Published in last 50 years
Articles published on Three-dimensional World
- New
- Research Article
- 10.1037/rep0000602
- Nov 1, 2025
- Rehabilitation psychology
- Susan Robinson-Whelen + 8 more
To report on a randomized controlled trial of Zest, a highly innovative psychological health promotion group intervention designed specifically for women with spinal cord injury (SCI), a population at risk for adverse psychological health. A national sample of 175 women with SCI were randomized to either the Zest intervention or a control group that received intervention materials at the end of the study. The Zest group participated in a psychological health promotion intervention that met weekly for 10 weeks in the free, online, three-dimensional virtual world of Second Life. The novel use of this technology afforded delivery to participants with SCI without requiring them to leave their homes. Both groups completed online surveys at baseline, at program end, and at 6 months assessing the primary outcomes (depression, self-esteem, and life satisfaction) and the proposed mediators (self-efficacy, connectedness, and perceived stress). Zest was well received by participants. We found significant group differences supporting the efficacy of the intervention on the primary outcomes of depression, self-esteem, and life satisfaction. Analyses also supported self-efficacy and perceived stress as important mediators of the impact of the intervention on the primary outcomes. Zest, a group program offered on a virtual world platform, offers promise as an intervention for enhancing the psychological health of women with SCI. More attention should be devoted to the psychosocial health needs of people with SCI by developing and implementing affordable, accessible, and widely available programming. (PsycInfo Database Record (c) 2025 APA, all rights reserved).
- Research Article
- 10.1093/braincomms/fcaf290
- Aug 8, 2025
- Brain Communications
- Julian Conrad + 5 more
Processing of vestibular graviceptive signals from the inner ear is essential for spatial perception, bipedal stance, locomotion, and navigation in a three-dimensional world. Acute unilateral ischaemic lesions along the central vestibular pathways lead to deficits of gravitational processing which can be quantified as perceptual tilts of the subjective visual vertical (SVV). For ipsiversive and contraversive directional tilts, dichotomous networks were documented from the brainstem to the thalamus. In the current lesion-network mapping study, we asked whether this dichotomy of directional tilts of gravitational processing is maintained at the cortical level. 107 patients with acute right-hemispheric infarcts (mean age 66 years, ±13 years) in the territory of the middle cerebral artery were included in the study. To examine the association of tilts of the SVV with lesion locations, support-vector regression lesion-symptom mapping (SVR-LSM) was used with tilt of the SVV as a continuous variable. Analyses were carried out for ipsi- and contraversive tilts separately. In addition, we performed disconnectome mapping and SVR-LSM-disconnectome analyses by referencing lesions to a normative connectome detect structural networks associated with SVV tilts. Similarly, functional connectivity mapping was used to determine the functional networks associated with SVV tilts. The SVR-LSM with the functional maps revealed the statistical association between SVV tilt and functional networks. The SVR-LSM analysis demonstrated distinct clusters associated with either ipsi- or contraversive SVV tilts. Ipsiversive tilt clusters were centered around the parieto-(retro)-insular opercular cortex [PIVC, retroinsular area (Ri), posterior insular long gyrus (Ig), parietal operculum (OP2-3)]. The contraversive tilt cluster showed additional involvement of the motor system (basal ganglia) and the ventral prefrontal cortex (Brodman area BA44, inferior frontal gyrus). In lesions with ipsiversive tilts, a disconnection of fronto-insular tracts and the arcuate fascicle was found. Contraversive tilt related disconnection was observed in the superior longitudinal fascicle (SLFII) and the medial temporal cortex (perirhinal, entorhinal cortex). Cortico-fugal connections could be traced down via the thalamus to the cerebellum and vestibular nuclei. The functional networks associated with ipsiversive and contraversive tilts showed a similar pattern: more restricted in the core vestibular and ocular motor cortical network for ipsiversive tilts, additional involvement of the motor system for contraversive tilts. Thus, the current data demonstrate partly separated cortical networks for gravitational processing associated with directional SVV tilts. These could imply differential routes of vestibular input for sensory and motor processing.
