VIRTUAL REALITY in Psychology - 267 references from PsycLIT® till 9/99 (Part 3: 200 to 267)
Record 200 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The efficacy of hyoscine hydrobromide in reducing side
-effects induced during immersion in virtual reality.
AU: Regan,-E.-C.; Ramsey,-A.-D.
AF: Defence Research Agency, Ctr for Human Sciences, Dept of
Psychological Sciences, Farnborough, England UK
SO: Aviation,-Space,-and-Environmental-Medicine. 1996 Mar; Vol
67(3): 222-226
JN: Aviation,-Space,-and-Environmental-Medicine
IS: 0095-6562
PY: 1996
LA: English
AB: Assessed the effectiveness of hyoscine hydrobromide (also
known as scopolamine hydrobromide, an anti-motion-sickness
drug) in reducing side effects, i.e., symptoms of malaise,
experienced during immersion in virtual reality. 29 Ss
were administered 300 mug hyoscine hydrobromide or a
placebo compound 40 min prior to a 20-min immersion in
virtual reality. Data on malaise were collected using a
simulator sickness questionnaire and a malaise scale. A 2
* 2 Chi-square analysis comparing the numbers of Ss
reporting no symptoms on the malaise scale with those
reporting some symptoms in the placebo and hyoscine
conditions showed the differences between the 2 groups to
be statistically significant. This difference was clearly
in the direction of fewer symptoms being reported in the
hyoscine condition. Results show that the hyoscine is
effective in reducing symptoms commonly observed during
immersion in virtual reality. ((c) 1997 APA/PsycINFO, all
rights reserved)
Record 201 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Natural problems for stereoscopic depth perception in
virtual environments.
AU: Wann,-John-P.; Simon,-Rushton; Mon-Williams,-Mark
AF: U Edinburgh, Dept of Psychology, Scotland UK
SO: Vision-Research. 1995 Oct; Vol 35(19): 2731-2736
JN: Vision-Research
IS: 0042-6989
PY: 1995
LA: English
AB: Presents a brief review of the literature pertaining to the
representation of depth in stereoscopic virtual reality
displays. Specific attention is paid to the response of
the accommodation system with its cross-links to vergence
eye movements, and to the spatial errors that arise when
portraying 3-dimensional (3-D) space on a 2-dimensional (2
-D) window. It is suggested that these factors prevent
large depth intervals of 3-D visual space being rendered
with integrity through dual 2-D arrays. ((c) 1997
APA/PsycINFO, all rights reserved)
Record 202 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: A survey of virtual reality research: From technology to
psychology.
AU: Sakurai,-Kenzo
AF: Tohoku Gakuin U, Sendai, Japan
SO: Japanese-Journal-of-Psychology. 1995 Oct; Vol 66(4): 296-309
JN: Japanese-Journal-of-Psychology
IS: 0021-5236
PY: 1995
LA: Japanese
AB: Discusses the terminology, the technological components,
and the psychological aspects of virtual reality, a field
that deals with computer-generated artificial
environments. Technological approaches to setting up
structural components in virtual environments (VEs),
objective and subjective measures of a viewer's sense of
presence in VEs, depth perception and mental rotation in
cyberspace, the potential for designed learning in virtual
reality, social development and social interaction in VEs,
and pictorial communications in VEs are described.
(English abstract) ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 203 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Navigating in a virtual environment with map-acquired
knowledge: Encoding and alignment effects.
AU: May,-Mark; Peruch,-Patrick; Savoyant,-Alain
AF: U Bundeswehr Hamburg, Inst fuer Kognitionsforschung, Germany
SO: Ecological-Psychology. 1995; Vol 7(1): 21-36
JN: Ecological-Psychology
IS: 1040-7413
PY: 1995
LA: English
AB: Examined the influence of misalignment on time- and space
-extended navigations, using a method of simulated
egomotions in a virtual environment. 20 adults (aged 20-45
yrs) were given maps with different orientations showing
paths leading from a starting point to a goal point. Maps
were either aligned (0||), misaligned by 90||, or
misaligned by 180||. 10 Ss drew (pictorial encoding) and
10 verbally described (procedural encoding) the path and
objects encountered with it. ((c) 1997 APA/PsycINFO, all
rights reserved)
Record 204 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Au-dela du principe de realite: le virtuel. / Beyond the
reality principle: The virtual.
AU: Pragier,-Georges; Faure-Pragier,-Sylvie
SO: Revue-Francaise-de-Psychanalyse. 1995 Jan-Mar; Vol 59(1):
63-84
JN: Revue-Francaise-de-Psychanalyse
IS: 0035-2942
PY: 1995
LA: French
AB: Discusses the recent development of virtual reality as a
revolution in the history of visual entertainment,
described as a pure representation of the external world.
Virtual reality extends the latter by penetrating inside
objects, enlarging them, and transcending space and time.
Virtual reality allows immersion and interactive
navigation in a 3-dimensional "cyberspace" and joins the
different simulation processes invented in the course of
history. However, the image of symbolic synthesis
generated by the computer is neither a representation nor
a reality. The author wonders whether it may not then be
appropriate to contrast the 2 paradoxes of psychic reality
and virtual reality.(English, German, Spanish & Italian
abstracts) ((c) 1997 APA/PsycINFO, all rights reserved)
Record 205 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Le reel, le percu et l'hallucine. / The real, the perceived
and the hallucinatory.
AU: Janin,-Claude
SO: Revue-Francaise-de-Psychanalyse. 1995 Apr-Jun; Vol 59(2):
401-408
JN: Revue-Francaise-de-Psychanalyse
IS: 0035-2942
PY: 1995
LA: French
AB: Explores the concepts of reality, perception, and
hallucination. The metaphoric way in which psychoanalysts
view world reality is as the pearl resulting from an
accretion around the grain of sand of a seminal event or
its mnemic trace. The shifting images of reality, in which
the image can no longer imagine the real because it has
itself become reality, constitute today's world of
reality, with dazzling shapes, as in hyperreality and
virtual reality, devoid of meaning. Within the ego,
perception attests to the failure of the psychic
constitution of experience that in its real, seductive
aspect remains enclosed within. This conceptualization is
related to the characteristic elements that govern the
constitution of the object and mourning for its loss.
(English, German, Spanish & Italian abstracts) ((c) 1997
APA/PsycINFO, all rights reserved)
Record 206 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Perceiving geographical slant.
AU: Proffitt,-Dennis-R.; Bhalla,-Mukul; Gossweiler,-Rich;
Midgett,-Jonathan
AF: U Virginia, Dept of Psychology, Charlottesville, USA
SO: Psychonomic-Bulletin-and-Review. 1995 Dec; Vol 2(4): 409-428
JN: Psychonomic-Bulletin-and-Review
IS: 1069-9384
PY: 1995
LA: English
AB: Conducted 5 experiments with 610 undergraduates to examine
Ss' judgment of the inclination of hills viewed either out
-of-doors or in a computer-simulated virtual environment.
Angle judgments were obtained by having Ss (1) provide
verbal estimates, (2) adjust a representation of the
hill's cross-section, and (3) adjust a tilt board with
their unseen hand. Geographical slant was greatly
overestimated according to the 1st 2 measures, but not the
3rd. It is proposed that the perceived exaggeration of
geographical slant preserves the relationship between
distal inclination and people's behavioral potential.
Apparent slant increased with fatigue. Visually guided
actions were accommodated to the actual distal properties
of the environment; consequently, the tilt board
adjustments did not reflect apparent slant
overestimations, nor were they influenced by fatigue. ((c)
1997 APA/PsycINFO, all rights reserved)
Record 207 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Developmental issues for school counselors using technology.
AU: Casey,-John-A.
AF: Sonoma State U, Dept of Counseling, Rohnert Park, CA, USA
SO: Elementary-School-Guidance-and-Counseling. 1995 Oct; Vol
30(1): 26-34
JN: Elementary-School-Guidance-and-Counseling
IS: 0013-5976
PY: 1995
LA: English
AB: Considers challenges for elementary and middle school
counselors who use emerging technologies in meeting
developmental needs of their students. These include (1)
developing motivation for school achievement in an
increasingly entertainment-oriented world, (2)
demonstrating the counselors' integral role in education
reform to parents and community members, and (3) obtaining
continuing education to stay current with technological
developments. From the viewpoint of student developmental
needs, Casey outlines technological strategies for use
with children aged 10-24 yrs. From the viewpoint of
counselor adoption of new technologies, Casey discusses 5
categories of technology adoption: innovators (virtual
reality, personal data assistance), early adopters
(Internet, multimedia), opinion leaders (computers,
peripherals), mass acceptors (videotape), and laggards
(e.g., typewriters, audiotapes, films). ((c) 1997
APA/PsycINFO, all rights reserved)
Record 208 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Virtual reality graded exposure in the treatment of
acrophobia: A case report.
