![]() Parts Ten and Eleven conclude the book with a discussion on genetics, epigenetics, and system biology in the field of psychiatric disorders. Part Nine talks about inflammatory and metabolic alteration profiles relevant to autism spectrum disorders and depression. Parts Seven and Eight cover neurodegenerative diseases stemming from natural causes (aging), abnormal genetic backgrounds, or those brought on by trauma. Part Six describes protocols to examine animal models related to maladaptive eating habits and behaviors. Parts Four and Five discuss animal models of substance abuse. ![]() Parts Two and Three focus on experimental models of neuropsychiatric illnesses, including self-injurious behavior, bipolar disorder, anxiety, and learning and decision-making testing. Part One looks at experimental modeling of neuropsychiatric studies and the usefulness and need of animal models. The chapters in this book are organized into eleven sections and cover the diversity and utility of animal models of psychiatric disorders, their development, modeling, and pathophysiological and molecular profiles. This second edition volume expands on the previous edition with updates to chapters and new chapters discussing the latest research in neuropsychiatric diseases. In the graph visualization domain, we then also propose new vertex positioning and edge bundling methods that address challenges arising with the performed up-projection into 3D interactive space. Partners in neuroscience, we apply the methods and findings made in this thesis to a prototypical application framework for immersive 3D graph exploration, serving as proof of concept for the integrability of virtual reality into desk-based working scenarios. Then, we investigate passive and active methods to prevent and reduce cybersickness, for which one primary driver is virtual travel | as for us, tackling cybersickness is one of the critical tasks that have to be solved to integrate virtual reality into everyday life successfully. As a result, we come up with a new seated travel technique and manifold support for hands-free interaction, including desk-aligned passive haptic menus. ![]() Of the time be seated and the integration of additional hardware, such as controllers and advanced tracking devices, would again increase the costs. These demands are mainly characterized by the fact that a user will most Furthermore, we tackle specific demands in two pillars of interaction in virtual reality, selection & manipulation, and navigation. As part of our contribution, we, first, characterize this scenario, introduce the termĭeskVR and name the technical challenges that come with it. In this thesis, we, therefore, are looking into the possibilities and unique challenges this raises for (office) desk-based working scenarios, as they are ubiquitous in data analysis. People suddenly can carry around and use affordable and high fidelity virtual reality devices wherever they want, without the need to visit special purpose facilities. We believe that the actual low price and high quality were just door openers, but the main and unique feature is the small deviceįootprint. The recent rise of consumer HMDs radically changed the possibilities in this endeavor. Also, while in the past there has been a lot of research activity engaged in increasing and carving out the benefits of immersive technology, there has been much less in reducing the actual costs. Lifting of virtual reality from the rollercoaster of hypes, and putting it on a substantial track through our lives, needs applications that sustainably bring benefits that exceed the costs to the user.
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