The fundamental research carried out within this investigative area can approach an interdisciplinary art direction (theater and film) – science (psychology and neurocognitive sciences), understood from the perspective of creative technologies from the spectrum of virtual and augmented reality. The research directions shall be expanded to the field of virtual-visual therapy and cognitive development, as well as to that of assessing the impact of spectacular experience in the format of virtual performing immersion.

 

Mission. The mission of the Laboratory for Cognitive Development and Applied Psychology through Immersive Experiences is that of evaluating the impact of using virtual and augmented reality elements on the human being, focusing on the development and stimulation of the processes by utilizing these elements in the following areas:

– Cognitive-emotional development. Impact of virtual reality on the cognitive processes;

– Therapeutic intervention through visual shapes (including the 3D and virtual ones) with a positive impact on the development of the emotional health;

– Investigation of the cognitive and emotional impact specific to the creative techniques utilized in the arts that use tridimensional images (theater and film).

Resources. Besides the immersive reality resources of the Laboratory for Digital Interaction (3D immersion projection system, type CAVE, state of the art motion capture system – with two costumes – unique in Romania) the Laboratory for Cognitive Development and Applied Psychology is endowed with three state of the art equipment:

– mobile binocular system to track the movements of the eyes composed of: SMI ETG 2W Analysis Pro package, SMI Trigger Module and SMI Virtual Reality Module. These glasses are designed to track the trajectory of a person’s sight in real time. The SMI ETG 2W together with the storage medium provide the possibility to track and study in real time the date taken over, thus providing an extremely efficient analysis.

– EEG system with passive electrodes with multiple fixed and mobile configurations and with a digitization system designed for EEG and ERP measurements and a package with auxiliary sensors – Ant Neuro – EEG. This was purchased together with the system for digitalizing the position of the EEG sensors.

– related system designed for the virtual reality glasses: Oculus DK2. It is the latest version of the Oculus Rift kit developed in order to provide a unique immersion experience. It benefits from an important upgrade in what concerns the display and the system for recording moves, Oculus DK2 is the most advanced technology for the glasses type of virtual immersion.

All these facilities can be utilized in order to generate virtual stimuli in order to collect qualitative data of biometric response, as well as to generate content in order to obtain a therapeutically field or for cognitive development, as well as in order to formulate a creative-artistic content with a positive emotional impact on the spectators. The research programs can start from simulations in order to obtain qualitative analyses, up to programs for investigating the cognitive and functional processes of the emotional response human systems.

Research directions.

– interdisciplinary researches at the frontier between art, psychology and neuroscience;

– experimental investigations in the field of experimental psychotherapeutic methods and of the processes of cognitive development through biometric measures;

– development of psychotherapeutic and cognitive development methodologies through the use of digital and virtual interfaces;

– evaluation of the impact of various artistic mediums (theater or film) on the cognitive-emotional mechanisms at the level of the spectators and actors;

– biometric and neural-cognitive researches of the processes specific to the performing arts, with a special focus on the emotional processes and on the study of the cognitive-emotional mechanisms involved in the creativity specific processes;

– qualitative researches of the impact of virtual-immersive experiences on the spectators/users through biometric measurements;

– collecting data through virtual simulations, from simulations of areas, to simulations of situations, researches regarding motion capture through sensors and content generation by operating the data obtained through sensors;

– development of command interfaces brain-computer-machine.

 

Applicability

– Psychotherapy and cognitive development through experimental methods and visual forms (static and dynamic, including virtual and 3D);

– Shows in public areas (including performance and installations) with a major social impact;

– Interactive installations;

– Development of performing methodologies including training in the art of being an actor through immersive virtual experiences.