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Book Effect of a Body Model on Performance in a Virtual Environment Search Task

Download or read book Effect of a Body Model on Performance in a Virtual Environment Search Task written by Michael J. Singer and published by . This book was released on 1998 with total page 46 pages. Available in PDF, EPUB and Kindle. Book excerpt: The U.S. Army Research Institute is investigating requirements for using Virtual Environments (VE) in training dismounted soldiers. This experiment investigated full body representation (generic) versus a hand linked pointer on movement performance in an office building interior during a search task. The search task was used as a representative dismounted soldier activity in urban environments. The VE used a biocular Head Mounted Display (HMD) with head coupled and body referenced movement control. Sensors enabled participants to walk through the VE while performing the search task in six repeated trials. Movement time and number of collisions during discrete phases of the search task revealed no significant differences found between full body and pointer representations, although significant improvement was found over repeated trials. Field of view is discussed as a possible intervening aspect. A Simulator sickness questionnaire (SSQ) was administered before, during, immediately after the experiment, and after a recovery period. Significant changes in the SSQ were found over the course of the experiment, but were not related to the body representation condition. The results indicate a rapid onset of symptoms followed by some adaptation to the VE, and rapid recovery. The Immersive Tendencies Questionnaire administered pre-experiment, and the Presence Questionnaire administered post-experiment, were not significantly related to the body representation conditions.

Book Advances in Virtual Reality and Anxiety Disorders

Download or read book Advances in Virtual Reality and Anxiety Disorders written by Brenda K. Wiederhold and published by Springer. This book was released on 2014-10-27 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: The interactive computer-generated world of virtual reality has been successful in treating phobias and other anxiety-related conditions, in part because of its distinct advantages over traditional in vivo exposure. Yet many clinicians still think of VR technology as it was in the 1990s–bulky, costly, technically difficult–with little knowledge of its evolution toward more modern, evidence-based, practice-friendly treatment. These updates, and their clinical usefulness, are the subject of Advances in Virtual Reality and Anxiety Disorders, a timely guidebook geared toward integrating up-to-date VR methods into everyday practice. Introductory material covers key virtual reality concepts, provides a brief history of VR as used in therapy for anxiety disorders, addresses the concept of presence, and explains the side effects, known as cybersickness, that affect a small percentage of clients. Chapters in the book's main section detail current techniques and review study findings for using VR in the treatment of: · Claustrophobia. · Panic disorder, agoraphobia, and driving phobia. · Acrophobia and aviophobia. · Arachnophobia. · Social phobia. · Generalized anxiety disorder and OCD. · PTSD. · Plus clinical guidelines for establishing a VR clinic. An in-depth framework for effective (and cost-effective) therapeutic innovations for entrenched problems, Advances in Virtual Reality and Anxiety Disorders will find an engaged audience among psychologists, psychiatrists, social workers, and mental health counselors.eractive

Book The Long Term Retention of Knowledge and Skills

Download or read book The Long Term Retention of Knowledge and Skills written by Marshall J. Farr and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: A. INTRODUCTION AND BACKGROUNDl,2 This report reviews and interprets research on the nature and magnitude of the effects of those factors which influence how well knowledge and skills (K&S) are retained over relatively long periods of nonuse. Our interest lies in the kinds of knowledge domains and skills that military personnel must master to function effectively on their jobs. The practical concern impelling this study is that K&S degradation or loss (which we will refer to as "decay") can and does occur, often and severely enough, to jeopardize military preparedness. There are occasions in all the military services when personnel who have just completed their training do not receive an opportunity to practice or use their new capabilities for weeks or months. In the case of reservists who may be called back to active duty, the period of nonuse of relevant military job skills may be counted in terms of years. B. OBJECTIVES The overall objective is to critically analyze the relevant scientific literature which relates the processes involved in learning to those of memory, taking into account the characteristics of the learner and the learning tasks. More specifically, we have focused on the following sub-objectives: 1. Identify, describe and rank the influence and the interactions of the important major variables that affect long-term retention (LTR); 1 I am indebted to Dr. Jesse Orlansky, Institute for Defense Analyses, for his encouragement and guidance through all phases of this report.

