Project description
Using virtual reality to improve the human experience
In recent years, virtual reality (VR) has found more commercial applications and larger market share. However, VR still holds great potential to enhance interaction and expression. The EU-funded EXPERIENCE project seeks to use VR to enhance daily life by allowing brand new ways of social interaction and personal expression. It will develop the technology required to help users easily create and manipulate their own unique VR environments, significantly improving their virtual experiences. The goal is to bring VR into areas such as mental health treatment, entertainment and education, promoting VR as a means of significantly improving the human experience.
Objective
Social media has transformed the way we communicate through text, images, and videos. Despite recent technological avenues, virtual reality (VR) has not been incorporated in social platforms, hence limiting the comprehensive sharing of an EXPERIENCE. This project makes real the complex interplay between multisensory perception, emotional responses, past experiences, and perspective of the future also by disentangling the mental representation of self in space and time. The new Extended-Personal Reality technological and scientific paradigms will move Europe to the future generation of extended social interactions by allowing the public at large to i) create their own VR environments as they do photos and videos without the need for technical skills, ii) create virtual simulations eliciting unique psychological, cognitive, neurophysiological, and behavioural responses, iii) automatically generate VR environments from neurophysiological data, iv) easily manipulate VR environments to communicate and elicit specific emotions, v) manipulate perceived reality to effectively treat psychiatric disorders. EXPERIENCE embeds advanced artificial intelligence routines merging information from a person’s Extended-Personal Reality to inform manipulation tools including neuromodulation, multisensory biofeedback (audio, video, haptics), and subjective perception of time-space. EXPERIENCE will produce extremely realistic reproductions of the user's past and may re-administer it by modulating the associated emotional states on demand. Within a large number of research and innovation avenues, EXPERIENCE will prioritise novel diagnosis and treatment of affective disorders commonly associated with altered multisensory perception like depression, anxiety, and eating disorders. A plethora of innovative technological paradigms including gaming, e-learning, and neuroeconomics will be in the commercial exploitations, including the opening of a new market for actually selling EXPERIENCEs
Fields of science
Not validated
Not validated
Keywords
Programme(s)
Funding Scheme
RIA - Research and Innovation actionCoordinator
56126 Pisa
Italy