Results for 'Shared virtual environments '

976 found
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  1.  16
    Peer Review: Sharing Tales of the Dutch Revolt in a Virtual Research Environment.Peter Verhaar - 2009 - Logos 20 (1):241-248.
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  2.  35
    Quality Learning Environments: Design-Studio Classroom.Asem Obeidat & Raed Al-Share - 2012 - Asian Culture and History 4 (2):p165.
    Design education requires a specific setting that facilitates teaching/learning activities including lecturing, demonstrating, and practicing. The design-studio is the place of design teaching/learning activities and where students/students and students/instructor interaction occur. Proper interior design improves not only the function of such learning environment but also the confidence of its users involved in the teaching/learning process. This study finds impetus in the lack of research data relative to the design of the design-studio classroom, most crucial space in design and architectural education. (...)
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  3.  22
    Experiences of Online Closeness in Virtual Learning Environments (VLEs).Luis Francisco Vargas-Madriz - 2018 - Indo-Pacific Journal of Phenomenology 18 (2):119-132.
    In virtual learning environments students often find themselves in front of a computer, looking at a bright screen, interacting with classmates and teachers through a keyboard and a mouse, and, in most cases, listening and watching someone who is not physically present. Virtual components are not rare, and growing concern is currently surfacing about students’ potential feeling of isolation, which has been found to increase educational barriers such as lack of motivation or engagement, or poor academic achievement. (...)
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  4.  7
    Virtual Domes. Utopian architecture at the dawn of Virtual Reality.Margherita Fontana - 2023 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 16 (1):95-103.
    This paper examines the theoretical and practical aspects of geodesic dome architecture in North America as part of an aesthetic of virtualization. Geodesic domes can be conceived of as virtual environments designed as alternatives to the contemporary world and its internal crises. They were originally a tool of the American counterculture of the 1960s to search for futuristic housing solutions which responded to ecological concerns. The contribution traces some of the most important phases of dome architecture, which crossed (...)
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  5. Virtual Machine Functionalism: The only form of functionalism worth taking seriously in Philosophy of Mind.Aaron Sloman -
    Most philosophers appear to have ignored the distinction between the broad concept of Virtual Machine Functionalism (VMF) described in Sloman&Chrisley (2003) and the better known version of functionalism referred to there as Atomic State Functionalism (ASF), which is often given as an explanation of what Functionalism is, e.g. in Block (1995). -/- One of the main differences is that ASF encourages talk of supervenience of states and properties, whereas VMF requires supervenience of machines that are arbitrarily complex networks of (...)
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  6.  24
    Girl, Pixelated – Narrative Identity, Virtual Embodiment, and Second Life.Anna Gotlib - 2014 - Humana Mente 7 (26).
    This paper focuses on the reasons for, and consequences of, expanding our notions of human embodiment to virtual worlds. Increasingly, it is within virtual environments that we seek to extend, and enhance, who we are. Yet, philosophical worries persist about what sorts of selves count as moral agents, and the extent to which self-enhancements affect personal identity and agency. This paper critiques and expands the discourse on embodiment and personal identity by locating it within the virtual (...)
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  7.  32
    Psychiatric Interventions in Virtual Reality: Why We Need an Ethical Framework.Maria Marloth, Jennifer Chandler & Kai Vogeley - 2020 - Cambridge Quarterly of Healthcare Ethics 29 (4):574-584.
    Recent improvements in virtual reality allow for the representation of authentic environments and multiple users in a shared complex virtual world in real time. These advances have fostered clinical applications including in psychiatry. However, although VR is already used in clinical settings to help people with mental disorders, the related ethical issues require greater attention. Based on a thematic literature search the authors identified five themes that raise ethical concerns related to the clinical use of VR: (...)
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  8.  9
    Virtual Mourning and Memory Construction on Facebook: Here Are the Terms of Use.Kathleen Scheaffer & Rhonda N. McEwen - 2013 - Bulletin of Science, Technology and Society 33 (3-4):64-75.
