Screen with virtual simulation, person wearing VR headset in background.

Equipment

Virtual Reality equipment enables scientists to provide sensory stimulus in a controlled Virtual World and to manipulate or alter sensory input which would not be possible in the real world.

For full-body motion capture we used three different setups. One setup consisted of a leightweight lycra suit with attached reflective markers which were captured and processed with Vicon Blade software. For post-processing and animation of body parts or the full body we used Autodesk 3ds Max, Autodesk Maya and Autodesk Motion Builder.
 
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Electrophysiological signals, measured from skin electrodes, allowed us to evaluate brain-, heart- and muscle-activity, eye movements, respiration, galvanic skin response and many other physiological and physical parameters. The core of our electrophysiological recording devices consisted of a 32-channel multi-purpose USBamp system (gTec, Austria) as well as a wireless 64-channel EEG system (Brain Products, Germany). In addition, we employed stand-alone sensors for dedicated experimental setups.
 
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Implicit measurements of eye movements helped us make stronger inferences about the psychological processes that underlie task completion across a variety of experimental scenarios. Our eye-tracking facilities were suited and could be flexibly tailored to a range of experimental demands.
 
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We were using multiple commercial graphic engines (Unity, Unreal) to facilitate the development of Virtual Reality experiments for our different hardware setups.
 
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In order to provide operators with a force feedback during execution of some task, we use several different haptic devices. [more]
For the display device we currently have five types of head-mounted displays (HMDs) which offer us different levels of visual resolution, weights and field-of-view. [more]
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