AU: Rothbaum,-Barbara-Olasov; Hodges,-Larry-F.; Kooper,-Rob;
Opdyke,-Dan; et-al
AF: Emory U Clinic, Dept of Psychiatry, Atlanta, GA, USA
SO: Behavior-Therapy. 1995 Sum; Vol 26(3): 547-554
JN: Behavior-Therapy
IS: 0005-7894
PY: 1995
LA: English
AB: Reports the case of a 19-yr-old male with acrophobia,
particularly fear of elevators, who was treated with
computer-generated virtual reality (VR) for a total of 5
sessions over 3 wks. Outcome measures included anxiety,
avoidance, attitude, and distress. S reported exposing
himself to height situations in vivo during treatment,
although he was not specifically instructed to do so. VR
graded exposure was successful in reducing fears of
heights, and is proposed as a new medium for exposure
therapy. ((c) 1997 APA/PsycINFO, all rights reserved)
Record 209 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Industrial design engineering and the theory of direct
perception and action.
AU: Smets,-Gerda
AF: Delft U of Technology, Faculty of Industrial Design
Engineering, Delft, Netherlands
SO: Ecological-Psychology. 1995; Vol 7(4): 329-374
JN: Ecological-Psychology
IS: 1040-7413
PY: 1995
LA: English
AB: Discusses the benefits of the ecological theory of
perception for industrial design engineers. Both
industrial design and ecological perception research are
concerned with the functionality of a product, without
forgetting that the feelings that a product elicits can be
highly functional, and thus both are concerned with
visualizing the possible ways of holding and using a
product. Examples of design developed on an intuitive
basis and research into formalized affordances of human
-environment interactions are addressed. The increasing
similarity between industrial design and ecological
research design is illustrated by reference to a software
package that can be used for design with a virtual reality
computer system. ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 210 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Immersive training systems: Virtual reality and education
and training.
AU: Psotka,-Joseph
AF: US Army Research Inst, USA
SO: Instructional-Science. 1995; Vol 23(5-6): 405-431
JN: Instructional-Science
IS: 0020-4277
PY: 1995
LA: English
AB: Provides an introduction to the technology of virtual
reality and its possibilities for education and training.
Focuses on immersion as the key added value of virtual
reality, and analyzes what cognitive variables are
connected to immersion, how it is generated in synthetic
environments, what immersion is, and what its benefits
are. The central research question is the value of
tracked, immersive visual displays over non-immersive
simulations. The paper provides a brief overview of
existing virtual reality research on training and
transfer, education and procedural, cognitive and
maintenance training. ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 211 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Mentally simulated movements in virtual reality: Does
Fitts's law hold in motor imagery?
AU: Decety,-Jean; Jeannerod,-Marc
AF: INSERM Unit 94, Bron, France
SO: Behavioural-Brain-Research. 1995 Dec; Vol 72(1-2): 127-134
JN: Behavioural-Brain-Research
IS: 0166-4328
PY: 1995
LA: English
AB: Studied mentally simulated actions in a virtual reality
environment. 15 adults (aged 20-35 yrs) were instructed to
imagine themselves walking in a 3-dimensional virtual
environment toward gates of different apparent widths
placed at 3 different apparent distances. Each S performed
9 blocks of 6 trials in a randomized order. The response
time (reaction time [RT] and mental walking time) was
measured as the duration between an acoustic go signal and
a motor signal produced by the S. There was a combined
effect on response time of both gate width and distance.
Response time increased for decreasing apparent gate
widths when the gate was placed at different distances.
Data suggest that mentally simulated actions are governed
by central motor rules. ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 212 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Cognitive issues in virtual reality.
AU: Wickens,-Christopher-D.; Baker,-Polly
AF: U Illinois, Aviation Research Lab, Savoy, IL, USA
BK: Barfield, Woodrow (Ed); Furness, Thomas A. III (Ed); et-al.
(1995). Virtual environments and advanced interface
design. (pp. 514-541). New York, NY, USA: Oxford
University Press. xiv, 580 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the preface) discuss the cognitive issues which
should be considered when designing virtual
environments
(from the chapter) virtual reality involves
the creation of multisensory experience of an environment
(its space and events) through artificial, electronic
means; but that environment incorporates a sufficient
number of features of the non-artificial world that it is
experienced as "reality" / the cognitive issues of virtual
reality are those that are involved in knowing and
understanding about the virtual environment (cognitive: to
perceive and to know) / the knowledge [the authors] are
concerned with in this chapter is both short term (where
am I in the environment; what do I see; where do I go and
how do I get there), and long term (what can and do I
learn about the environment as I see and explore it) /
[suggest that] virtual reality is a technology that will
likely grow in use and importance / [present] a cognitive
analysis of tasks performed by the virtual environment
user ((c) 1997 APA/PsycINFO, all rights reserved)
Record 213 of 267 in PsycLIT 1993-1995
DT: Edited-Book; Book
TI: Virtual environments and advanced interface design.
AU: Barfield,-Woodrow (Ed); Furness,-Thomas-A. III (Ed)
AF: U Washington, Dept of Industrial Engineering, Sensory
Engineering Lab, Seattle, WA, USA
PB: New York, NY, USA: Oxford University Press. (1995). xiv,
580 pp.
PY: 1995
LA: English
AB: (from the jacket) This . . . introduction to the science of
virtual environment technology . . . integrates research
and practical applications culled from such disciplines as
psychology, engineering, and computer science. The book
focuses on ways in which virtual technology and interface
design can better accommodate human cognitive, motor, and
perceptual capabilities, bringing the reader up-to-date
with the latest design strategies and cutting-edge virtual
environments, and pointing to promising avenues for future
development.
(from the preface) The book discusses the
hardware, human factors, and psychological principles
associated with designing virtual worlds and what [the
authors] term "advanced interfaces." /// The book can be
used as a textbook for students in the following fields:
computer science, engineering, psychology, and human
factors. ((c) 1997 APA/PsycINFO, all rights reserved)
Record 214 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Imagination and situated cognition.
AU: Stein,-Lynn-Andrea
BK: Ford, Kenneth M. (Ed); Glymour, Clark N. (Ed); et-al.
(1995). Android epistemology. (pp. 167-182). Cambridge,
MA, USA: Mit Press; Menlo Park, CA, USA: American
Association for Artificial Intelligence. xvii, 316 pp.SEE
BOOK
PY: 1995
LA: English
AB: (from the introduction) [discusses] the robotic use of
memory and imagination in planning goal-directed
motion
(from the chapter) exploits the architecture of a
particular robotic system [MetaToto] to perform a
cognitive task [planned movement] by imaging the subjects
of our cognition [by analyzing a floor plan], and suggests
that much of the abstract information that forms the heart
of cognition is used not as a central model of the world
but as virtual reality / describes both the general ideas
behind imagination and its concrete instantiation in
[MetaToto] / Toto . . . is a subsumption-based mobile
robot capable of goal-directed navigation / MetaToto is an
imagination system that [was] built using Toto / MetaToto
adds to Toto's original abilities the abstract, cognitive,
and apparently disembodied skill of reading and using maps
/// introduce the idea of imagination as the basis for a
robotic architecture / describe Toto / discuss the ways in
which [the author's] work adds to the existing robot /
present the details of [the author's] implementation /
explore the extension of the imagination architecture to a
more abstract task / analyze the features of the robotic
system and the imagination architecture that makes this
project possible ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 215 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Social dimensions of virtual reality.
AU: Foster,-Deborah; Meech,-John-F.
AF: U of the West of England, Bristol, England UK
BK: Carr, Karen (Ed); England, Rupert (Ed); et-al. (1995).
Simulated and virtual realities: Elements of perception.
(pp. 209-223). London, England UK: Taylor & Francis. x,
238 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) evaluate the social dimensions of
virtual reality / [propose] that any form of new
technology requires analysis within a social context: the
context in which the technology is developed and used /
such an approach acknowledges the interactive relationship
between technology and society which is both complex and
inseparable, and seeks to open a forum for debate between
technological innovators and social scientists / [address]
the nature of the reality representation which virtual
reality seeks to achieve by means of simulation, and goes
on to highlight philosophical and socio-cultural questions
related to the construction of consensual meaning around
the concept of reality / evaluate the social dimensions of
technology and how technology shapes and is shaped by
society / [consider] the place or construction of meaning
through technology such as virtual reality /// [present
evidence] from case studies of cinema, TV and computer
games which attempt to illustrate how images and
ideologies help construct dominant cultural discourse--a
discourse which is by no means value-free in its various
representations of reality / [discuss] issues relating to
ethical dilemmas [and describe] further directions for
research ((c) 1997 APA/PsycINFO, all rights reserved)
Record 216 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Designing in virtual reality: Perception-action coupling
and affordances.
