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Figure 3 | Journal of NeuroEngineering and Rehabilitation

Figure 3

From: Learning real-life cognitive abilities in a novel 360°-virtual reality supermarket: a neuropsychological study of healthy participants and patients with epilepsy

Figure 3

Detail view of the LCD-touchscreens (A) and the swivel chair (B) of the OctaVis. Items in the VR can be bought by tapping them on the screens. The items disappear from the screens after selection (A). Navigation in the VR is accomplished by chair rotation and the “throttle” joysticks for linear movement (B).

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