- Research Article
- 10.1146/annurev-vision-110423-030634
- Aug 5, 2025
- Annual review of vision science
- Julie Quinet + 3 more
We review the current state of our knowledge of the neural control of vergence and ocular accommodation in primates including humans. We first describe the critical need for these behaviors for viewing in a three-dimensional world. We then consider the sensory stimuli that drive vergence eye movements and lens accommodation and describe models of the sensorimotor transformations required to drive these motor systems. We discuss the interaction of vergence with saccades to produce high-speed shifts in gaze between objects at different distances and eccentricities. We also cover the normal development of these eye movements as well as the sequelae associated with their maldevelopment. In particular, we examine the neural substrates that produce vergence and lens accommodation, including motoneurons, immediate premotor circuitry, cerebellar and precerebellar regions, and cerebral cortical areas.
- Research Article
- 10.22501/jar.3440412
- Jul 15, 2025
- Journal for Artistic Research
- Rebecca J Squires + 1 more
The Grand Tour Experiment: A Transformative Traverse of the Picturesque Landscape was a human-pulled carriage journey that re-envisioned the eighteenth-century traverse of the picturesque landscape, the subject-objectification of the view, and the imperialistic impulse behind the voyage pittoresque. This artistic experiment visually, kinaesthetically, and performatively explored the transformation from landscape to image that formed the basis of modern perception, as part of the colonial legacy inherent within the picturesque view. The Grand Tour carriage was pulled by human labour, evidencing the forced labour economy that impelled the European Enlightenment, while demonstrating in human terms, the use, abuse, and commodification of human and non-human animals. The Grand Tour proceeded from Binche to Brussels to Antwerp, Belgium in 2022. The Grand Tour experiment investigated the eighteenth-century picturesque gaze, which travelled unchecked over the landscape in industrialised Europe, a harbinger of the annexation and enclosure of land that had been commonly owned, traditionally used, or publicly accessible, while portending the colonisation of lands abroad. The picturesque gaze, an imperialist mechanism, still fragments the landscape, excising two-dimensional pictures from the three-dimensional world around us, a vestige and augur of the destruction of lands, cultures, and peoples. Shifting between early modern and contemporary perception, The Grand Tour bisected space and time in a cleaving manoeuvre, creating new fault lines in which multiple planes of space-time might co-exist. This experiment tested whether a new neo-picturesque framework could be forged in a dimension of space-time that alters according to the perception and orientation of the traverser, casting contingent new imaginaries into physical and psychic realms where they may or may not become realities, according to Arno Böhler’s philosophy as artistic research approach (2019). This experiment envisaged a plurality that did not exist in the eighteenth century but may have already been limned in its myriad contradicting, contrasting, and diverging modes of sensing and experiencing the world around us in a relational and now relative notion of space-time. <style> /* rules to make button only show up in META */ .download-accessible { display:none; } .meta-right-col .download-accessible { display: inline-block; padding: 9px; margin-bottom:25px; border: 1px solid black; background-color:white; } </style> <a class="download-accessible" href="download-media?work=3794668&file=3794702" title="This accessible PDF is a derivative of the original which it is meant to support and not replace.">Download Accessible PDF</a> keywords: Grand Tour, Philosophy as artistic research, Picturesque aesthetics, The eighteenth-century landscape traverse, Leibniz's relationalism, Alain Roger's artialisation in visu, Imperialist gaze, Simultaneous and sequential space-time, Condillac's sensationism
- Research Article
- 10.11648/j.ajmp.20251403.12
- Jun 25, 2025
- American Journal of Modern Physics
- Petro Kondratenko
The third part of the review paper examines the physical processes that have occurred in the Solar System from its formation to the present, within the framework of the Universe with minimal initial entropy (UMIE) model. In this case, the expansion of space and the formation of the Universe as a hierarchical system are taken into account and the following conclusions are made: According to the UMIE model, the Universe is a component of the Super-Universe, which consists of four layers: the zero-dimensional world (space-time quantum, World-1), the one-dimensional world (World-2), the two-dimensional world (World-3) and our three-dimensional world (World-4). The space-time quantum has constant dimensions, and all other layers expand at a constant speed equal to the speed of light. The mass of a cosmic body and the distance from the planet to the Sun increase proportionally over time. This fact ensures a constant speed of movement of planets and small bodies in their orbit, which are constantly moving away from the Sun. The new model describes the sequence of planet formation, taking into account the resonant interactions between the planets&apos; orbits, which results in the distance from the planet to the star following a geometric progression. The increase in the mass of cosmic bodies occurs at a constant rate due to the birth of bineutrons in the vicinity of atomic nuclei. Heavy chemical elements are located in the center of the Sun and planets. When their mass increases to a critical level, constantly active radiation processes and nuclear explosions occur in the nuclei of the Sun and planets. Radial fluxes of electrons and protons, which arose as a result of radiation processes and nuclear explosions in the nucleus, cause the appearance of a magnetic field around the Sun and planets, and also cause differential rotation of the Sun. It is shown that all atoms from the table of chemical elements continue to be formed throughout the volume of cosmic bodies. This leads to the creation of all possible compounds of chemical elements, as well as to the appearance of water on Earth. The crystallization of chemical elements and molecules in the Earth&apos;s magma leads to the formation of minerals, or a nuclear explosion occurs, which is responsible for the appearance of deep-focus earthquakes.