AU: Smets,-Gerda-J.-F.; Stappers,-Pieter-Jan; Overbeeke,-Kees
-J.; van-der-Mast,-Charles
AF: Delft U of Technology, Delft, Netherlands
BK: Carr, Karen (Ed); England, Rupert (Ed); et-al. (1995).
Simulated and virtual realities: Elements of perception.
(pp. 189-208). London, England UK: Taylor & Francis. x,
238 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) take a closer look at [virtual reality
(VR)] computer simulation, and in particular . . . discuss
the question of whether it can be useful in the design
process / illustrate the relevance of perceptual
psychology research to the development of a computer-aided
design (CAD) program for use in VR ((c) 1997 APA/PsycINFO,
all rights reserved)
Record 217 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Perceptual cues and object recognition.
AU: Findlay,-John-M.; Newell,-Fiona-N.
AF: U Durham, Dept of Psychology, Durham, England UK
BK: Carr, Karen (Ed); England, Rupert (Ed); et-al. (1995).
Simulated and virtual realities: Elements of perception.
(pp. 113-130). London, England UK: Taylor & Francis. x,
238 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) [one group interested in understanding
the process of visual recognition] is formed by designers
constructing virtual reality systems / the interest here
is in working synthetically to create a visual image or
information structure which simulates the natural world /
much of the information [in this chapter] can be of use to
designers of human-computer interfaces and virtual
environments /// simulation and recognition / visual
recognition and other uses of vision / constancies /
preliminaries to recognition / approaches to recognition
[visual processing and visual memory, alignment
approaches, features, affordances, structural
descriptions, activation of memory representations] /
experimental studies of visual recognition [object
orientation, recognition in peripheral vision, the effects
of context on object recognition] ((c) 1997 APA/PsycINFO,
all rights reserved)
Record 218 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Head-coupled virtual environment with display lag.
AU: So,-Richard-H.-Y.; Griffin,-Michael-J.
AF: U Southampton, Inst of Sound and Vibration Research, Human
Factors Research Unit, Southampton, England UK
BK: Carr, Karen (Ed); England, Rupert (Ed); et-al. (1995).
Simulated and virtual realities: Elements of perception.
(pp. 103-111). London, England UK: Taylor & Francis. x,
238 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the introduction) address a display technology
problem [with head-coupled virtual reality (VR) systems]:
the problem of lag in the update rate of a head-mounted
display / summarize some of [the authors'] extensive work
in the area, and examine some possible solutions ((c) 1997
APA/PsycINFO, all rights reserved)
Record 219 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Vision and displays.
AU: Edgar,-Graham-K.; Bex,-Peter-J.
AF: Sowerby Research Ctr, British Aerospace (Operations) Ltd,
Bristol, England UK
BK: Carr, Karen (Ed); England, Rupert (Ed); et-al. (1995).
Simulated and virtual realities: Elements of perception.
(pp. 85-101). London, England UK: Taylor & Francis. x, 238
pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) consider in detail 2 ways in which a
virtual world may differ from the real one /// temporal
aliasing / the accommodation response and virtual reality
displays ((c) 1997 APA/PsycINFO, all rights reserved)
Record 220 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Visual realism and virtual reality: A psychological
perspective.
AU: Christou,-Chris; Parker,-Andrew
AF: Utrecht Biophysics Research Inst, Utrecht, Netherlands
BK: Carr, Karen (Ed); England, Rupert (Ed); et-al. (1995).
Simulated and virtual realities: Elements of perception.
(pp. 53-84). London, England UK: Taylor & Francis. x, 238
pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) attempt to show that visual realism in
the portrayal of 3-dimensional virtual scenes can be
improved by a better understanding both of the aspects of
the real world that are visually informative and also of
the sensitivities and limitations of the visual system
itself / begins with a brief introduction to the history
and philosophy of visual psychology / offers a
demonstration of how a better understanding and modelling
of natural light-surface interaction can result in images
which are perceptually more appealing, stable and
informative / to illustrate the benefits of more accurate
models of image formation, such as the radiosity methods,
we provide 3 examples where using radiosity improves
visual performance ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 221 of 267 in PsycLIT 1993-1995
DT: Edited-Book; Book
TI: Simulated and virtual realities: Elements of perception.
AU: Carr,-Karen (Ed); England,-Rupert (Ed)
AF: Sowerby Research Ctr, British Aerospace (Operations) Ltd,
Bristol, England UK
PB: London, England UK: Taylor and Francis. (1995). x, 238 pp.
PY: 1995
LA: English
AB: (from the cover) Human perception is fundamental to virtual
reality (VR). The editors of and . . . contributors to
this book recognise that developers of VR systems, who are
seeking to create a perceptual experience, must acquire an
understanding of the human processes which control that
experience. Thus a state-of-the-art grounding in
perceptual psychology as it applies to VR is presented in
this book. ((c) 1997 APA/PsycINFO, all rights reserved)
Record 222 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Designing for telepresence: The Delft Virtual Window system.
AU: Smets,-Gerda-J.-F.
AF: Delft U of Technology, Dept of Industrial Design
Engineering, Delft, Netherlands
BK: Hancock, Peter (Ed); Flach, John M. (Ed); et-al. (1995).
Local applications of the ecological approach to human
-machine systems, Vol. 2. Resources for ecological
psychology. (pp. 182-207). Hillsdale, NJ, USA: Lawrence
Erlbaum Associates, Inc. xv, 470 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) [present] a history of applications of
teleoperation--extension of human sensing and manipulating
capability by coupling to (remote) artificial sensors and
actuators . . . in order to situate the Delft Virtual
Window system / the Delft Virtual Window system operates
by sensing the observer's head position and moving the
camera in the remote site accordingly / the screen then
does not act as a screen anymore, but as a window, where
what lies behind it forms a rigid whole (and therefore a
virtual reality) with that is before it /// this review is
an illustration of the fact that what is considered of
major importance in depth perception determines the
research about it and, hence, the applications / [present]
several theoretical frameworks / presents an overview of
this Delft Virtual Window system, referring to definitions
of concepts from robotics and perception psychology that
are crucial in order to explain the working principle of
the system, as well as the system's performance
measurements / discusses telepresence applications using
the system / [argue] that implementation in its turn leads
to new challenges for fundamental research on perception
((c) 1997 APA/PsycINFO, all rights reserved)
Record 223 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Communication issues and policy implications.
AU: Harvey,-Lisa-St.-Clair
AF: George Washington U, Washington, DC, USA
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 369-385). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) the development and diffusion of virtual
reality (VR) raises some unusual questions about the
technological future and about the potential of this new
medium to produce profound cultural change / given the
impending debut of VR in the public communication
environment, [the author discusses the] urgency in taking
a fresh look at how national media policy is made in
general and the special problems we face in dealing with
virtual reality /// VR and the information superhighway /
traditional regulatory models and virtual reality / the
1st amendment and beyond / sex and the previously single
computer / the far side of the screen ((c) 1997
APA/PsycINFO, all rights reserved)
Record 224 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: I'm not a real doctor, but I play one in virtual reality:
Implications of virtual reality for judgments about
reality.
AU: Shapiro,-Michael-A.; McDonald,-Daniel-G.
AF: Cornell U, Ithaca, NY, USA
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 323-345). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) show that communication and social
psychology research in the past 100 yrs has identified 2
different aspects of reality evaluation / outline the
critical elements that might form a theory of media
reality effects / extend that theory to include virtual
reality [VR] / show how VR might provide a tool for
investigating these effects in ways not now possible ///
communication and perceptions of reality / communication
and reconstructed reality / concern about constructed
reality / reality judgments and VR ((c) 1997 APA/PsycINFO,
all rights reserved)
Record 225 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Virtual diffusion or an uncertain reality: Networks,
policy, and models for the diffusion of VR technology.
