cutting out motion sickness among users altogether.
Myopia is a form of low vision that can negatively impact individuals as a result of sustained exposure to screens, and with limited options for successful treatments, could reach endemic proportions with the emergence of VR devices that make little consideration for the health of wearers.10
According to a 2014 study at the University of California which involved testing rats in virtual reality environments, the neurons in a brain region associated with spatial learning behaved entirely differently in virtual reality in comparison to the real world. Results showed that more than half of the neurons in the brain shut down while in virtual reality.12
The necessity of such research is high. According to 2019 figures from Anses, the average virtual reality session for users lasts for over an hour.13 While the same findings suggest that 12-13 years is the most popular age range for VR exposure among children with video games becoming a dominant pastime among users.
Given the all-encompassing immersive qualities of virtual reality, this may call for video game manufacturers to reconsider their approach to adapting original titles for VR environments, given the vastly different sensory reactions they could create among users.
In one pre-existing use case documented by Tech Monitor author Greg Noone, one user who frequently played extended sessions on the post-apocalyptic game Fallout 4 in virtual reality became so accustomed to their virtual surroundings that it began to blur the boundaries between VR and reality.16
In a 2018 study19, 77% of VR users claimed that they desired more social engagement in virtual reality. This clear desire for users to socialize and interact with others in VR environments can represent an opportunity for developers to help to improve the ability of users to interact with one another and to mitigate the negative emotions that may arise with more complex and immersive video games.
Although more social tools can help to promote healthy engagement with friends and family on a more meaningful level in VR, the biggest challenge of the future will revolve around toeing the line between healthy gaming usage and the sensory experiences leveraged by games.
I've been using MS Teams since COVID hit and this week I've had my first issue with virtual backgrounds. No different settings than what I am used to. I'm pretty sure my MS Teams was just running off default settings.
When I'm in a meeting, I can set the background to "blur" which works properly but I would rather use a virtual background. However, when I do this now it works but there are some items in my room that also appear in the background - it's mixing the virtual and real backgrounds. For example, my bed and a picture that is on my wall in the background is visible with the space or office setting virtual background.
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