- Research Article
- 10.1146/annurev-vision-110323-112124
- Jun 18, 2025
- Annual review of vision science
- Zhe-Xin Xu + 1 more
Humans and other animals move their eyes, heads, and bodies to interact with their surroundings. While essential for survival, these movements produce additional sensory signals that complicate visual scene analysis. However, these self-generated visual signals offer valuable information about self-motion and the three-dimensional structure of the environment. In this review, we examine recent advances in understanding depth and motion perception during self-motion, along with the underlying neural mechanisms. We also propose a comprehensive framework that integrates various visual phenomena, including optic flow parsing, depth from motion parallax, and coordinate transformation. The studies reviewed here begin to provide a more complete picture of how the visual system carries out a set of complex computations to jointly infer object motion, self-motion, and depth.
- Research Article
- 10.22158/sll.v9n2p205
- Jun 9, 2025
- Studies in Linguistics and Literature
- Zhang Fang
The artistic image in the novel is not only the carrier of the writer’s narrative activities, but also the most vivid literary element in the story text. In American fantasy in the 20th century, writers not only created a large number of human characters with distinctive personalities, but also created many animal images full of spirituality and vitality. While absorbing nutrients from myths, legends and folk tales, they also endowed the various animals in the novel with unique psychological and emotional characteristics of humans, thereby creating a new depiction of anthropomorphic animals and supernatural animals. These animal images and the human characters in the novel together form a three-dimensional and multiple fantasy world. While expanding the cluster of artistic images in American fantasy, they also fully demonstrate the artistic charm of literary imagination and fiction.
- Research Article
- 10.1016/j.cub.2025.04.036
- May 1, 2025
- Current biology : CB
- Patrick A Lachance + 2 more
Translational differentiation of vertically displaced surfaces by grid cells.
- Research Article
1
- 10.1038/s42255-025-01242-9
- Mar 18, 2025
- Nature metabolism
- Xin Ma + 16 more
High-resolution spatial imaging is transforming our understanding of foundational biology. Spatial metabolomics is an emerging field that enables the dissection of the complex metabolic landscape and heterogeneity from a thin tissue section. Currently, spatial metabolism highlights the remarkable complexity in two-dimensional (2D) space and is poised to be extended into the three-dimensional (3D) world of biology. Here we introduce MetaVision3D, a pipeline driven by computer vision, a branch of artificial intelligence focusing on image workflow, for the transformation of serial 2D MALDI mass spectrometry imaging sections into a high-resolution 3D spatial metabolome. Our framework uses advanced algorithms for image registration, normalization and interpolation to enable the integration of serial 2D tissue sections, thereby generating a comprehensive 3D model of unique diverse metabolites across host tissues at submesoscale. As a proof of principle, MetaVision3D was utilized to generate the mouse brain 3D metabolome atlas of normal and diseased animals (available at https://metavision3d.rc.ufl.edu ) as an interactive online database and web server to further advance brain metabolism and related research.
- Research Article
4
- 10.1038/s41422-025-01075-x
- Feb 18, 2025
- Cell Research
- Zhao Yang + 26 more
Equilibrioception (sensing of balance) is essential for mammals to perceive and navigate the three-dimensional world. A rapid mechanoelectrical transduction (MET) response in vestibular hair cells is crucial for detecting position and motion. Here, we identify the G protein-coupled receptor (GPCR) LPHN2/ADGRL2, expressed on the apical membrane of utricular hair cells, as essential for maintaining normal balance. Loss of LPHN2 specifically in hair cells impaired both balance behavior and the MET response in mice. Functional analyses using hair-cell-specific Lphn2-knockout mice and an LPHN2-specific inhibitor suggest that LPHN2 regulates tip-link-independent MET currents at the apical surface of utricular hair cells. Mechanistic studies in a heterologous system show that LPHN2 converts force stimuli into increased open probability of transmembrane channel-like protein 1 (TMC1). LPHN2-mediated force sensation triggers glutamate release and calcium signaling in utricular hair cells. Importantly, reintroducing LPHN2 into the hair cells of Lphn2-deficient mice restores vestibular function and MET response. Our data reveal that a mechanosensitive GPCR is required for equilibrioception.
