CSEM - Centre Suisse d´Electronique et de Microtechnique SA - Recherche et Development
Universitat Politècnica de València
Università degli Studi di Roma Tor Vergata
Commissariat a l´Energie Atomique et aux Energies Alternatives
Università degli Studi di Padova
Università di Siena
Social media has transformed the way we communicate through text, images, and videos. Despite recent technological avenues, virtual reality (VR) has not been incorporated in social platforms, hence limiting the comprehensive sharingof an EXPERIENCE. This project makes real the complex interplay between multisensory perception, emotional responses, past experiences, and perspective of the future also by disentangling the mental representation of selfin space and time. The new Extended-Personal Reality technological and scientific paradigms will move Europeto the future generation of extended social interactions by allowing the public at large to i) create their own VR environments as they do photos and videos without the need for technical skills, ii) create virtual simulations elicitingunique psychological, cognitive, neurophysiological, and behavioural responses, iii) automatically generate VRenvironments from neurophysiological data, iv) easily manipulate VR environments to communicate and elicitspecific emotions, v) manipulate perceived reality to effectively treat psychiatric disorders. EXPERIENCE embeds advanced artificial intelligence routines merging information from a person’s Extended-Personal Reality to inform manipulation tools including neuromodulation, multisensory biofeedback (audio, video, haptics), and subjective perception of time-space. EXPERIENCE will produce extremely realistic reproductions of the user's past and may re-administer it by modulating the associated emotional states on demand. Within a large number of research and innovation avenues, EXPERIENCE will priorities novel diagnosis and treatment of affective disorders commonly associated with altered multisensory perception like depression, anxiety, and eating disorders. A plethora of innovative technological paradigms including gaming, e-learning, and neuroeconomics will be in the commercial exploitations, including the opening of a new market for actually selling EXPERIENCEs.
Project website: https://experience-project.eu/