David J. Zielinski

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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 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)
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 visualization 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)
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)
When viewed from below, a user’s feet cast shadows onto the floor screen of an under-floor projection system, such as a sixsided CAVE. Tracking those shadows with a camera provides enough information for calculating a user’s ground-plane location, foot orientation, and footstep events. We present Shadow Walking, an unencumbered locomotion technique that(More)
The increasingly widespread availability of high-accuracy terrain models is revolutionizing our understanding of historic landscapes across the globe, yet much of this inherently 3D data is viewed and analyzed using 2D Geographical Information System (GIS). The ability to explore the environments in a more immersive way that takes advantage of the full data(More)
In molecular applications, virtual reality (VR) and immersive virtual environments have generally been used and valued for the visual and interactive experience – to enhance intuition and communicate excitement – rather than as part of the actual research process. In contrast, this work develops a software infrastructure for research use and illustrates(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)
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)