
Basic data
- Psychology
European Commission - H2020
The "Extended-Personal Reality": augmented recording and transmission of virtual senses through artificial-Intelligence
European Commission - H2020
Social networks have transformed the way we communicate through text, images and videos. Despite recent technological advances, virtual reality (VR) has not been incorporated into social platforms, limiting the comprehensive sharing of an EXPERIENCE. This project brings to life the complex interplay between multisensory perception, emotional responses, past experiences and future perspective also by unraveling the mental representation of the self in space and time. The new technological and scientific paradigms of Extended Personal Reality will take Europe into the future generation of extended social interactions by enabling the general public to i) create your own virtual reality environments as you take photos and videos without the need for technical skills, ii) create virtual simulations that elicit unique psychological, cognitive, neurophysiological and behavioral responses, iii) automatically generate virtual reality environments from neurophysiological data, iv) easily manipulate virtual reality environments to communicate and elicit specific emotions, v) manipulate perceived reality to effectively treat psychiatric disorders. EXPERIENCE incorporates advanced artificial intelligence routines that fuse information from a person's extended personal reality to inform manipulation tools including neuromodulation, multisensory biofeedback (audio, video, haptics) and subjective space-time perception. EXPERIENCE will produce extremely realistic reproductions of the user's past and can re-manage it by modulating the associated emotional states on demand. Within a large number of research and innovation avenues, EXPERIENCE will prioritize novel diagnosis and treatment of affective disorders commonly associated with altered multisensory perception, such as depression, anxiety and eating disorders. A host of innovative technology paradigms, including gaming, e-learning and neuroeconomics, will be in commercial exploits, including the opening of a new market for the actual sale of EXPERIENCES.
Social networks have transformed the way we communicate through text, images and videos. Despite recent technological advances, virtual reality (VR) has not been incorporated into social platforms, limiting the comprehensive sharing of an EXPERIENCE. This project brings to life the complex interplay between multisensory perception, emotional responses, past experiences and future perspective also by unraveling the mental representation of the self in space and time. The new technological and scientific paradigms of Extended Personal Reality will lead Europe into the future generation of extended social interactions by allowing the general public to i) create your own virtual reality environments as you take photos and videos without the need for technical skills, ii) create virtual simulations that elicit unique psychological, cognitive, neurophysiological and behavioral responses, iii) automatically generate virtual reality environments from neurophysiological data, iv) easily manipulate virtual reality environments to communicate and elicit specific emotions, v) manipulate perceived reality to effectively treat psychiatric disorders. EXPERIENCE incorporates advanced artificial intelligence routines that fuse information from a person’s extended personal reality to inform manipulation tools including neuromodulation, multisensory biofeedback (audio, video, haptics) and subjective space-time perception. EXPERIENCE will produce extremely realistic reproductions of the user’s past and can re-manage it by modulating the associated emotional states on demand. Within a large number of research and innovation avenues, EXPERIENCE will prioritize novel diagnosis and treatment of affective disorders commonly associated with altered multisensory perception, such as depression, anxiety and eating disorders. A host of innovative technology paradigms, including gaming, e-learning and neuroeconomics, will be in commercial exploits, including the opening of a new market for the actual sale of EXPERIENCES.
Mariano L. Alcañiz Raya
IP Upv and director CVBLab
UPV