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Virtual Reality and Neuroergonomics
Book chapter

Virtual Reality and Neuroergonomics

Joan Severson, Matthew Rizzo and Joseph K Kearney
Neuroergonomics
Oxford University Press
11/30/2006
DOI: 10.1093/acprof:oso/9780195177619.003.0017

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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.
augmented reality simulator adaptation fidelity virtual environments neuroergeonomics research augmented cognition

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