Book Simulation Fidelity in Training System Design

Download or read book Simulation Fidelity in Training System Design written by Robert T. Hays and published by . This book was released on 1989 with total page 444 pages. Available in PDF, EPUB and Kindle. Book excerpt: Business, academia, industry, and the military require well trained personnel to function in highly complex working environments. To reduce high training costs and to improve the effectiveness of training, training system developers often use sophisticated training media such as, simulators, videodisks, and computer-based instruction. The designers of these training media are continually striving to provide maximum training effectiveness at minimum cost. Although literature is available on the implementation and use of specific training media, there is little guidance on a major feature that is central to these media. All of these media present the learner with an interactive simulation of the real world. Effective training system design can be facilitated if the requirements of the real-world task are properly included in training. A conceptual bridge is necessary to link these actual task requirements to the characteristics of the training system. This book provides such a conceptual bridge.

Book The Impact of Virtual and Augmented Reality on Individuals and Society

Download or read book The Impact of Virtual and Augmented Reality on Individuals and Society written by Mel Slater and published by Frontiers Media SA. This book was released on 2019-10-24 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The PSI Handbook of Virtual Environments for Training and Education

Download or read book The PSI Handbook of Virtual Environments for Training and Education written by Joseph V. Cohn and published by Bloomsbury Publishing USA. This book was released on 2008-11-30 with total page 1441 pages. Available in PDF, EPUB and Kindle. Book excerpt: The increasingly complex environment of the 21st century demands unprecedented knowledge, skills and abilities for people from all walks of life. One powerful solution that blends the science of learning with the technological advances of computing is Virtual Environments. In the United States alone, the Department of Defense has invested billions of dollars over the past decade to make this field and its developments as effective as possible. This 3-volume work provides, for the first time, comprehensive coverage of the many different domains that must be integrated for Virtual Environments to fully provide effective training and education. The first volume is dedicated to a thorough understanding of learning theory, requirements definition and performance measurement, providing insight into the human-centric specifications the VE must satisfy to succeed. Volume II provides the latest information on VE component technologies, and Volume III offers discussion of an extensive collection of integrated systems presented as VE use-cases, and results of effectiveness evaluation studies. The text includes emerging directions of this evolving technology, from cognitive rehabilitation to the next generation of museum exhibitions. Finally, the handbook offers a glimpse into the future with this fascinating technology. This groundbreaking set will interest students, scholars and researchers in the fields of military science, technology, computer science, business, law enforcement, cognitive psychology, education and health. Topics addressed include guidance and interventions using VE as a teaching tool, what to look for in terms of human-centered systems and components, and current training uses in the Navy, Army, Air Force and Marines. Game-based and long distance training are explained, as are particular challenges such as the emergence of VE sickness. Chapters also highlight the combination of VE and cybernetics, robotics and artificial intelligence.

Book Handbook of Virtual Environments

Download or read book Handbook of Virtual Environments written by Kelly S. Hale and published by CRC Press. This book was released on 2002-01-01 with total page 1273 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide

Book Effect of Audio and Tactile Cues on Virtual Reality Task Performance

Download or read book Effect of Audio and Tactile Cues on Virtual Reality Task Performance written by Eugene Joseph Foss and published by . This book was released on 1999 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book HCI International 2017     Posters  Extended Abstracts

Download or read book HCI International 2017 Posters Extended Abstracts written by Constantine Stephanidis and published by Springer. This book was released on 2017-05-11 with total page 692 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two-volume set CCIS 713 and CCIS 714 contains the extended abstracts of the posters presented during the 19th International Conference on Human-Computer Interaction, HCI International 2017, held in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 177 papers presented in these two volumes were organized in topical sections as follows: Part I: Design and evaluation methods, tools and practices; novel interaction techniques and devices; psychophisiological measuring and monitoring; perception, cognition and emotion in HCI; data analysis and data mining in social media and communication; ergonomics and models in work and training support. Part II: Interaction in virtual and augmented reality; learning, games and gamification; health, well-being and comfort; smart environments; mobile interaction; visual design and visualization; social issues and security in HCI.