    This article investigates the online information practices of persons grieving and mourning via Facebook. It examines how, or whether, these practices and Facebook’s terms of use policies have implications for the bereaved and/or the memory of the deceased. To explore these questions, we compared traditional publicly recorded asynchronous modes of grieving (i.e., obituaries) with Facebook’s asynchronous features (i.e., pages, photos, messages, profiles, comments). Additionally, by applying observational techniques to Facebook memorial pages and Facebook profiles, conducting a survey, and interviewing respondents (...)
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  9.  37
    From Shared Enaction to Intrinsic Value. How Enactivism Contributes to Environmental Ethics.Konrad Werner & Magdalena Kiełkowicz-Werner - 2022 - Topoi 41 (2):409-423.
    Two major philosophical movements have sought to fundamentally rethink the relationship between humans and their environment(s): environmental ethics and enactivism. Surprisingly, they virtually never refer to or seek inspiration from each other. The goal of this analysis is to bridge the gap. Our main purpose, then, is to address, from the enactivist angle, the conceptual backbone of environmental ethics, namely the concept of intrinsic value. We argue that intrinsic value does indeed exist, yet its "intrinsicality" does not boil down to (...)
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  10. The reality of friendship within immersive virtual worlds.Nicholas John Munn - 2012 - Ethics and Information Technology 14 (1):1-10.
    In this article I examine a recent development in online communication, the immersive virtual worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). I argue that these environments provide a distinct form of online experience from the experience available through earlier generation forms of online communication such as newsgroups, chat rooms, email and instant messaging. The experience available to participants in MMORPGs is founded on shared activity, while the experience of earlier generation online communication is largely if not (...)
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  11.  29
    A security framework for dynamic collaborative working environments.Matthias Assel, Stefan Wesner & Alexander Kipp - 2009 - Identity in the Information Society 2 (2):171-187.
    Moving away from simple data sharing within the science community towards cross-organizational collaboration scenarios significantly increased challenges related to security and privacy. They need to be addressed in order to make cross-organizational applications such as collaborative working environments a business proposition within communities such as eHealth, construction or manufacturing. Increasingly distributed scenarios where many different types of services need to be combined in order to implement semantically enriched business processes demand new approaches to security within such dynamic Virtual (...)
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  12.  44
    The workers opinions have a value in the Code of Ethics: Analysis of the contributions of workers in virtual Forum Catalan Institute of Health.Eva Peguero, Anna Berenguera, Enriqueta Pujol-Ribera, Begoña Roman, Carmen M. Prieto & Núria Terribas - 2015 - BMC Medical Ethics 16 (1):1-18.
    BackgroundThe Catalan Institute of Health is the largest health services public provider in Catalonia. “CIH Code of Ethics Virtual Forum”, was created within the Intranet of the CIH to facilitate participation among their employees. The current study aims to: a) Analyse the CIH workers’ assessment of their own, their colleagues’ and the organization’s observance of ethical values; b) Identify the opinions, attitudes, experiences and practices related to the ethical values from the discourse of the workers that contributed voluntarily to (...)
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  13.  6
    Analysis on the Influence Path of User Knowledge Withholding in Virtual Academic Community – Based on Structural Equation Method-Artificial Neural Network Model.Chengyi Le & Wenxin Li - 2022 - Frontiers in Psychology 13.
    The phenomenon of knowledge withholding is a vital issue that undermines knowledge sharing and innovation, hinders the development of offline and online organizations. Clarifying the relationship between influencing factors and knowledge withholding is significant to improve the phenomenon of knowledge withholding in offline and online organizations. Few types of research focus on the online virtual academic community and integrate the three factors of knowledge, individual, and environment to research knowledge withholding. To solve the limitation, this research is based on (...)
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  14.  12
    The socio-aesthetic construction of meaning in digitally mediated environments: a digital sensemaking approach.Daniela Brill, Claudia Schnugg & Christian Stary - forthcoming - AI and Society:1-15.
    Sensemaking has recently been identified as a driver of society developments, in particular in the context of designing a reasonable, valuable, and fair life. Since the construction of meaning is a crucial momentum in sensemaking processes, the authors investigate how meaning can be constructed in a sustaining form by utilizing digital means of expression, articulation, sharing of information, and creation of artscience artefacts. The authors report on results of exploring cyber-physical-systems with performative methodologies in the context of sensemaking to identify (...)