- Research Article
- 10.36887/2415-8453-2025-1-27
- Jan 29, 2025
- Ukrainian Journal of Applied Economics and Technology
- Maria Melnyk + 1 more
We live in a three-dimensional world. Recently, there has been an increase in three-dimensional situations in which different property units (possibly with different types of land use) are located one above the other or are built in more complex structures. Traditional cadastres based on the paradigm of two-dimensional parcels do not provide the necessary tools to record and visualize such situations effectively. The complex geospatial situations of real estate objects that have developed in many cities around the world and in Ukraine require a new approach to real estate management that would allow registering these objects and rights in 3D. The 3D cadastre system treats the objects of registration as three-dimensional and guarantees ownership of the object and the space above and below it. The article discusses three main conceptual models of 3D cadastre and their alternatives: full 3D cadastre, hybrid 3D cadastre and 3D tags. The article analyses Ukrainian legislation in the field of cadastre and its readiness for the implementation of a three-dimensional system. A conceptual model of a 3D cadastre for Ukraine has been developed. It is proposed that new objects in the cadastral system of Ukraine be introduced in the form of 3D land parcels and 3D properties. Visualization of the proposed objects is presented. The 3D cadastre system will help to manage real estate (land and housing) accurately. The information contained in the databases of the 3D cadastre system will provide land registrars, surveyors, architects, developers, designers, real estate agents, local governments, and corporate owners with the necessary data. International experience shows that implementing a 3D cadastre system is effective, particularly in integrated resource management at the local level, increasing the investment attractiveness of territories by guaranteeing all rights to owners of any 3D property and reducing the number of property disputes. The research results can be used in further large-scale studies on implementing a three-dimensional cadastral system in Ukraine. Keywords: conceptual model, 3D cadastre, 3D land parcel, 3D property, cadastre.
- Research Article
- 10.3390/mti8120112
- Dec 20, 2024
- Multimodal Technologies and Interaction
- Hiroyuki Mitsuhara
Virtual reality (VR) can realize evacuation training in an immersive, interactive, safe, three-dimensional virtual world. Many VR-based evacuation training systems have been developed; however, they typically notify participants explicitly or implicitly before the evacuation training; thus, participants are mentally ready for successful evacuation. To satisfy a prerequisite where participants do not have mental readiness, this study proposes a prototype of a metaverse-based evacuation training system called “Metavearthquake”. The main characteristic of the proposed prototype system is that evacuation training begins unexpectedly due to a sudden earthquake in the metaverse (virtual world); participants are then required to evacuate to a safe place while making decisions under difficult earthquake-caused situations. The prototype system introduces scenarios and nonplayable characters to express difficult situations that may occur after an earthquake occurrence. To heighten training effects, the prototype system supports reflection (reflection-on-action) by replaying the evacuation of participants. An experiment implied that a sudden earthquake is indispensable for realistic simulated evacuation experiences. In summary, Metavearthquake is a metaverse-based evacuation training system that provides realistic simulated earthquake evacuation experiences in terms of evacuation behaviors, emotions, and training effects.
- Research Article
- 10.1364/oe.538088
- Oct 29, 2024
- Optics express
- Song Song + 6 more
Recently, with the development of communication and positioning technologies, progressively higher demands have been placed on the timeliness of indoor communication and the effectiveness of indoor positioning. This paper proposes a low-cost and full-time domain coverage indoor communication and localization fusion system that uses an infrared camera to identify mobile LEDs based on region of interest optical camera communication (RoI-OCC) and calculate three-dimensional (3D) world coordinates based on perspective-n-point (PnP) algorithm. An intermediate delimiter modulation-demodulation method is designed to achieve asynchronous OCC. In processing infrared images, a region-growth-based absolute-directional-mean-difference (RG-ADMD) algorithm is developed to detect infrared targets and recover the scale. Additionally, a local-contrast-method-based Lucas-Kanade (LCM-LK) optical flow estimation algorithm is designed to track infrared targets and determine the centroid coordinates of pixels. In a 5×5 m experimental area, the established system can achieve a target detection recall rate of over 85%, the asynchronous OCC with error-free transmission and an average 3D positioning accuracy of 2.01 cm under a LCM-LK tracking algorithm.