AU: Valente,-Thomas-W.; Bardini,-Thierry
AF: Johns Hopkins U, Baltimore, MD, USA
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 303-322). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) discusses the factors likely to affect
the speed and character of VR [virtual reality] diffusion
/ opening section . . . presents 3 factors most likely to
affect the diffusion of VR: technology, policy and social
networks / 2nd section presents the stages in the
diffusion process: (a) awareness, (b) trial, and (c)
adoption; and the mathematical models that predict the
timing of each of these stages /// the general approach is
to sketch the factors most likely to affect VR diffusion,
then in the later section present mathematical functions
that describe and predict the timing of these stages / the
chapter is of interest to marketers interested in
predicting the potential market for VR as well as scholars
and researchers interested in technology development and
social change ((c) 1997 APA/PsycINFO, all rights reserved)
Record 226 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Interpersonal communication and virtual reality: Mediating
interpersonal relationships.
AU: Palmer,-Mark-T.
AF: Northwestern U, Evanston, IL, USA
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 277-299). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) defines a perspective on interpersonal
communication and describes how that perspective views the
interaction of interpersonal communication and
communication technology in general, and virtual reality
in particular / [describes] a cognitive-affective
-behavioral approach to interpersonal communication and the
assumptions on which it operates / a brief discussion
follows on how the defining features of interpersonal
communication map onto characteristics of mediated
communication / conclusions of these 1st 2 sections are
applied to a fully developed and idealized form of virtual
reality ((c) 1997 APA/PsycINFO, all rights reserved)
Record 227 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Sound and communication in virtual reality.
AU: Kramer,-Gregory
AF: Santa Fe Inst, CLARITY, Santa Fe, NM, USA
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 259-276). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) investigates sound and the immersive
interface from [a comprehensive communications system]
perspective / [discusses] the importance of audition for
communication in virtual reality /// extended techniques:
audification and sonification / audible objects / auditory
display and F. Biocca's [1994] communication design matrix
/ information encoding: objectification of thought /
coordination of social action / creation of social reality
/ transformation of physical forms / testing and
evaluation criteria ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 228 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Dramatic narrative in virtual reality.
AU: Meyer,-Kenneth
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 219-258). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) explores the nature of a VR [virtual
reality] drama and how it differs from other narrative
forms / a VR drama takes place in a virtual world that can
exist outside the story / this world may be occupied by
users as well as the characters of the story / this co
-occupancy suggests a variety of narrative devices that
leave the dramatic structure unperturbed but allow
interactivity /// elements of a dramatic narrative
[narratives, interactivity, and drama; the elements] / the
problem with interactive drama [story generators and
computer protagonists, the fragility of structure and the
art of selection, interactive alternatives] / interactive
VR dramas [point of view, narrative threads, time and
space, venue, denizens, nondramatic elements] / creating
VR dramas [conceptual devices, production tools, training
and directing synthetic actors] ((c) 1997 APA/PsycINFO,
all rights reserved)
Record 229 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Communication research on consumer VR.
AU: Heeter,-Carrie
AF: Michigan State U, East Lansing, MI, USA
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 191-218). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) [discusses] consumer-oriented virtual
reality (VR) / data from 5 Comm Tech Lab studies of VR are
used to revisit classic mass media effects issues . . . in
the context of consumer-oriented VR / the Methods section
describes the studies and the VR systems they are based on
/ the Discussion section identifies traditional areas of
mass media inquiry, suggests ways VR may change the focus
of the issue, and, where appropriate, cites data from the
studies /// 787 respondents . . . offered their reactions
to and opinions about 4 different VR experiences / 2 were
studies of entertainment VR installations . . . 2 were of
2nd-person VR prototypes tested with convention
participants / 1 was a study of college students who had
never experienced VR /// reality and VR / Peter Pan
principle / perceived reality / cultivation theory and VR
/ violence in virtual entertainment / positive effects of
violent VR games / learning from VR / social interactions
and VR: intimate strangers / media (and real-life)
displacement / gender differences / uses and
gratifications / competition and play / experience of self
((c) 1997 APA/PsycINFO, all rights reserved)
Record 230 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Virtual reality and passive simulators: The future of fun.
AU: Hawkins,-Diana-Gagnon
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 159-189). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) virtual reality (VR), in which users
enter and physically experience computer-generated worlds,
has captured the imaginations of the [general] populace /
discusses the history behind this new industry; lays out
the various technologies, and site concepts that are
emerging; and explores some of the future directions that
VR entertainment applications may take /// trends /
location-based entertainment [passive location-based
sites, interactive location-based sites] / evaluation of
virtual reality systems [technological capabilities
comparison, software comparison] / evaluation of location
-based site proposals ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 231 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Communication applications of virtual reality.
AU: Biocca,-Frank; Levy,-Mark-R.
AF: U North Carolina, Ctr for Research in Journalism and Mass
Communication, Chapel Hill, NC, USA
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 127-157). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) use the best available evidence and
suggest the outlines of some key VR [virtual reality]
communication applications / [ask] what are VR's
communication applications /// the emerging market /
"imagine a place long ago and far away . . ." [managing,
altering, and amplifying the senses] / "and now let's go
live to the battlefield . . ." [telepresence and the
virtual news environment, VR news as simulation, news
space as database] / "the next best thing to being there"
["how should we talk: natural or augmented"; less is more:
interpersonal regulation of presence; reproducing
interpersonal communication; transmitting kinesthetics,
proxemics, and touch; sometimes more is better] ((c) 1997
APA/PsycINFO, all rights reserved)
Record 232 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Immersive virtual reality technology.
AU: Biocca,-Frank; Delaney,-Ben
AF: U North Carolina, Ctr for Research in Journalism and Mass
Communication, Chapel Hill, NC, USA
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 57-124). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) steps inside virtual reality (VR) to
examine the technology that makes this novel interface
possible / pick up each component of the "physical media,"
examine it, describe how it works, and suggest how it
might evolve / the emphasis is on trends in the
development of VR's physical media / focuses on the last
and most sensory-immersive type of virtual environment
technology /// psychology is the physics of VR /
developmental logic of the VR interfaces [search for
presence, immersing the sensorimotor channels] / physical
media [output devices, visual displays, aural displays,
haptic (tactile) output, force feedback devices, whole
body movement displays, nasal displays, input devices,
kinematic input devices, inputting smaller body movements:
facial expressions and eye movements, voice/audio input,
other haptic input devices, psychophysiological input,
real-world objects and scenes with shape acquisition
cameras, computer platforms and software architectures] /
from "cheap" to "awesome": various combinations of VR
components ((c) 1997 APA/PsycINFO, all rights reserved)
Record 233 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Defining virtual reality: Dimensions determining
telepresence.
AU: Steuer,-Jonathan
AF: Stanford U, Stanford, CA, USA
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 33-56). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) virtual reality (VR) has typically been
portrayed as a medium, like telephone or television / this
new medium is typically defined in terms of a particular
collection of technological hardware / the focus of
virtual reality is thus technological, rather than
experiential / [argues that] a device-driven definition of
VR is unacceptable / [defines] VR as a particular type of
experience, rather than as a collection of hardware /
defining VR in this way provides (a) a concrete unit of
analysis for VR, (b) a set of dimensions over which VR can
vary, and, perhaps most importantly, (c) a means for
examining VR in relation to other types of mediated
experience
(from the book) explores the variables that
give us the sense of telepresence--how elaborate codes and
techniques structure the information of a virtual world to
give it meaning / [discusses VR as] a wraparound mirror
reflecting the mind's contents and the world's information
((c) 1997 APA/PsycINFO, all rights reserved)
Record 234 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Virtual reality as a communication system.
AU: Biocca,-Frank; Levy,-Mark-R.
AF: U North Carolina, Ctr for Research in Journalism and Mass
Communication, Chapel Hill, NC, USA
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 15-31). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) the phrase, virtual reality [VR],
increasingly refers, not to a piece of technology but to
an emerging communication system / a communication system
is composed of a communication interface, transmission
channels, and organizational infrastructures /
[introduces] various facets of the VR communication system
/// transmission channels [VR gateways to cyberspace, VR
as the great conduit of thought, transporting the senses,
solving the information crisis in cyberspace] / the
emerging infrastructures [government's gloved hand] ((c)
1997 APA/PsycINFO, all rights reserved)
Record 235 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: The vision of virtual reality.
AU: Biocca,-Frank; Kim,-Taeyong; Levy,-Mark-R.
AF: U North Carolina, Ctr for Research in Journalism and Mass
Communication, Chapel Hill, NC, USA
BK: Biocca, Frank (Ed); Levy, Mark R. (Ed); et-al. (1995).
