David J. Zielinski

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The goal of the current study was to investigate the effects of different virtual environment (VE) technologies (i.e., desktop, head mounted display, or fully immersive platforms) on emotional arousal and task performance. Fifty-three participants were recruited from a college population. Reactivity to stressful VEs was examined in three VE systems from(More)
In urban areas, people often have to stand or move in close proximity to others. The egocentric distance to stimuli is a powerful determinant of defensive behavior in animals. Yet, little is known about how spatial proximity to others alters defensive responses in humans. We hypothesized that the valence of social cues scales with egocentric distance, such(More)
Fig. 1. Using ML2VR, a MATLAB user transitions from viewing a 3D surface plot on a desktop computer (left) to viewing and interacting with the plot in a virtual reality system (right). ABSTRACT—MATLAB is a popular computational system and programming environment that is used in numerous engineering and science programs in the United States. One feature of(More)
In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display(More)
The extinction of conditioned fear is known to be context-specific and is often considered more contextually bound than the fear memory itself (Bouton, 2004). Yet, recent findings in rodents have challenged the notion that contextual fear retention is initially generalized. The context-specificity of a cued fear memory to the learning context has not been(More)
We present Redgraph, the first generic virtual reality visual-ization program for Semantic Web data. Redgraph is capable of handling large data-sets, as we demonstrate on social network data from the U.S. Patent Trade Office. We develop a Semantic Web vocabulary of virtual reality terms compatible with GraphXML to map graph visualization into the Semantic(More)
Fear conditioning is a widely used paradigm in non-human animal research to investigate the neural mechanisms underlying fear and anxiety. A major challenge in conducting conditioning studies in humans is the ability to strongly manipulate or simulate the environmental contexts that are associated with conditioned emotional behaviors. In this regard,(More)
Although conditioned fear can be effectively extinguished by unreinforced exposure to a threat cue, fear responses tend to return when the cue is encountered some time after extinction (spontaneous recovery), in a novel environment (renewal), or following presentation of an aversive stimulus (reinstatement). As extinction represents a context-dependent form(More)
In some virtual reality (VR) systems, OpenGL intercept methods are used to capture and render a desktop application's OpenGL calls within an immersive display. These systems often suffer from lower frame rates due to network bandwidth limitations, implementation of the intercept routine, and in some cases, the intercepted application's frame rate. To(More)
Scientific research has become increasingly interdisciplinary, and clear communication is fundamental when bringing together specialists from different areas of knowledge. This work aims at discussing the role of fully immersive virtual reality experience to facilitate interdisciplinary communication by utilising the Duke Immersive Virtual Environment(More)