Virtual Reality and Cognitive Processes (original) (raw)
Related papers
2011
From 1st to 6th June 2008, the Dagstuhl Seminar 08231 Virtual Realities was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. Virtual Reality (VR) is a multidisciplinary area of research aimed at interactive human-computer mediated simulations of articial environments. Typical applications include simulation, training, scientic visualization, and entertainment. An important aspect of VR-based systems is the stimulation of the human senses typically sight, sound, and touch such that a user feels a sense of presence (or immersion) in the virtual environment. Dierent applications require dierent levels of presence, with corresponding levels of realism, sensory immersion, and spatiotemporal interactive delity. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. Links to extended abstracts or full papers are provided, if available.
Realistic virtual reality and perception
Realistic uses of Virtual Reality (VR) technology closely integrate user training on virtual objects with VR-assisted user interactions with real objects. This paper shows how the Interactive Theory of Perception (ITP) may be extended to cover such cases. Virtual objects are explained as concrete models (CMs) that have an inner generation mechanism, and the ITP is used to explain how VR users can both perceive such local CMs, and perceptually represent remote real objects. Also, concepts of modeling and representation are distinguished. The paper concludes with suggestions as to how the ITP methodology developed here could be extended to iconic external representations and models generally.
Physical, psychological and virtual realities
The Virtual Embodied, 1998
This paper examines the similarities and differences between physical, psychological and virtual realities, and challenges some, deeply rooted, conventional assumptions about how these relate to each other. Virtual realities cannot easily be understood in either dualist or materialist reductive terms, as they exemplify the reflexive nature of perception. The chapter summarises some of the evidence for this "reflexive model" of perception, and challenges the conventional separation of physical objects as-perceived from our perceptions of physical objects that forms one basis for the conventionally understood "hard problem” of consciousness. It also explores some of the potential consequences of becoming immersed in virtual realities. Although this chapter was published in 1998 and develops work published in 1990, it presents a form of "radical phenomenological externalism" that anticipates many themes in current internalism versus externalism debates about the nature of mind. It is also relevant to an understanding of virtual reality "presence."
Virtual Reality as a Tool for the Study of Perception-Action: The Case of Running to Catch Fly Balls
Presence: Teleoperators and Virtual Environments, 2011
Virtual reality (VR) holds great promise for the study of perception-action. The case of studying the outfielder problem is presented as an example of how VR has contributed to our understanding of perception-action, and of the potential and pitfalls of using VR in such a task. The outfielder problem refers to the situation in a baseball game (and analogous situations) in which an outfielder has to run to get to the right location at the right time to make a catch. Several experimental studies are discussed in which participants had to intercept real or virtual balls. The biggest added value of using VR is the fact that the virtual world is completely in the hands of the experimenter, which allows studying situations that do not exist outside of VR, thus enabling strong hypothesis testing. A number of factors related to the success of the VR experiments are identified, such as the lack of haptic feedback in VR setups used in this paradigm until now, the specifics of the optics prese...
08231 Abstracts Collection -- Virtual Realities
Dagstuhl Seminar Proceedings, 2008
From 1st to 6th June 2008, the Dagstuhl Seminar 08231 Virtual Realities was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. Virtual Reality (VR) is a multidisciplinary area of research aimed at interactive human-computer mediated simulations of articial environments. Typical applications include simulation, training, scientic visualization, and entertainment. An important aspect of VR-based systems is the stimulation of the human senses typically sight, sound, and touch such that a user feels a sense of presence (or immersion) in the virtual environment. Dierent applications require dierent levels of presence, with corresponding levels of realism, sensory immersion, and spatiotemporal interactive delity. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. Links to extended abstracts or full papers are provided, if available.
Virtual Reality in Systematic Life
International Journal of Engineering & Technology
Past 20 years there has been a rapid growth in virtualization. With the help of Internet of Things [IOT] we can achieve so many things in Virtual Reality [VR]. IOT is the source of connecting devices together by using an address called as IP (Internet Protocol). This will help us operate devices remotely. To simply put VR is the future world. In this paper we would like to show some improvements that can be made to the present VR devices and how can it change the standards of living of people and helps us grow in all the possible ways.
Virtual Reality: The Technology of the Future
International Journal for Research in Applied Science & Engineering Technology (IJRASET), 2022
VR is everywhere. It's makes use of aren't simply constrained to gaming however it's also utilized by scientific college students for digital operations, trainee pilots for flight simulation, therapists to deal with PTSD in patients, and engineers for higher mechanical experiences. For an authentic and sensible revel in, manufactures want to investigate on a massive range of fronts. They want to apprehend how imaginative and prescient and belief work in actual life. The human eye is flooded with sensory inputs constantly. Electromagnetic radiation carrying vital records like color, depth, and assessment act as messengers for the attention. The photo-receptors present with inside the flat retina convert the light obtained into electric signals. The mind acts as a clear out and facilitates us see the vibrant, colorful, and third-dimensional global, as we recognize it. I.