Communication in the age of virtual reality. LEA's
communication series. (pp. 3-14). Hillsdale, NJ, USA:
Lawrence Erlbaum Associates, Inc. viii, 401 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) explore the vision of communication in
the age of virtual reality [VR] / [reaccount] the "public
introduction" of virtual reality / [suggest that] VR is
part of the grand evolution of media technology toward the
reproduction of the "essential copy" and the achievement
of "physical transcendence" / [asks:] is virtual reality
technology the 1st step toward the ultimate display or the
ultimate communication medium / see that the vision behind
the creation of VR is consonant with the vision behind the
creation of many of our communication media ((c) 1997
APA/PsycINFO, all rights reserved)
Record 236 of 267 in PsycLIT 1993-1995
DT: Edited-Book; Book
TI: Communication in the age of virtual reality.
AU: Biocca,-Frank (Ed); Levy,-Mark-R. (Ed)
AF: U North Carolina, Ctr for Research in Journalism and Mass
Communication, Chapel Hill, NC, USA
PB: Hillsdale, NJ, USA: Lawrence Erlbaum Associates, Inc.
(1995). viii, 401 pp.
SE: LEA's communication series.
PY: 1995
LA: English
AB: (from the cover) This book provides an engaging,
multifaceted view of what may become the next dominant
communication medium--virtual reality (VR). Biocca and
Levy have gathered an expert team of communication
scholars, computer scientists, and cultural theorists for
the 1st extensive treatment of human communication in this
protean medium. "Communication in the Age of Virtual
Reality" introduces the reader to VR's state-of-the art
and future trends. This volume explores how our knowledge
of communication can be used to build more effective and
exciting applications of VR. These thought-provoking
discussions consider important communication issues such
as: What form will human communication take in this
medium? How will VR influence our perception of reality?
What are the legal issues defining communication in
virtual reality? What kind of cultural trends will this
technology encourage? ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 237 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Anosognosia in parietal lobe syndrome.
AU: Ramachandran,-V.-S.
AF: U California-San Diego, Ctr for Research on Brain and
Cognition, La Jolla, USA
SO: Consciousness-and-Cognition:-An-International-Journal. 1995
Mar; Vol 4(1): 22-51
JN: Consciousness-and-Cognition:-An-International-Journal
IS: 1053-8100
PY: 1995
LA: English
AB: Devised 3 tests to explore why patients with right parietal
lesions often deny their paralysis. Four elderly patients
(aged 65-78 yrs) were given a choice between a bimanual
task vs a unimanual one. They chose the former on 17 of 18
trials and showed no frustration or learning despite
repeated failed attempts, indicating they have no tacit
knowledge of paralysis. Second, a "virtual reality box"
was used to convey the optical illusion to 1 S that she
was moving her paralyzed left hand up and down to the
rhythm of a metronome, and yet she showed no sign of
surprise. Third, another S's left ear canal was irrigated
with cold water, a procedure that allowed her repressed
memory of the paralysis to emerge. It is suggested that
these Ss use a variety of grossly exaggerated Freudian
defense mechanisms to account for their paralysis. A new
framework is proposed for linking seemingly unrelated
phenomena such as anosognosia, REM, amnesia, and laughter.
((c) 1997 APA/PsycINFO, all rights reserved)
Record 238 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Virtual reality as a communication environment: Consensual
hallucination, fiction, and possible selves.
AU: Mantovani,-Giuseppe
AF: U degli Studi di Padova, Dipartimento di Psicologia
Generale, Italy
SO: Human-Relations. 1995 Jun; Vol 48(6): 669-683
JN: Human-Relations
IS: 0018-7267
PY: 1995
LA: English
AB: Discusses virtual reality (VR) as a communication
environment from a social psychological point of view.
While it is easily recognized that technological research
is deeply involved in the ongoing development of VR
systems, there is no equal agreement about behavioral
sciences having good reasons for both interest and concern
in VR as medium. The author reviews research on the
quality of VR experience and integrates it in a
theoretical framework centered on self identity processes.
Issues discussed include: the sense(s) to which the
consensual hallucination experienced in VR may be
ascribed, the nature of the fiction that is peculiar to
VR, and the influence of VR on the construction of the
self. The capability of VR to supply alternative,
disembodied forms of community cannot be dismissed as
irrelevant: technologies nurture specific political,
ideological, and mystical beliefs as essential aspects of
their moral foundation. ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 239 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Effectiveness of computer-generated (virtual reality)
graded exposure in the treatment of acrophobia.
AU: Rothbaum,-Barbara-Olasov; Hodges,-Larry-F.; Kooper,-Rob;
Opdyke,-Dan; et-al
AF: Emory Clinic, Dept of Psychiatry, Atlanta, GA, USA
SO: American-Journal-of-Psychiatry. 1995 Apr; Vol 152(4): 626
-628
JN: American-Journal-of-Psychiatry
IS: 0002-953X
PY: 1995
LA: English
AB: Examined the efficacy of computer-generated virtual reality
(VR) graded exposure in the treatment of acrophobia. 17
college students with acrophobia were randomly assigned to
VR graded exposure treatment (N = 10) or to a waiting-list
comparison group (N = 7). Sessions were conducted
individually over 8 wks. Outcome was assessed by using
measures of anxiety, avoidance, attitudes, and distress
associated with exposure to heights before and after
treatment. Significant differences between Ss who
completed the VR treatment (N = 10) and those on the
waiting list (N = 7) were found on all measures. Ss in VR
treatment were significantly improved after 8 wks, but Ss
in the comparison group were unchanged. Thus, treatment
with VR graded exposure was successful in reducing fear of
heights. ((c) 1997 APA/PsycINFO, all rights reserved)
Record 240 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Virtual worlds: Culture and imagination.
AU: Reid,-Elizabeth
AF: Royal Melbourne Inst of Technology, Dept of Communication
Studies, Melbourne, VIC, Australia
BK: Jones, Steven G. (Ed); et-al. (1995). CyberSociety:
Computer-mediated communication and community. (pp. 164
-183). Thousand Oaks, CA, USA: Sage Publications, Inc. ix,
241 pp.SEE BOOK
PY: 1995
LA: English
AB: (from the chapter) contends that technical definitions of
virtual reality beg the question of what it is about such
systems that sustains the illusion of reality in the mind
of the user / refer to a family of computer programs known
as MUDs [Multi-User Dimension] / MUDs are networked,
multiparticipant, user-extensible systems most commonly
found on the Internet / MUD systems promote cultural
understandings through the creation of commonly understood
ways of symbolizing social and emotional contexts / MUD
users form cultural groups--communities--that enable
members to form close attachments and to regulate and
punish disruptive members ((c) 1997 APA/PsycINFO, all
rights reserved)
Record 241 of 267 in PsycLIT 1993-1995
DT: Edited-Book; Book
TI: CyberSociety: Computer-mediated communication and
community.
AU: Jones,-Steven-G. (Ed)
AF: U Tulsa, Faculty of Communication, Tulsa, OK, USA
PB: Thousand Oaks, CA, USA: Sage Publications, Inc. (1995). ix,
241 pp.
PY: 1995
LA: English
AB: (from the cover) This volume is the first to focus on the
construction, maintenance, and mediation of community in
electronic networks and computer-mediated communication.
Leading scholars, from a variety of areas . . . lay out
the definitions, boundaries, and approaches to the field
as they focus on the social relations that computer
-mediated communication engenders. /// An important
supplement to classes on media, culture, and new
technologies, "CyberSociety" will also be of interest to
anyone concerned with community. ((c) 1997 APA/PsycINFO,
all rights reserved)
Record 242 of 267 in PsycLIT 1993-1995
DT: Edited-Book; Book
TI: Proceedings of the Human Factors and Ergonomics Society
38th annual meeting, Nashville, Tennessee, Vols. 1 & 2.
CA: Human Factors and Ergonomics Society, Santa Monica, CA, USA
PB: Santa Monica, CA, USA: Human Factors and Ergonomics
Society. (1994). l, 1382 pp.
IS: 1071-1813
PY: 1994
LA: English
AB: (from the preface) In publishing the "Proceedings of the
38th Annual Meeting," the Human Factors and Ergonomics
Society . . . seeks to facilitate an effective and timely
dissemination of technical information within its area of
concern. /// The papers contained in the 1994 proceedings
are arranged alphabetically in order of technical
specialty area categorized according to the Society's 17
technical groups. ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 243 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Parallel use of hand gestures and force-input device for
interacting with 3D and virtual reality environments.