Book Extended Reality

    Book Details:
  • Author : Lucio Tommaso De Paolis
  • Publisher : Springer Nature
  • Release : 2022-08-25
  • ISBN : 3031155467
  • Pages : 367 pages

Download or read book Extended Reality written by Lucio Tommaso De Paolis and published by Springer Nature. This book was released on 2022-08-25 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two volume proceedings, LNCS 13445 and 13446, constitutes the refereed proceedings of the First International Conference on Extended Reality, XR Salento 2022, held in Lecce, Italy, during July 6–8, 2022. Due to COVID-19 pandemic the conference was held as a hybrid conference. The 42 full and 16 short papers were carefully reviewed and selected from 84 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry.

Book Virtual and Adaptive Environments

Download or read book Virtual and Adaptive Environments written by Lawrence J. Hettinger and published by CRC Press. This book was released on 2003-06-01 with total page 597 pages. Available in PDF, EPUB and Kindle. Book excerpt: With contributions from a collection of authors consisting of many recognizable experts in the field of virtual and adaptive environments, as well as many up and coming young researchers, this book illustrates the many ways in which psychological science contributes to and benefits from the increased development and application of these nascent systems. Discussing issues from both a user- and technology-based standpoint, the volume examins the use of human perception, cognition, and behavior. The book builds a foundation on the assumption that these systems are first and foremost human-centered technologies, in that their purpose is to complement and extend human capabilities across a wide variety of domains.

Book The Effect of Presence on the Ability to Acquire Spatial Knowledge in Virtual Environments

Download or read book The Effect of Presence on the Ability to Acquire Spatial Knowledge in Virtual Environments written by David Bernatovich and published by . This book was released on 1999-09-01 with total page 125 pages. Available in PDF, EPUB and Kindle. Book excerpt: It is unclear what impact presence has on a virtual environment's (VE) ability to enhance learning and performance. Currently, there are many theories and conjectures about the effects of presence in VEs. To better the effectiveness of VEs, it is imperative that we determine the impact, both positive and negative, of presence on our ability to perform in VEs. Therefore, we must study how presence affects a person' ability to acquire skills and knowledge. This must include our ability to navigate and perform spatial tasks as well as any other aspect of the real world that may be represented by a VE. To begin understanding how presence affects performance, forty individuals participated in an experiment to determine how presence affects the ability to acquire spatial knowledge in a VE. The purpose of the experiment was to determine if the level of presence in a VE increased or decreased a person's ability to acquire spatial knowledge, to include landmark recognition, procedural knowledge, and survey knowledge. Each participant received one of the following VE treatments: (1) No Sound, (2) Verbal cues with topical information, (3) Verbal cues with spatial information, or (4) a Combination of both topical and spatial information. They were then administered a series of spatial tests. Finally, they were given a presence questionnaire to measure their self assessed level of presence. The results indicate that as the level of presence in the VE varies, there is no effect on a person's ability to acquire spatial knowledge. A person's spatial performance is more likely the result of their innate spatial abilities and visual memory. Additionally, including non-specialized sound in a VE increased the reported level of presence by 15.1 percent. When that sound was exclusively related to the primary task the level of presence increased by 17 percent. Finally, the inclusion of non-specialized sound has no affect on the ability to perform spatial tasks.

