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Treffer: Introduction to the special issue on virtual reality environments in behavioral sciences.

Title:
Introduction to the special issue on virtual reality environments in behavioral sciences.
Authors:
Source:
IEEE transactions on information technology in biomedicine : a publication of the IEEE Engineering in Medicine and Biology Society [IEEE Trans Inf Technol Biomed] 2002 Sep; Vol. 6 (3), pp. 193-7.
Publication Type:
Editorial; Research Support, Non-U.S. Gov't
Language:
English
Journal Info:
Publisher: Institute of Electrical and Electronics Engineers Country of Publication: United States NLM ID: 9712259 Publication Model: Print Cited Medium: Print ISSN: 1089-7771 (Print) Linking ISSN: 10897771 NLM ISO Abbreviation: IEEE Trans Inf Technol Biomed Subsets: MEDLINE
Imprint Name(s):
Original Publication: New York, NY : Institute of Electrical and Electronics Engineers, c1997-
Entry Date(s):
Date Created: 20021017 Date Completed: 20021127 Latest Revision: 20191106
Update Code:
20250114
DOI:
10.1109/titb.2002.802369
PMID:
12381034
Database:
MEDLINE

Weitere Informationen

Virtual reality (VR) is usually described in biology and in medicine as a collection of technologies that allow people to interact efficiently with three-dimensional (3-D) computerized databases in real time using their natural senses. This definition lacks any reference to head-mounted displays (HMDs) and instrumented clothing such as gloves or suits. In fact, less than 10% of VR healthcare applications in medicine are actually using any immersive equipment. However, if we focus our attention on behavioral sciences, where immersion is used by more than 50% of the applications, VR is described as an advanced form of human- computer interface that allows the user to interact with and become immersed in a computer-generated environment. This difference outlines a different vision of VR shared by psychologists, psychotherapists, and neuropsychologists: VR provides a new human-computer interaction paradigm in which users are no longer simply external observers of images on a computer screen but are active participants within a computer-generated 3-D virtual world. This special issue investigates this vision, presenting some of the most interesting applications actually developed in the area. Moreover, it discusses the clinical principles, human factors, and technological issues associated with the use of VR in the behavioral sciences.