AU: Bordegoni,-Monica
AF: CNR, Progetto Finalizzato Robotica, Milan, Italy
SO: International-Journal-of-Human-Computer-Interaction. 1994
Oct-Dec; Vol 6(4): 391-413
JN: International-Journal-of-Human-Computer-Interaction
IS: 1044-7318
PY: 1994
LA: English
AB: Presents an interaction model, some techniques, and some
ways of using novel input devices for 3-dimensional (3-D)
user interfaces. The interaction model is based on a
tool^object syntax, where the interaction structure
syntactically simulates an action sequence typical of a
human's everyday life. Instead of using a conventional
mouse, actions are input through 2 novel input devices, a
hand- and a force-input device. The use of a hand-input
device allows the recognition of static poses and dynamic
gestures performed by a user's hand. Hand gestures are
used for selecting, or acting as, tools and for
manipulating graphical objects. A system for teaching and
recognizing dynamic gestures and for providing graphical
feedback for them is described. ((c) 1997 APA/PsycINFO,
all rights reserved)
Record 244 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Virtual reality and social skills training for students
with behavioral disorders: Applications, challenges and
promising practices.
AU: Muscott,-Howard-S.; Gifford,-Timothy
AF: Rivier Coll, Dept of Education, Nashua, NH, USA
SO: Education-and-Treatment-of-Children. 1994 Nov; Vol 17(4):
417-434
JN: Education-and-Treatment-of-Children
IS: 0748-8491
PY: 1994
LA: English
AB: Provides an understanding of virtual reality (VR) and the
potential of applications to the teaching of student
social skills, particularly for those with behavioral
disorders, and highlights utilizing VR for interactive
role plays. VR is the latest and most powerful interface
between computers and humans. It is an interactive, 3
-dimensional, multisensory experience that immerses the
individual in a computer simulated world. VR promises to
minimize the barriers currently inherent in prosocial
skills training programs by its real life, immersion
simulation. Limitations in the technology currently exist
and applications that attempt to generate accurate
simulations that model human behavior may prove to be the
most difficult challenge of all. Characteristics of VR are
described, and current applications outside of education
are outlined. Limitations and future challenges to
applying VR methodology are discussed. ((c) 1997
APA/PsycINFO, all rights reserved)
Record 245 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Does play prepare the future?
AU: Sutton-Smith,-Brian
AF: U Pennsylvania, Graduate School of Education, Philadelphia,
PA, USA
BK: Goldstein, Jeffrey H. (Ed); et-al. (1994). Toys, play, and
child development. (pp. 130-146). New York, NY, USA:
Cambridge University Press. vi, 189 pp.SEE BOOK
PY: 1994
LA: English
AB: (from the introduction) reviews 20th century trends in
children's play / these include [attempts to reduce
physical dangers through organized play, parent-child
play, and supervised play; bringing play indoors, away
from dangerous streets and playgrounds; growth in solitary
play through fantasy toys, video games, and virtual
reality toys] / considers [whether toys are tools for
learning] ((c) 1997 APA/PsycINFO, all rights reserved)
Record 246 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: The use of speech-perception tests in audiological
rehabilitation: Current and future research needs.
AU: Tyler,-Richard-S.
AF: U Iowa Hosps, Dept of Otolaryngology, Iowa City, USA
SO: Journal-of-the-Academy-of-Rehabilitative-Audiology. 1994;
Vol 27(Mono Suppl): 47-66
JN: Journal-of-the-Academy-of-Rehabilitative-Audiology
IS: 0149-8886
PY: 1994
LA: English
AB: Reviews current and future research needs in the
application of speech perception (SP) to audiological
rehabilitation and provides examples from the areas of
hearing aid selection and adjustment and SP training
applications. Models of SP should direct the development
and interpretation of SP tests. Edited-natural and
synthetic speech should be used to address specific
questions concerning SP among individuals with an
impairment. More knowledge is needed about the effects of
auditory and visual noise on SP performance. Virtual
reality or other simulations may assist in providing
accurate approximations of everyday acoustic environments.
A variety of reliable, sensitive, and efficient tests are
needed. SP tests can also be used to determine if specific
clients can benefit from auditory training, and if so,
they can identify appropriate training stimuli. ((c) 1997
APA/PsycINFO, all rights reserved)
Record 247 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Impact of virtual reality on young adults' physiological
arousal and aggressive thoughts: Interaction versus
observation.
AU: Calvert,-Sandra-L.; Tan,-Siu-Lan
AF: Georgetown U, Dept of Psychology, Washington, DC, USA
SO: Journal-of-Applied-Developmental-Psychology. 1994 Jan-Mar;
Vol 15(1): 125-139
JN: Journal-of-Applied-Developmental-Psychology
IS: 0193-3973
PY: 1994
LA: English
AB: Examined the impact of participating in vs observing
aggressive acts, as represented in a virtual reality game
(VRG) on 36 young adults' arousal levels, feelings of
hostility, and aggressive thoughts (ATs). It was
hypothesized that physiological arousal and ATs would
increase more for those who participated directly in the
VRG than for those who observed. Individual variations
were considered by including both gender and a priori
levels of hostile personality traits. Ss who played the
aggressive VRG exhibited increased physiological arousal
and increases in ATs more so than those who observed the
game or who simulated VRG movements. Increases in heart
rates provided support for the arousal theory, and
increases in ATs provided support for the social cognitive
theory. However, the observational condition did not
produce more aggression, as would be predicted by the
social cognitive theory. ((c) 1997 APA/PsycINFO, all
rights reserved)
Record 248 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: The frequency of occurrence and severity of side-effects of
immersion virtual reality.
AU: Regan,-E.-C.; Price,-K.-R.
AF: Ministry of Defence, Army Personnel Research Establishment,
Special Psychology Research Group, Farnborough, England UK
SO: Aviation,-Space,-and-Environmental-Medicine. 1994 Jun; Vol
65(6): 527-530
JN: Aviation,-Space,-and-Environmental-Medicine
IS: 0095-6562
PY: 1994
LA: English
AB: Investigated the frequency of occurrence and severity of
side effects of using an immersion virtual reality system.
Out of 146 Ss (comprised of 80 civilian Ss, 20 military
Ss, and 50 firefighters), 61% reported symptoms of malaise
at some point during a 20-min immersion and 10-min
postimmersion period. These ranged from symptoms such as
dizziness, stomach awareness, headaches, eyestrain, and
lightheadedness to severe nausea. These symptoms caused 5%
of the Ss to withdraw from the experiment before
completing their 20-min immersion period. ((c) 1997
APA/PsycINFO, all rights reserved)
Record 249 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Binocular vision in a virtual world: Visual deficits
following the wearing of a head-mounted display.
AU: Mon-Williams,-Mark; Wann,-John-P.; Rushton,-Simon
AF: Glasgow Caledonian U, Scotland UK
SO: Ophthalmic-and-Physiological-Optics. 1993 Oct; Vol 13(4):
387-391
JN: Ophthalmic-and-Physiological-Optics
IS: 0275-5408
PY: 1993
LA: English
AB: Short-term effects on binocular stability of wearing a
conventional head-mounted display (HMD) to explore a
virtual reality environment were examined. 20 Ss (aged 19
-29 yrs) wore a commercially available HMD for 10 min while
cycling around a computer generated 3-D world. The twin
screen presentations were set to suit an average
interpupillary distance, to mimic the conditions of public
access virtual reality systems. Ss were examined before
and after exposure to the HMD. There were clear signs of
induced binocular stress for a number of the Ss. ((c) 1997
APA/PsycINFO, all rights reserved)
Record 250 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Virtual reality: A proposal for treating test anxiety in
college students.
AU: Knox,-David; Schacht,-Caroline; Turner,-Jack
AF: East Carolina U, Greenville, NC, USA
SO: College-Student-Journal. 1993 Sep; Vol 27(3): 294-296
JN: College-Student-Journal
IS: 0146-3934
PY: 1993
LA: English
AB: Explores the technological feasibility and theoretical
justification for using virtual reality to reduce or
eliminate test anxiety in college students. It is proposed
that virtual reality test anxiety machines with EMG
attachments be provided in student counseling centers and
in student unions in colleges and universities to assist
students in relieving test anxiety. ((c) 1997
APA/PsycINFO, all rights reserved)
Record 251 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Navigation in hypertext through virtual environments.
AU: Smith,-Pauline-A.; Wilson,-John-R.
AF: U Nottingham, Inst for Occupational Ergonomics, England UK
SO: Applied-Ergonomics. 1993 Aug; Vol 24(4): 271-278
JN: Applied-Ergonomics
IS: 0003-6870
PY: 1993
LA: English
AB: Users of hypertext systems require some form of navigation
aid or "browser." The advent of virtual reality
technology, and particularly less costly forms, offers new
possibilities for hypertext navigation whereby information
can be presented in the form of a virtual environment.
Users can move around the virtual world in much the same
conceptual fashion as they move around the real world.
