PLAsticity of perception in real and virtual spaCES
Space is fundamental to physical and perceptual reality, but physical and perceptual space are not the same. Perceptual space is created by the brain and plastically formed by the sensorimotor interactions of our body with physica...
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Información proyecto PLACES
Duración del proyecto: 47 meses
Fecha Inicio: 2023-05-01
Fecha Fin: 2027-04-30
Líder del proyecto
UNIVERSITAET MUENSTER
No se ha especificado una descripción o un objeto social para esta compañía.
TRL
4-5
Fecha límite de participación
Sin fecha límite de participación.
Descripción del proyecto
Space is fundamental to physical and perceptual reality, but physical and perceptual space are not the same. Perceptual space is created by the brain and plastically formed by the sensorimotor interactions of our body with physical reality. In the digital future, these two spaces are joined by novel spaces experienced in virtual (VR) and extended (XR) reality as these new technologies massively expand in work, pleasure and social interaction. The first aim of PLACES is to understand how sensorimotor interactions in virtual environments shape perceptual space and how this interacts with virtual (VS) and real (RS) space. Secondly, deep and improved knowledge of perceptual mechanisms is essential for the future development of VR as a key digital technology for Europe. To work for the people, VR and XR need to be effective, comfortable, transparent and fair. These aims can only be reached by understanding and accounting for perception in a human-centric manner. Based on these premises, the highly interdisciplinary consortium of PLACES pursues five key objectives: to (1) use cutting-edge VR technology to advance scientific knowledge of the mechanisms of sensorimotor perception and plasticity; (2) use our understanding about spatial perception, gaze control and sensorimotor plasticity to advance VR technology and enhance VR applicability; (3) predict action intentions of users in VR and employ these predictions in advanced user interfaces; (4) understand how long-term usage of VR interacts with perceptual and sensorimotor states in real space and in virtual space; and (5) translate research findings into applied fields in vision aids and social telepresence. Reaching these objectives will put the EU on the map as a leader in perception research and its application in VR. PLACES aims for new frontiers in perception science and its applications, and for a significant impact on the people of the EU.