Results for 'virtual environments'

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  1.  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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  2.  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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  3.  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.
  4.  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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  5. 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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  6.  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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  7.  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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  8.  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.
  9.  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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  10.  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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  11.  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.
  12. Virtual animals in virtual environments.Alan Dorin - unknown
  13.  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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  14.  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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  15.  9
    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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  16.  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.
  17.  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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  18. 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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  19.  40
    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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  20. 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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  21.  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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  22. 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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  23.  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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  24.  84
    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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  25.  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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  26.  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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  27.  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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  28.  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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  29.  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.
  30.  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.
  31.  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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  32.  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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  33.  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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  34.  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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  35. The effects of maps on navigation and search strategies in very-large-scale virtual environments.Roy A. Ruddle, Stephen J. Payne & Dylan M. Jones - 1999 - Journal of Experimental Psychology: Applied 5 (1):54.
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  36.  13
    Learning to explore the structure of kinematic objects in a virtual environment.Marcus Buckmann, Robert Gaschler, Sebastian Höfer, Dennis Loeben, Peter A. Frensch & Oliver Brock - 2015 - Frontiers in Psychology 6.
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  37.  27
    Cognitive Issues in the Perception of Desktop Virtual Environments.Robert D. Macredie & Sonali S. Morar - 2000 - Journal of Intelligent Systems 10 (5-6):421-450.
  38.  30
    Accurately decoding visual information from fMRI data obtained in a realistic virtual environment.Andrew Floren, Bruce Naylor, Risto Miikkulainen & David Ress - 2015 - Frontiers in Human Neuroscience 9.
  39.  23
    Examining the emotional impact of sarcasm using a virtual environment.Bethany Pickering, Dominic Thompson & Ruth Filik - 2018 - Metaphor and Symbol 33 (3):185-197.
    ABSTRACTThis study aimed to investigate the emotional impact of sarcasm. Previous research in this area has mainly required participants to answer questions based on written materials, and results have been mixed. With the aim of instead examining the emotional impact of sarcasm when used in a more conversational setting, the current study utilized animated video clips as stimuli. In each clip, one individual answered general knowledge questions while the other provided feedback that could be delivered either literally or sarcastically, and (...)
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  40.  23
    Encouraging 5-year olds to attend to landmarks: a way to improve children's wayfinding strategies in a virtual environment.Jamie Lingwood, Mark Blades, Emily K. Farran, Yannick Courbois & Danielle Matthews - 2015 - Frontiers in Psychology 6.
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  41.  8
    Influence of the Size of the Field of View on Visual Perception While Running in a Treadmill-Mediated Virtual Environment.Martina Caramenti, Paolo Pretto, Claudio L. Lafortuna, Jean-Pierre Bresciani & Amandine Dubois - 2019 - Frontiers in Psychology 10.
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  42.  14
    The semiotics of a phenomenological research paradigm for investigating the evolution and ontogenesis of cultural norm-systems in distributed virtual environments.Patrick John Coppock - 1997 - Semiotica 115 (3-4):235-262.
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  43.  8
    Grasping Weber’s Law in a Virtual Environment: The Effect of Haptic Feedback.Aviad Ozana, Sigal Berman & Tzvi Ganel - 2020 - Frontiers in Psychology 11.
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  44.  20
    Sex Differences in Using Spatial and Verbal Abilities Influence Route Learning Performance in a Virtual Environment: A Comparison of 6- to 12-Year Old Boys and Girls. [REVIEW]Edward C. Merrill, Yingying Yang, Beverly Roskos & Sara Steele - 2016 - Frontiers in Psychology 7.
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  45.  29
    Virtual reality and human consciousness: The use of immersive environments in delirium therapy.Marko Suvajdzic, Azra Bihorac, Parisa Rashidi, Triton Ong & Joel Applebaum - 2018 - Technoetic Arts 16 (1):75-83.
    Immersive virtual environments can produce a state of behaviour referred to as ‘presence’, during which the individual responds to the virtual environment as if it were real. Presence can be arranged to scientifically evaluate and affect our consciousness within a controlled virtual environment. This phenomenon makes the use of virtual environments amenable to existing and in-development forms of therapy for various conditions. Delirium in the intensive care unit (ICU) is one such condition for which (...)
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  46.  9
    Personalized Virtual Reality Human-Computer Interaction for Psychiatric and Neurological Illnesses: A Dynamically Adaptive Virtual Reality Environment That Changes According to Real-Time Feedback From Electrophysiological Signal Responses.Jacob Kritikos, Georgios Alevizopoulos & Dimitris Koutsouris - 2021 - Frontiers in Human Neuroscience 15.
    Virtual reality constitutes an alternative, effective, and increasingly utilized treatment option for people suffering from psychiatric and neurological illnesses. However, the currently available VR simulations provide a predetermined simulative framework that does not take into account the unique personality traits of each individual; this could result in inaccurate, extreme, or unpredictable responses driven by patients who may be overly exposed and in an abrupt manner to the predetermined stimuli, or result in indifferent, almost non-existing, reactions when the stimuli do (...)
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  47. Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments.Stefano Gualeni - 2019 - In Andri Gerber & Ulrich Götz (eds.), The Architectonics of Game Spaces: The Spatial Logic of the Virtual and its Meaning for the Real. Transcript. pp. 153-165.
    A common understanding of the role of a game developer includes establishing (or at least partially establishing) what is interactively and perceptually available in (video)game environments: what elements and behaviors those worlds include and allow, and what is – instead – left out of their ‘possibility horizon’. The term ‘possibility horizon’ references the Ancient Greek origin of the term ‘horizon’, ὄρος (oros), which denotes a frontier – a spatial limit. On this etymological foundation, ‘horizon’ is used here to indicate (...)
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  48. Virtual entities, environments, worlds and reality: Suggested definitions and taxonomy.Johnny Hartz Søraker - 2011 - In Charles Ess & May Thorseth (eds.), Trust and Virtual Worlds. Peter Lang.
  49.  13
    Negative Knowledge in Virtual and Game-Based Environments.Maria Solomou, Charlotte Jonasson & Martin Gartmeier - 2017 - In José María Ariso (ed.), Augmented Reality: Reflections on its Contribution to Knowledge Formation. Berlin: De Gruyter. pp. 217-234.
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  50. The Virtual Campus Prolog Learning Environment.Helmar Gust, Christoph Peylo, Claus Rollinger & Wilfried Teiken - 1999 - Proceeding s of the International Conference of the Ai-Ed Society on Artificial Intelligence and Education in le Mans France July 19.
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