Based on an extensive review of hypertext navigation
problems and the aiding systems proposed to deal with
these, 4 different types of navigation aid have been
built; these are schematic and spatial representations in
2 and 3 dimensions. Of particular interest is the 3
-dimensional spatial representation, built as a virtual
environment in Virtus Walkthrough; the proposition is that
such a virtual world navigation aid will offer substantial
usability advantages for hypertext databases. ((c) 1997
APA/PsycINFO, all rights reserved)
Record 252 of 267 in PsycLIT 1993-1995
DT: Chapter
TI: Mind embodied: Computer-generated virtual reality as a new,
dualistic-interactive model for transpersonal psychology.
AU: Tart,-Charles-T.
AF: U California, Dept of Psychology, Davis, CA, USA
BK: Rao, K. Ramakrishna (Ed); et-al. (1993). Cultivating
consciousness: Enhancing human potential, wellness, and
healing. (pp. 123-137). Westport, CT, USA: Praeger
Publishers/Greenwood Publishing Group, Inc. viii, 234
pp.SEE BOOK
PY: 1993
LA: English
AB: (from the chapter) focus here is that our models of the
mind are frequently based on the most sophisticated
technology of the day / now we are using digital computers
as models of the mind / emphasize models of the mind, not
formal theories / write from the broad context of the
psychology of consciousness, particularly from the
perspective of transpersonal psychology /// transpersonal
psychology versus materialistic monism / the importance of
psi / mind embodied and the ecological self / alterations
of perceived embodiment: the OBE [out-of-the-body
-experience] / new technologies for modeling the mind
[telepresence, virtual reality] / hardware for computer
-generated virtual reality / computer-generated versus
biopsycho VR [virtual reality] / mind embodied as
biopsycho virtual reality / mind embodied-embodied as
computer-generated virtual reality ((c) 1997 APA/PsycINFO,
all rights reserved)
Record 253 of 267 in PsycLIT 1993-1995
DT: Edited-Book; Book
TI: Cultivating consciousness: Enhancing human potential,
wellness, and healing.
AU: Rao,-K.-Ramakrishna (Ed)
AF: Foundation for Research on the Nature of Man, Director,
Durham, NC, USA
PB: Westport, CT, USA: Praeger Publishers/Greenwood Publishing
Group, Inc. (1993). viii, 234 pp.
PY: 1993
LA: English
AB: (from the introduction) This book gives us glimpses of the
nature of things to come, the controversies and questions
about assumptions, concepts, methods, and possible
outcomes. . . . The authors discuss from a
transdisciplinary perspective the nature of consciousness,
the methods of studying it, its relevance to our values,
and its role in enhancing human abilities and wellness.
/// The purpose of this book is to call attention to the
importance of consciousness research and its implications
for improving the human condition. ((c) 1997 APA/PsycINFO,
all rights reserved)
Record 254 of 267 in PsycLIT 1993-1995
DT: Journal-Article
TI: Transfer of training from virtual reality.
AU: Kozak,-J.-J.; Hancock,-P.-A.; Arthur,-E.-J.; Chrysler,-S.-T.
AF: U Minnesota, Human Factors Research Lab, Minneapolis, USA
SO: Ergonomics. 1993 Jul; Vol 36(7): 777-784
JN: Ergonomics
IS: 0014-0139
PY: 1993
LA: English
AB: Compared the value of real-world training, virtual reality
(VR) training, and no training in the transfer of learning
to the same task performed in real-world conditions. 21 Ss
(aged 18-59 yrs) performed a pick-and-place sequence task.
Results provide no evidence of transfer from a VR training
environment to a real-world task. There was no significant
difference between the VR training group and the group
that received no training on the task. The group that
received real-world training performed significantly
better than both of the other groups. Results question the
utility of VR training and suggest that in the present
configuration, individuals learn performance
characteristics specific only to the VR context. ((c) 1997
APA/PsycINFO, all rights reserved)
Record 255 of 267 in PsycLIT 1988-1992
DT: Journal-Article
TI: I'm not a real doctor, but I play one in virtual reality:
Implications of virtual reality for judgments about
reality.
AU: Shapiro,-Michael-A.; McDonald,-Daniel-G.
AF: Cornell U, Ithaca, NY, USA
SO: Journal-of-Communication. 1992 Fal; Vol 42(4): 94-114
JN: Journal-of-Communication
IS: 0021-9916
PY: 1992
LA: English
AB: A review of communication and social psychology literature
was conducted to delineate between a physical reality
(such as actual objects) and an informational reality
(such as perceptions of those objects). Ways in which
communication affects the perception, construction, and
reconstruction of reality are considered, using examples
from movies and television. The critical elements that
form a theory of media reality effects are outlined, and
the outline is extended to include virtual reality (VIR).
VIR is predicted to be influential in shaping judgments of
reality and likely to elicit involuntary emotional
responses that may raise ethical and moral dilemmas. ((c)
1997 APA/PsycINFO, all rights reserved)
Record 256 of 267 in PsycLIT 1988-1992
DT: Journal-Article
TI: Defining virtual reality: Dimensions determining
telepresence.
AU: Steuer,-Jonathan-S.
AF: Stanford U, CA, USA
SO: Journal-of-Communication. 1992 Fal; Vol 42(4): 73-93
JN: Journal-of-Communication
IS: 0021-9916
PY: 1992
LA: English
AB: Argues that a device-driven definition of virtual reality
(VIR) is unacceptable because it (1) arbitrarily
classifies a given system as VIR or not-VIR based on the
inclusion of a basic set of machines, (2) provides no
clear conceptual unit of analysis for VIR, and (3) results
in a lack of theoretical dimensions across which VIR can
vary. Dropping VIR as a term altogether is not deemed
feasible, so redefining it as a particular type of
experience rather than as a collection of hardware is
recommended. To do so would provide a concrete unit of
analysis for VIR, a set of dimensions over which VIR can
vary, and a means for examining VIR in relation to other
types of mediated experience. Communication researchers
are encouraged to become involved in the design and
implementation of new systems before they are
institutionalized. ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 257 of 267 in PsycLIT 1988-1992
DT: Journal-Article
TI: Cognitive space: Using virtual reality for large
information resource management problems.
AU: Nilan,-Michael-S.
AF: Syracuse U, School of Information Studies, NY, USA
SO: Journal-of-Communication. 1992 Fal; Vol 42(4): 115-135
JN: Journal-of-Communication
IS: 0021-9916
PY: 1992
LA: English
AB: The notion of cognitive space (CGS), aspects of human
cognition that are not meaningful within the constraints
of physical space, is contrasted with the current physical
-space efforts in virtual reality as a metaphor for a
conceptual approach to interface design. The contributions
of CGS to potential information resource management
problems depend on (1) the dimensions used to create the
space, (2) how the dimensions are presented in the human
-computer interface, and (3) the extent to which these
dimensions are dynamically meaningful to users. A
conceptual framework for CGS is proposed, highlighting the
significance of human communication for modeling problems
and for subsequent system designs. Desktop publishing is
cited as a concrete example of a problem modeled by user
-based methods. ((c) 1997 APA/PsycINFO, all rights reserved)
Record 258 of 267 in PsycLIT 1988-1992
DT: Journal-Article
TI: An insider's view of the future of virtual reality.
AU: Lanier,-Jaron; Biocca,-Frank
SO: Journal-of-Communication. 1992 Fal; Vol 42(4): 150-172
JN: Journal-of-Communication
IS: 0021-9916
PY: 1992
LA: English
AB: Presents an interview with J. Lanier, who pioneered the
field of virtual reality (VIR). Issues discussed include
(1) the diffusion of VIR technology, (2) software
development problems, (3) the role of communication within
VIR, and (4) the future of VIR movies as a ritual space.
The VIR as postsymbolic communication and as the expansion
of perception is considered, and concerns about children
and the use of future VIR systems and present-day
interactive video game technology are explored. Also,
utopian visions of VIR are addressed. ((c) 1997
APA/PsycINFO, all rights reserved)
Record 259 of 267 in PsycLIT 1988-1992
DT: Journal-Article
TI: Virtual reality technology: A tutorial.