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  15. Digital Theology: Is the Resurrection Virtual?Eric Steinhart - 2012 - In Morgan Luck (ed.), A Philosophical Exploration of New and Alternative Religious Movements. Farnham, UK: Ashgate. pp. 133 - 152.
    Many recent writers have developed a rich system of theological concepts inspired by computers. This is digital theology. Digital theology shares many elements of its eschatology with Christian post-millenarianism. It promises a utopian perfection via technological progress. Modifying Christian soteriology, digital theology makes reference to four types of immortality. I look critically at each type. The first involves transferring our minds from our natural bodies to superior computerized bodies. The second and third types involve bringing into being a previously living (...)
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  16.  6
    Using Virtual Environments to Improve Real-World Motor Skills in Sports: A Systematic Review.Stefan C. Michalski, Ancret Szpak & Tobias Loetscher - 2019 - Frontiers in Psychology 10.
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  17.  15
    Virtual Environments.Woodrow Barfield & Thomas A. Furness (eds.) - 1995 - Oxford University Press USA.
    This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science.
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  18.  26
    Virtual environments and the future of human-computer interfaces: the electronic frontier in social context.Ralph Schnieder - 1995 - Journal of Intelligent Systems 5 (2-4):111-124.
  19. A Semantics for Virtual Environments and the Ontological Status of Virtual Objects.David Leech Anderson - 2009 - APA Newsletter on Philosophy and Computers 9 (1):15-19.
    Virtual environments engage millions of people and billions of dollars each year. What is the ontological status of the virtual objects that populate those environments? An adequate answer to that question requires a developed semantics for virtual environments. The truth-conditions must be identified for “tree”-sentences when uttered by speakers immersed in a virtual environment (VE). It will be argued that statements about virtual objects have truth-conditions roughly comparable to the verificationist conditions popular (...)
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  20.  8
    Towards an ontology of virtual environments: A critical account.Nicolas Bilchi - 2023 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 16 (1):27-36.
    The growing critical and economic success of Virtual Reality technologies is generating renewed scholarly interest in virtual environments. One of the most long-lasting and influential perspectives on the topic has been labelled «virtual realism» (Heim [1998]), and it has passed throughout the entire history of virtual environments studies up to recent days (Chalmers [2022]). Virtual Realism frames virtual environments in terms of realism, and precisely of perceptive soundness and isomorphism between physical (...)
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  21.  31
    Experiencing Nature through Immersive Virtual Environments: Environmental Perceptions, Physical Engagement, and Affective Responses during a Simulated Nature Walk.Giovanna Calogiuri, Sigbjørn Litleskare, Kaia A. Fagerheim, Tore L. Rydgren, Elena Brambilla & Miranda Thurston - 2018 - Frontiers in Psychology 8.
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  22.  12
    Vocational Training in Virtual Environments for People With Neurodevelopmental Disorders: A Systematic Review.Stefan C. Michalski, Caroline Ellison, Ancret Szpak & Tobias Loetscher - 2021 - Frontiers in Psychology 12.
    People with neurodevelopmental disorders are often considered unsuitable or incapable of working in open employment. When employment is available, tasks are often limited, and opportunities for career development are restricted. Policy and funding constraints leave people with disabilities without an opportunity to develop skills due to the additional time and costs for employers. To overcome these barriers, virtual environments have been proposed as a safe and reliable solution for training. An important prerequisite for a wider uptake of training (...)
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  23.  80
    Wheelchair Control in a Virtual Environment by Healthy Participants Using a P300-BCI Based on Tactile Stimulation: Training Effects and Usability.Matthias Eidel & Andrea Kübler - 2020 - Frontiers in Human Neuroscience 14.
  24.  17
    Social significance of a virtual environment for the teaching and learning of descriptive Statistics in Medicine degree course.Sandra López Lamezón, Roberto Rodríguez López, Luis Manuel Amador Aguilar & Luis Mariano Azcuy Lorenz - 2018 - Humanidades Médicas 18 (1):50-63.