Book Immersed in Media

    Book Details:
  • Author : Cheryl Campanella Bracken
  • Publisher : Routledge
  • Release : 2010-04-05
  • ISBN : 1135849889
  • Pages : 462 pages

Download or read book Immersed in Media written by Cheryl Campanella Bracken and published by Routledge. This book was released on 2010-04-05 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Over the next few decades, immersive media could fundamentally change the ways humans engage in entertainment, communication, and social interaction. The current volume takes a step towards understanding this potential paradigm shift, combining insights from pioneers of the field of ‘presence’ with bright young scholars who bring a new perspective." —Jeremy Bailenson, Stanford University, USA "This book provides an indispensable contribution to scholars in communication studies, computer science and psychology interested in the modes of being present in different media, and offers a careful historical and theoretical framework to the state-of-the-art research."—Anna Spagnolli, University of Padova, Italy "Bracken and Skalski have assembled a collection of works from the world’s foremost authorities on telepresence, a topic that has gone understudied for years. Someone has finally assembled a comprehensive volume on the subject. This book is a must not only for those interested in telepresence, but for mass communication scholars of all kinds."—Kenneth A. Lachan, University of Massachusetts, Boston, USA Immersed in Media highlights the increasing significance of telepresence in the media field. With contributions representing diverse disciplines, this volume delves into the topic through considerations of popular media types and their effects on users. Chapters in the work explain how the experience of presence can be affected by media technologies, including television, video games, film, and the Internet. They also discuss how presence experience mediates or moderates commonly studied media effects, such as enjoyment, persuasion, and aggression. These discussions are accompanied by overviews of the current state of presence research and its future. Ultimately, this work establishes the crucial role of telepresence in gaining a complete understanding of the uses and effects of popular media technologies.

Book Virtual Reality

    Book Details:
  • Author : Randall Shumaker
  • Publisher : Springer
  • Release : 2007-08-24
  • ISBN : 3540733353
  • Pages : 775 pages

Download or read book Virtual Reality written by Randall Shumaker and published by Springer. This book was released on 2007-08-24 with total page 775 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.

Book Virtual Reality in Cognitive Training

Download or read book Virtual Reality in Cognitive Training written by Truls Johansen and published by . This book was released on 2017 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Matre, M.1 & Lu00f8vstad, M.1,21 Department of Traumatic Brain Injury and Department of reserach, Sunnaas Rehabilitation Hospital, Norway 2 Department of Psychology, University of Oslo, Norway BackgroundProponents of computer based cognitive training programs claim that such interventions directly improve cognition and that they in turn lead to better daily life functioning. Critics have argued that while these training programs improve performance on the trained task, there is little evidence that the effects generalize to related tasks or to everyday life. It has been argued that the sense of presence generated by immersive Virtual Reality (VR) technology has properties that potentially could lead to generalization of training effects to patientu2019s everyday life in a way traditional computer based training programs do not. While this idea has been tested to a certain degree, there is no published overview of this research literature.AimThe goal of this study was to collect and present an overview of the existing literature on the use of VR to improve cognitive functioning. Suggestions on how to bring the field in a forward direction scientifically are then presented.MethodsThe databases PubMed and PsychInfo were searched in June 2018, using the search string:(Virtual Reality) OR (VR) AND (Cognitive training) OR (Cognitive rehabilitation). This yielded a total of 118 results. After excluding the majority of the studies, on the basis that they either had not used immersive VR or that it was not a cognitive training study, 8 studies remained.Results All eight studies concluded that cognitive training with VR had a positive effect on cognitive functioning, compared to either control groups or baseline. The studies however differed greatly in quality and type of design, clinical populations, publication date, outcome measures and technological solutions applied. Some of the training programs used the immersion offered in VR better than others. Conclusion and DiscussionThe existing studies show some promising results, but they are few and of highly variable quality. Group sizes are small, and not all studies included a control group. Further research should seek to remedy this by improving scientific rigor, include larger sample sizes and by creating training content that capitalizes on the presence generated by the VR technology. Finally, training programs need to be based on a theoretical framework and principles known from the existing rehabilitation literature.