Book chapter
Virtual Reality and Neuroergonomics
Neuroergonomics
Oxford University Press
11/30/2006
DOI: 10.1093/acprof:oso/9780195177619.003.0017
Abstract
This chapter argues that virtual reality (VR) is highly relevant to neuroergonomics because VR can replicate situations with greater control than is possible in the real world, allowing behavioral and neurophysiological observations of the mind and brain at work in a wide range of situations that are impractical or impossible to observe in the real world. The physiology of a VR experience, augmented reality, augmented cognition, fidelity, simulator adaptation and discomfort, and nonrealistic virtual environments are discussed.
Details
- Title: Subtitle
- Virtual Reality and Neuroergonomics
- Creators
- Joan Severson - Digital ArtifactsMatthew Rizzo - University of Nebraska Medical CenterJoseph K Kearney - University of Iowa
- Resource Type
- Book chapter
- Publication Details
- Neuroergonomics
- DOI
- 10.1093/acprof:oso/9780195177619.003.0017
- Publisher
- Oxford University Press; New York
- Language
- English
- Date published
- 11/30/2006
- Academic Unit
- Neurology; Nursing; Injury Prevention Research Center; Computer Science
- Record Identifier
- 9984259410502771
Metrics
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