Empirical research using virtual reality

Virtual Reality as a research method offers the following advantages:

  • Virtual environments and VR simulations are highly standardizable, controllable and repeatable compared to the real situation
  • VR studies offer a higher ecological validity compared to pen and paper studies, studies with image or video stimuli – with nevertheless almost complete experimental control
  • VR systems allow an implicit recording of behavioral measures like: Approach distance, head, body and eye movements with various evaluation possibilities of objective measures
  • VR simulations can be modified and reused

In experimental psychological research, therapy research, safety research, CyberSession is used as a research method for controlled empirical studies with highly immersive virtual reality (HMD, projection) by the following institutions, among others:

Research projects with CyberSession-VR

In the following research projects CyberSession is being utilized for the use of virtual reality as a research method.

FKZ: 13GW01213D


Every year, 270,000 people in Germany suffer a stroke and are forced to follow a long and exhausting path of neurorehabilitation in order to restore their physical and mental functioning to the point where social and professional reintegration is possible. Despite the high level of resources devoted to neurological rehabilitation measures, the time available to physiotherapists, occupational therapists and therapists for individual therapy is very limited.

Digital therapy concepts that can be carried out independently with the help of virtual reality (VR) also offer great potential for faster and more successful therapy of chronic stroke. The perception of a movement of the paralyzed body part in the virtual world can promote the healing process. New research results show that the state of the brain at the time of stimulation is decisive for whether or not plastic changes occur in the brain networks. However, the success of the therapy requires not only highly immersive virtual reality but also a control system tailored to the individual patient: each person and each stroke is unique and an optimal therapy must be tailored to the specific disturbance of brain activity. This project implements the intensive research and development process that makes the increasingly technically advanced VR and electroencephalography (EEG) hardware systems also therapeutically effective.

This new form of therapy is intended to close the gap between inpatient acute treatment in hospital, rehabilitation measures and therapy options in the home environment, thereby saving considerable follow-up costs for