- Research Article
- 10.35631/jistm.936011
- Sep 30, 2024
- Journal of Information System and Technology Management
- Norshita Mat Nayan + 3 more
Virtual Reality (VR) technology has emerged as one of the most transformative and promising innovations in contemporary education. VR refers to a sophisticated technology that generates artificial environments, offering users an immersive experience that simulates presence within a digitally constructed, three-dimensional world. Using devices such as VR headsets, students are able to engage with these virtual environments in a manner that replicates real-world interactions, thereby providing access to experiences that would otherwise be difficult or impossible to attain in reality. This study seeks to investigate the utilization and acceptance of Virtual Reality (VR) technology among teachers and students in schools across the state of Perlis. In the context of a rapidly advancing digital era, VR offers unprecedented opportunities for education by facilitating interactive, immersive learning experiences. However, the extent of readiness and acceptance of this innovative technology among teachers and students in Perlis remains uncertain. Employing a quantitative research methodology, this study gathered data through the administration of structured questionnaires. The results indicate that both students and teachers exhibit a strong interest in integrating VR technology into the educational landscape. The respondents demonstrate a foundational understanding of VR and express confidence that its application in schools can significantly enhance learning outcomes. Despite the widespread enthusiasm for incorporating VR into teaching and learning processes, several critical challenges must be addressed to facilitate its adoption. These challenges include inadequate access to necessary equipment, insufficient training, and a lack of robust infrastructure support. This study offers a set of strategic recommendations aimed at overcoming these obstacles and fostering the broader acceptance and implementation of VR technology in the schools of Perlis.
- Research Article
- 10.36676/dira.v12.i3.95
- Sep 16, 2024
- Darpan International Research Analysis
- Shivam Singh
Virtual Reality (VR) is a technical advancement that places people in a computer-generated environment and enables them to interact with a three-dimensional world in a way that appears real or tangible by employing specialized electronic gear, including gloves with sensors or a screen-equipped headset. Creating a digital environment where the lines between the real and virtual worlds are blurred in order to provide an experience that may either equal or surpass the complexity of the actual world is the core idea behind virtual reality. Hardware, software, and the user's sensory experience are the three main parts that make up VR foundations. VR headsets, motion controllers, and occasionally other sensory apparatuses that monitor user motions and mirror them in the virtual environment are the standard hardware components. The virtual surroundings, however, are created and rendered by the program. Complicated algorithms are used by this program to create interactive parts that react to human input, replicate physical laws, and create 3D visuals. In order to provide the user a sensation of presence or immersion in the virtual world, VR seeks to completely engage the user's senses, namely sight and sound. So, sensory perception is essential.
- Research Article
7
- 10.1038/s41467-024-51362-1
- Aug 21, 2024
- Nature Communications
- Matías G Gonzalez + 11 more
Quantum spin liquids (QSLs) have become a key area of research in magnetism due to their remarkable properties, such as long-range entanglement, fractional excitations, and topologically protected phenomena. Recently, the search for QSLs has expanded into the three-dimensional world, despite the suppression of quantum fluctuations due to high dimensionality. A new candidate material, K2Ni2(SO4)3, belongs to the langbeinite family and consists of two interconnected trillium lattices. Although magnetically ordered, it exhibits a highly dynamical and correlated state. In this work, we combine inelastic neutron scattering measurements with density functional theory (DFT), pseudo-fermion functional renormalization group (PFFRG), and classical Monte Carlo (cMC) calculations to study the magnetic properties of K2Ni2(SO4)3, revealing a high level of agreement between experiment and theory. We further reveal the origin of the dynamical state in K2Ni2(SO4)3 to be centred around a magnetic network composed of tetrahedra on a trillium lattice.