    Los estudios de ciencia, tecnología y sociedad revelan las interrelaciones entre la ciencia y la tecnología como procesos sociales. Este artículo persigue como objetivo: valorar la significación social de un entorno virtual en la enseñanza aprendizaje de la Estadística descriptiva en la carrera de Medicina. El diagnóstico preliminar mediante de la observación, la encuesta y el análisis documental, mostró que existen insuficiencias en el uso de las tecnologías de la información y las comunicaciones en el proceso de enseñanza aprendizaje (...)
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  25.  48
    Indexicals in Virtual Environments.Bernardo Alonso - 2014 - Open Journal of Philosophy 4 (2):134-140.
    In this paper I explored three well-known cases that seem to cast doubt on the notion that a speaker is always at the place of the utterance when the utterance occurs. I gave a few examples produced in Second Life environment, which cannot be handled correctly by evaluating the expression at issue with respect to the traditional view, i.e., the kaplanian framework—where the agent and the utterer will always be identical, and the referent of “I” will always be the utterer. (...)
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  26.  18
    Ecological validity of virtual environments to assess human navigation ability.Ineke J. M. van der Ham, Annemarie M. E. Faber, Matthijs Venselaar, Marc J. van Kreveld & Maarten Lã¶Ffler - 2015 - Frontiers in Psychology 6.
  27. Virtual animals in virtual environments.Alan Dorin - unknown
  28.  16
    Orienting in virtual environments: How are surface features and environmental geometry weighted in an orientation task?Debbie M. Kelly & Walter F. Bischof - 2008 - Cognition 109 (1):89-104.
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  29.  40
    Real and virtual environments, real and virtual memory.Gary W. Strong - 1997 - Behavioral and Brain Sciences 20 (4):756-757.
    What is encoded in working memory may be a content-addressable pointer, but a critical portion of the information that is addressed includes the motor information to achieve deictic reference in the environment. Additionally, the same strategy that is used to access environment information just in time for its use may also be used to access long-term memory via the pre-frontal cortex.
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  30.  7
    Social Conformity in Immersive Virtual Environments: The Impact of Agents’ Gaze Behavior.Christos Kyrlitsias, Despina Michael-Grigoriou, Domna Banakou & Maria Christofi - 2020 - Frontiers in Psychology 11.
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  31.  30
    Evaluation of a virtual environment: the elementary spoken Chinese prototype.M. Li, Nicolas Van Vosselen, Stephane Gierts & Fernand Vandamme - 2003 - Communication and Cognition: Monographies 36 (3-4):257-275.
  32.  35
    Being Bullied in Virtual Environments: Experiences and Reactions of Male and Female Students to a Male or Female Oppressor.Nicole Krämer, Sabrina Sobieraj, Dan Feng, Elisabeth Trubina & Stacy Marsella - 2018 - Frontiers in Psychology 9.
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  33. Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability.Stefano Gualeni - 2020 - Journal of Virtual Worlds Research 13 (1).
    This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion. The article introduces the criteria for moral consideration that serve as a framework for this analysis. Adopting this framework, (...)
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  34.  39
    Exploiting Listener Gaze to Improve Situated Communication in Dynamic Virtual Environments.Konstantina Garoufi, Maria Staudte, Alexander Koller & Matthew W. Crocker - 2016 - Cognitive Science 40 (7):1671-1703.
    Beyond the observation that both speakers and listeners rapidly inspect the visual targets of referring expressions, it has been argued that such gaze may constitute part of the communicative signal. In this study, we investigate whether a speaker may, in principle, exploit listener gaze to improve communicative success. In the context of a virtual environment where listeners follow computer-generated instructions, we provide two kinds of support for this claim. First, we show that listener gaze provides a reliable real-time index (...)
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  35. Where am I? The Problem of Bilocation in Virtual Environments.Geert Gooskens - 2010 - Postgraduate Journal of Aesthetics 7 (3):13-24.