AU: Biocca,-Frank
AF: U North Carolina, Ctr for Research in Journalism and Mass
Communication, Chapel Hill, USA
SO: Journal-of-Communication. 1992 Fal; Vol 42(4): 23-72
JN: Journal-of-Communication
IS: 0021-9916
PY: 1992
LA: English
AB: A tutorial survey of the physical components of the virtual
reality (VIR) medium is presented at the device and
systems levels of technology. Trends in development of VIR
and the basic rationale for each component of the
multicomponent systems are highlighted, with emphasis on
the issue of cognition. Issues such as the computer's
ability to input the location and actions of the user's
body in space, the development of speech recognition
systems, and the use of psychophysiological inputs are
also addressed. VIR systems are said to rely on criteria
of social constructs of user friendliness and of
constructs emphasizing the level of presence. Based on
these criteria, VIR systems are divided into (1) those
able to run on a single computer or a pair of personal
computers and workstations, (2) those relying on a large
number of microcomputers or workstations, and (3) those
using parallel processing machines. ((c) 1997
APA/PsycINFO, all rights reserved)
Record 260 of 267 in PsycLIT 1988-1992
DT: Journal-Article
TI: Communication within virtual reality: Creating a space for
research.
AU: Biocca,-Frank
AF: U North Carolina, Ctr for Research in Journalism and Mass
Communication, Chapel Hill, USA
SO: Journal-of-Communication. 1992 Fal; Vol 42(4): 5-22
JN: Journal-of-Communication
IS: 0021-9916
PY: 1992
LA: English
AB: The possible implications of virtual reality (VIR) for
communication research and researchers are considered to
answer what shape the medium is taking, how people can
shape the medium, and how people will be shaped by the
medium. Six emerging issues for communication research are
outlined: (1) research on the diffusion of VIR technology;
(2) communication design and cognition; (3) interpersonal
communications and cooperative work in VIR environments;
(4) the psychological presence of VIR; (5) VIR and work,
power, and leisure; and (6) the cultural presence of VIR.
((c) 1997 APA/PsycINFO, all rights reserved)
Record 261 of 267 in PsycLIT 1988-1992
DT: Journal-Article
TI: Virtual reality: An instructional medium for visual-spatial
tasks.
AU: Regian,-J.-Wesley; Shebilske,-Wayne-L.; Monk,-John-M.
AF: US Air Force Armstrong Lab, Brooks Air Force Base, TX, USA
SO: Journal-of-Communication. 1992 Fal; Vol 42(4): 136-149
JN: Journal-of-Communication
IS: 0021-9916
PY: 1992
LA: English
AB: 31 adults were trained in 3-dimensional virtual worlds to
investigate the use of virtual reality (VIR) to teach
procedural tasks. Exp 1 required performance of motor
sequences within a small-scale space (a computer monitor),
and Exp 2 involved navigational tasks requiring
configurational knowledge of a large-scale space (a full
-sized VIR maze). Ss were provided with either a meaningful
task description or no explanation at all for how to
operate the experimental apparatus (buttons and knobs
coupled with visual stimuli in Exp 1 and pretest guided
tours of the maze in Exp 2). Ss learned spatial-procedural
and spatial-navigational tasks in a VIR and continued to
acquire skill while being tested. Ss were also able to
learn the 3-dimensional configurational knowledge of the
virtual maze and were able to use the knowledge to
navigate within the VIR. ((c) 1997 APA/PsycINFO, all
rights reserved)
Record 262 of 267 in PsycLIT 1988-1992
DT: Journal-Article
TI: TripleSpace: An experiment in a 3D graphical interface to a
binary relational database.
AU: Mariani,-John-A.; Lougher,-Robert
AF: U Lancaster, England UK
SO: Interacting-with-Computers. 1992 Aug; Vol 4(2): 147-162
JN: Interacting-with-Computers
IS: 0953-5438
PY: 1992
LA: English
AB: Describes an experiment in 3D graphical interfaces to a
binary relational database. 3D representations are useful
for users who wish to explore the data topology, enter
virtual reality, and manipulate the data directly.
Graphical query and browser systems for databases are
discussed, and the possibilities of the binary relational
model for graphical representation are examined. The area
of hypothesis formation is used to demonstrate the visible
topology of the TripleSpace software. Three sets of data
representing interesting situations are described and
viewed through the system. The use of TripleSpace is
successful in breaking away from the graphical 2D
interfaces currently provided and in experimenting with
the possibilities offered by visual 3D interfaces. ((c)
1997 APA/PsycINFO, all rights reserved)
Record 263 of 267 in PsycLIT 1988-1992
DT: Edited-Book; Book
TI: Teaching in the information age: The role of educational
technology.
AU: Albright,-Michael-J. (Ed); Graf,-David-L. (Ed)
AF: U Hawaii-Manoa, Ctr for Instructional Support, Director,
Honolulu, HI, USA
PB: San Francisco, CA, USA: Jossey-Bass Inc, Publishers.
(1992). 117 pp.
SE: New directions for teaching and learning, No. 51: The
Jossey-Bass higher and adult education series.
IS: 0271-0633
PY: 1992
LA: English
AB: (from the cover) This volume of "New Directions for
Teaching and Learning" examines some of the current trends
in instructional technology in higher education and
discusses their implications for teaching and learning in
the post-secondary setting. /// In each chapter, special
emphasis is placed on the classroom applications of that
technology. ((c) 1997 APA/PsycINFO, all rights reserved)
Record 264 of 267 in PsycLIT 1988-1992
DT: Journal-Article
TI: On the uses of computer-generated realities: A response to
Begelman.
AU: Tart,-Charles-T.
AF: U California, Davis, USA
SO: Dissociation:-Progress-in-the-Dissociative-Disorders. 1991
Dec; Vol 4(4): 216-217
JN: Dissociation:-Progress-in-the-Dissociative-Disorders
IS: 0896-2863
PY: 1991
LA: English
AB: Responds to D. A. Begelman's (see PA, Vol 79:41845)
comments on the author's (see PA, Vol 78:29492) article,
focusing on 3 main areas: the philosophical implications
and bases of the paper, applicability of the world
simulation process model to ordinary people and patients,
and potential clinical applications of computer-generated
virtual realities. ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 265 of 267 in PsycLIT 1988-1992
DT: Journal-Article
TI: Virtual realities and virtual mistakes: A comment on tart.
AU: Begelman,-D.-A.
AF: Private practice, New Milford, CT, USA
SO: Dissociation:-Progress-in-the-Dissociative-Disorders. 1991
Dec; Vol 4(4): 214-215
JN: Dissociation:-Progress-in-the-Dissociative-Disorders
IS: 0896-2863
PY: 1991
LA: English
AB: Disagrees with C. Tart's (see PA, Vol 78:29492) proposals
for extending the use of computer-generated virtual
realities (VRs) to concepts like personality, alter
personality, and state of consciousness. Tart's paranoid
VR seems less designed to reflect or assess paranoia than
to induce it anew. ((c) 1997 APA/PsycINFO, all rights
reserved)
Record 266 of 267 in PsycLIT 1988-1992
DT: Authored-Book; Book
TI: Writing space: The computer, hypertext, and the history of
writing.
AU: Bolter,-Jay-David
AF: U North Carolina, Classics Dept, Instructor, Chapel Hill,
NC, USA
PB: Hillsdale, NJ, USA: Lawrence Erlbaum Associates, Inc.
(1991). xiii, 258 pp.
PY: 1991
LA: English
AB: (from the cover) "Writing Space" is the study of the
computer as a new technology for reading and writing.
Through the technique of hypertext, the computer allows
scientists, scholars, and creative writers to construct
interactive texts--writing that interacts with the needs
and desires of the reader. The computer as hypertext
represents a new stage in the history of writing: it
compels us to reconsider our definitions of human and
artificial intelligence, and it changes the meaning of
literacy in contemporary culture. ((c) 1997 APA/PsycINFO,
all rights reserved)
Record 267 of 267 in PsycLIT 1988-1992
DT: Journal-Article
TI: Multiple personality, altered states and virtual reality:
The world simulation process approach.
AU: Tart,-Charles-T.
AF: U California, Davis, USA
SO: Dissociation:-Progress-in-the-Dissociative-Disorders. 1990
Dec; Vol 3(4): 222-233
JN: Dissociation:-Progress-in-the-Dissociative-Disorders
IS: 0896-2863
PY: 1990
LA: English
AB: Describes a technological model of consciousness, computer
-generated virtual reality. By wearing goggles containing
color TV sets and earphones, a computer can control a
person's main sensory input, coordinating it with actual
body movements tracked by sensors, giving the "traveler" a
virtual body that can interact with virtual objects.
Contemporary neurology and psychology show that people
already live in one or more internal virtual realities,
generated by neurological and psychological processes.
Stabilized systems of these internal virtual realities
constitute states of consciousness, the ordinary
personality, and multiple personalities. Computer
-generated virtual realities offer intriguing possibilities
for developing diagnostic, inductive, psychotherapeutic,
and training techniques that can extend and supplement
current ones. ((c) 1997 APA/PsycINFO, all rights reserved)