- Research Article
2
- 10.3390/sym16070891
- Jul 12, 2024
- Symmetry
- Haonan Zhai + 2 more
Compared to traditional platform environments in the online realm, the metaverse, as a three-dimensional (3D) virtual world, exposes more identity data to the network. Once these data are compromised, it leads to privacy breaches. Therefore, how to ensure identity security in the metaverse environment has become an urgent problem to be solved. Although research on identity authentication schemes can help improve identity security, traditional identity authentication schemes in network environments are studied based on their own environmental characteristics, which makes it difficult to meet the security needs in the metaverse environment. As a result, in this paper we propose an elliptic curve cryptography (ECC)-based identity authentication scheme to address identity authentication issues in the metaverse environment. This scheme ensures secure communication among users, avatars, and platform servers. The security of this scheme was demonstrated through informal security analysis and the automated validation of internet security protocols and applications (AVISPA) formal security analysis tools, and the results showed that it can resist various known attacks. Compared with existing identity authentication schemes, this scheme has lower computational and communication costs.
- Research Article
- 10.61171/v01.03.46
- May 7, 2024
- Pioneer Journal of Biostatistics and Medical Research
- Serap Çetinkaya Özdemir
The use of the virtual world is becoming increasingly widespread due to technological advancements and the current generation's greater interest in technology. Virtual reality, one of the innovative technologies of the 21st century, involves the use of computer technology to create an interactive three-dimensional world that gives the user a sense of spatial presence. In individuals with hemodialysis, spinal cord injuries, early-onset cerebral palsy, and cognitive decline, virtual reality-based exercise has been observed to have the potential to create positive effects on the individual's physiological, psychological, and rehabilitation outcomes when compared to traditional exercise. Although the literature suggests that virtual reality is important in both the educational field and in reducing various symptoms, there is a need for well-designed, blinded, and large-sample randomized controlled trials to demonstrate its effectiveness.
- Research Article
- 10.1097/gox.0000000000005790
- May 1, 2024
- Plastic and Reconstructive Surgery - Global Open
- Leonardo Alaniz + 7 more
Minor procedures in the emergency department (ED) can be distressing for patients. The emergence of virtual reality (VR) offers a promising new tool by immersing patients in an engaging three-dimensional world. Prior studies have shown VR's effectiveness during procedures in reducing pain, anxiety, and procedure duration but have not assessed its efficacy in the ED. This study aims to evaluate the efficacy of VR in managing pain and anxiety during ED minor hand procedures. This was a prospective, interventional study at a level I trauma center examining adult patients requiring minor hand procedures. Patients were provided the Oculus Quest 2 VR headset, offering various immersive three-dimensional experiences. Pre- and postprocedure surveys assessed previous VR use, anxiety and pain levels, VR efficacy, and possible adverse effects. Responses were rated on a 10-point Likert scale with paired t tests used to compare scores. The study included sixteen patients, seven of whom were first-time VR users. Patients experienced a significant decrease in both anxiety and pain levels. Survey results indicated overall benefits from VR in several aspects, with no adverse effects reported, and unanimous patient recommendation of the VR experience to others. VR is an effective tool to optimize the patient experience during ED hand procedures. The study observed a significant decrease in anxiety and a declining trend in pain levels. Patients believed VR helped manage their pain and would recommend it to others. Given the benefits and high safety profile, VR should become a standard offering in ED minor hand procedures.
- Research Article
2
- 10.1167/jov.24.4.19
- Apr 23, 2024
- Journal of vision
- Eric Castet + 7 more
Researchers increasingly use virtual reality (VR) to perform behavioral experiments, especially in vision science. These experiments are usually programmed directly in so-called game engines that are extremely powerful. However, this process is tricky and time-consuming as it requires solid knowledge of game engines. Consequently, the anticipated prohibitive effort discourages many researchers who want to engage in VR. This paper introduces the Perception Toolbox for Virtual Reality (PTVR) library, allowing visual perception studies in VR to be created using high-level Python script programming. A crucial consequence of using a script is that an experiment can be described by a single, easy-to-read piece of code, thus improving VR studies' transparency, reproducibility, and reusability. We built our library upon a seminal open-source library released in 2018 that we have considerably developed since then. This paper aims to provide a comprehensive overview of the PTVR software for the first time. We introduce the main objects and features of PTVR and some general concepts related to the three-dimensional (3D) world. This new library should dramatically reduce the difficulty of programming experiments in VR and elicit a whole new set of visual perception studies with high ecological validity.