    In this paper, I deal with a striking phenomenon that often occurs when we explore the virtual environment of, for example, a video game. Suppose a friend sees me playing a video game and asks ‘Where are you?’ There are two possible answers to this question. I can either refer to my actual location (‘I am in my room’), but I can also refer to my location in the virtual world (‘I am in a space-ship’). Although my friend (...)
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  36.  70
    Breathing Biofeedback for Police Officers in a Stressful Virtual Environment: Challenges and Opportunities.Jan C. Brammer, Jacobien M. van Peer, Abele Michela, Marieke M. J. W. van Rooij, Robert Oostenveld, Floris Klumpers, Wendy Dorrestijn, Isabela Granic & Karin Roelofs - 2021 - Frontiers in Psychology 12.
    As part of the Dutch national science program “Professional Games for Professional Skills” we developed a stress-exposure biofeedback training in virtual reality for the Dutch police. We aim to reduce the acute negative impact of stress on performance, as well as long-term consequences for mental health by facilitating physiological stress regulation during a demanding decision task. Conventional biofeedback applications mainly train physiological regulation at rest. This might limit the transfer of the regulation skills to stressful situations. In contrast, we (...)
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  37. Worldlets, 3D Thumbnails for Wayfinding in Virtual Environments.David Kirsh, T. Elvins & D. Nadeau - 1997 - UIST 97 ACM Press:21-30.
    Virtual environment landmarks are essential in wayfinding: they anchor routes through a region and provide memorable destinations to return to later. Current virtual environment browsers provide user interface menus that characterize available travel destinations via landmark textual descriptions or thumbnail images. Such characterizations lack the depth cues and context needed to reliably recognize 3D landmarks. This paper introduces a new user interface affordance that captures a 3D representation of a virtual environment landmark into a 3D thumbnail, called (...)
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  38.  70
    Hello Avatar: Dijital neslin yükselişi.Beth Coleman - 2011 - MIT Press.
    What is an avatar -- More than just another pretty face : the avatar effect -- Interview with the virtual cannibal -- Virtual presence -- X-reality, a conclusion.
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  39.  8
    Perception and Motion in Real and Virtual Environments: A Narrative Review of Autism Spectrum Disorders.Irene Valori, Phoebe E. McKenna-Plumley, Rena Bayramova & Teresa Farroni - 2021 - Frontiers in Psychology 12.
    Atypical sensorimotor developmental trajectories greatly contribute to the profound heterogeneity that characterizes Autism Spectrum Disorders. Individuals with ASD manifest deviations in sensorimotor processing with early markers in the use of sensory information coming from both the external world and the body, as well as motor difficulties. The cascading effect of these impairments on the later development of higher-order abilities underlines the need for interventions that focus on the remediation of sensorimotor integration skills. One of the promising technologies for such stimulation (...)
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  40.  83
    Virtually real emotions and the paradox of fiction: Implications for the use of virtual environments in psychological research.Garry Young - 2010 - Philosophical Psychology 23 (1):1-21.
    Many of the psychological studies carried out within virtual environments are motivated by the idea that virtual research findings are generalizable to the non-virtual world. This idea is vulnerable to the paradox of fiction, which questions whether it is possible to express genuine emotion toward a character (or event) known to be fictitious. As many of these virtual studies are designed to elicit, broadly speaking, emotional responses through interactions with fictional characters (avatars) or objects/places, the (...)
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  41.  7
    Motor Imagery Training of Reaching-to-Grasp Movement Supplemented by a Virtual Environment in an Individual With Congenital Bilateral Transverse Upper-Limb Deficiency.Joanna Mencel, Anna Jaskólska, Jarosław Marusiak, Łukasz Kamiński, Marek Kurzyński, Andrzej Wołczowski, Artur Jaskólski & Katarzyna Kisiel-Sajewicz - 2021 - Frontiers in Psychology 12.
    This study explored the effect of kinesthetic motor imagery training on reaching-to-grasp movement supplemented by a virtual environment in a patient with congenital bilateral transverse upper-limb deficiency. Based on a theoretical assumption, it is possible to conduct such training in this patient. The aim of this study was to evaluate whether cortical activity related to motor imagery of reaching and motor imagery of grasping of the right upper limb was changed by computer-aided imagery training in a patient who was (...)
