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)