Wide Field Of View Varifocal Near-Eye Display
https://ieeexplore.ieee.org/document/7829412
This utilized VR hardware to tackle the challenge presented for near-eye displays. They did this by introducing a new field of view, which has a near-eye display for augmented reality. They did this through a single see-through display, it has varifocal deformable membrane mirror for eye reflecting display. The benefits of use membranes include a wide field of view and also fast depth switching.
Human Augmentation and the age of Internet-of-abilities
http://www.vrst2016.lrz.de/keynotes-award/
Professor Jun Rekimoto presented a project at the vrst conference in 2016. Their project was covering human augmentation which introduces the fundamental shift from human-computer-interaction. They discussed the possibilities and also the challenges that are presented in enhancing human abilities. They also presented other projects that are also related to human augmentation.
Mixed Reality Virtual Pets to Reduce Childhood Obesity
https://ieeexplore.ieee.org/document/6777460?arnumber=6777460
This research project looked at the correlation between childhood obesity and virtual pets. They sought to use these pets to make children engage in physical exercise from the motivation of interactive media systems. Their application and system were built on strategies, technology, and research in serious video games for health. The found that their focal point would be virtual pets due to the fact that they are popular in children games. The concept was based on a virtual animal clinic that had obese pets that needed exercise.
Oculus platform to measure sensory integration for postural control in patients with vestibular dysfunction
https://ieeexplore.ieee.org/document/8007458
While building a low-cost virtual reality platform while also using the most substantial advancements in the VR field. The target for this project was to target sensory integration for postural control in a manner that is salient and specific to the individual while also making it affordable for them to use. The aim was to establish some feasibility for adults with Vestibular dysfunction. The testing sessions consisted of two scenes which had three sphere’s and they recorded the patient’s postural sway. They did this all using the oculus rift VR headset. They tapped into domains that were not accessible in the clinic and will be very rewarding to those that have any sensory deficits.