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  42.  8
    Looking for Image Statistics: Active Vision With Avatars in a Naturalistic Virtual Environment.Dominik Straub & Constantin A. Rothkopf - 2021 - Frontiers in Psychology 12.
    The efficient coding hypothesis posits that sensory systems are tuned to the regularities of their natural input. The statistics of natural image databases have been the topic of many studies, which have revealed biases in the distribution of orientations that are related to neural representations as well as behavior in psychophysical tasks. However, commonly used natural image databases contain images taken with a camera with a planar image sensor and limited field of view. Thus, these images do not incorporate the (...)
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  43.  8
    Gender-Specific Covariations between Competencies, Interest and Effort during Science Learning in Virtual Environments.Eva Christophel & Wolfgang Schnotz - 2017 - Frontiers in Psychology 8:238195.
    Women are still underrepresented in engineering courses although some German universities offer separate women’s engineering courses which include virtual STEM learning environments. To outline information about fundamental aspects relevant for virtual STEM learning, one has to reveal which similarities both genders in virtual learning show. Moreover, the question arises as to whether there are in fact differences in the virtual science learning of female and male learners. Working with virtual STEM learning environments requires (...)
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  44.  8
    The Dynamics of Attention Shifts Among Concurrent Speech in a Naturalistic Multi-speaker Virtual Environment.Keren Shavit-Cohen & Elana Zion Golumbic - 2019 - Frontiers in Human Neuroscience 13.
  45.  27
    Studying social interactions through immersive virtual environment technology: virtues, pitfalls, and future challenges.Dario Bombari, Marianne Schmid Mast, Elena Canadas & Manuel Bachmann - 2015 - Frontiers in Psychology 6.
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  46.  13
    Alcohol Craving in Heavy and Occasional Alcohol Drinkers After Cue Exposure in a Virtual Environment: The Role of the Sense of Presence.Jessica Simon, Anne-Marie Etienne, Stéphane Bouchard & Etienne Quertemont - 2020 - Frontiers in Human Neuroscience 14.
  47.  11
    Search superiority: Goal-directed attentional allocation creates more reliable incidental identity and location memory than explicit encoding in naturalistic virtual environments.Jason Helbing, Dejan Draschkow & Melissa L.-H. Võ - 2020 - Cognition 196 (C):104147.
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  48.  8
    Teacher Training Effectiveness in Self-Regulation in Virtual Environments.María Consuelo Sáiz-Manzanares, Leandro S. Almeida, Luis J. Martín-Antón, Miguel A. Carbonero & Juan A. Valdivieso-Burón - 2022 - Frontiers in Psychology 13.
    Higher education in the 21st century faces the challenge of changing the way in which knowledge is conveyed and how teachers and students interact in the teaching-learning process. The current pandemic caused by SARS-CoV-2 has hastened the need to face up to this challenge and has furthered the need to approach the issue from the perspective of digitalisation. To achieve this, it is necessary to design training programmes geared towards teaching staff and which address both the use of technology and (...)
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  49.  8
    Nostalgia enhances route learning in a virtual environment.Edward S. Redhead, Tim Wildschut, Alice Oliver, Matthew O. Parker, Antony P. Wood & Constantine Sedikides - 2023 - Cognition and Emotion 37 (4):617-632.
    Salient landmarks enhance route learning. We hypothesised that semantically salient nostalgic landmarks would improve route learning compared to non-nostalgic landmarks. In two experiments, participants learned a route through a computer-generated maze using directional arrows and wall-mounted pictures. On the test trial, the arrows were removed, and participants completed the maze using only the pictures. In the nostalgia condition, pictures were of popular music artists and TV characters from 5 to 10 years ago. In the control condition, they were recent pictures (...)
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  50.  7
    Investigating Reflexive Responses to Explicit and Implicit Forms of Social Exclusion Using Immersive Virtual Environment Technology.Claire Nicole Prendergast & Thomas Schubert - 2020 - Frontiers in Psychology 11.
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