Embodied Experiences in Immersive Virtual Environments

Embodied Experiences in Immersive Virtual Environments
Author: Sun Joo Ahn
Publisher: Stanford University
Total Pages: 158
Release: 2011
Genre:
ISBN:

Immersive virtual environments (IVE) allow users experience vivid sensorimotor stimuli by digitally simulating sensorimotor information. As a result, users are able to embody experiences by seeing, hearing, and feeling realistic perceptual cues linked to those experiences. Embodied experiences are defined as being surrounded by simulated sensorimotor information in mediated environments that create the sensation of personally undergoing the experience at that moment. Based on the theoretical framework of embodied cognition, which stipulates a close connection between sensorimotor experiences of the body and mental schemas, the current dissertation studies demonstrated that embodied experiences in IVEs are able to influence attitudes and behaviors in the physical, non-mediated world. Two studies explored the effect of embodied experiences on proenvironmental attitude and behavior by having participants embody the experience of cutting down a redwood tree as a result of using non-recycled paper products. Focus was also placed on investigating individual elements of embodied experiences in IVEs and the moderating effect of individual differences in the capacity to feel presence, the perception that a mediated experience is real. In both studies, actual pro-environmental behavior is observed and compared to self-reports of attitude and behavioral intention.

Embodied Experiences in Immersive Virtual Environments

Embodied Experiences in Immersive Virtual Environments
Author: Sun Joo Ahn
Publisher:
Total Pages:
Release: 2011
Genre:
ISBN:

Immersive virtual environments (IVE) allow users experience vivid sensorimotor stimuli by digitally simulating sensorimotor information. As a result, users are able to embody experiences by seeing, hearing, and feeling realistic perceptual cues linked to those experiences. Embodied experiences are defined as being surrounded by simulated sensorimotor information in mediated environments that create the sensation of personally undergoing the experience at that moment. Based on the theoretical framework of embodied cognition, which stipulates a close connection between sensorimotor experiences of the body and mental schemas, the current dissertation studies demonstrated that embodied experiences in IVEs are able to influence attitudes and behaviors in the physical, non-mediated world. Two studies explored the effect of embodied experiences on proenvironmental attitude and behavior by having participants embody the experience of cutting down a redwood tree as a result of using non-recycled paper products. Focus was also placed on investigating individual elements of embodied experiences in IVEs and the moderating effect of individual differences in the capacity to feel presence, the perception that a mediated experience is real. In both studies, actual pro-environmental behavior is observed and compared to self-reports of attitude and behavioral intention.

Visual Representations and Interpretations

Visual Representations and Interpretations
Author: Ray Paton
Publisher: Springer Science & Business Media
Total Pages: 407
Release: 2012-12-06
Genre: Computers
ISBN: 144710563X

The value of multi-disciplinary research and the exchange of ideas and methods across traditional discipline boundaries are well recognised. Indeed, it could be justifiably argued that many of the advances in science and engineering take place because the ideas, methods and the tools of thought from one discipline become re applied in others. Sadly, it is also the case that many subject areas develop specialised vocabularies and concepts and can consequently approach more general problems in fairly narrow, subject-specific ways. Consequently barriers develop between disciplines that prevent the free flow of ideas and the collaborations that on Visual Representations could often bring success. VRI'98, a workshop focused & Interpretations, was intended to break down such barriers. The workshop was held in the Foresight Conference Centre, which occupies part of the former Liverpool Royal Infirmary, a Grade 2 listed building, which has been recently restored. The building combines a majestic architecture with the latest in new conference facilities and technologies and thus provided a very suitable setting for a workshop aimed at bringing the Arts and the Sciences together. of the workshop was to promote inter-disciplinary awareness across The main aim a range of disciplines where visual representations and interpretations are exploited. Contributions to the workshop were therefore invited from researchers who are actively investigating visual representations and interpretations: - artists, architects, biologists, chemists, clinicians, cognitive scientists, computer scientists, educationalists, engineers, graphic designers, linguists, mathematicians, philosophers, physicists, psychologists and social scientists.

Virtual, Augmented, and Mixed Realities in Education

Virtual, Augmented, and Mixed Realities in Education
Author: Dejian Liu
Publisher: Springer
Total Pages: 250
Release: 2017-11-13
Genre: Education
ISBN: 9811054908

This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning. We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers. The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.

Positive Technology: Designing E-experiences for Positive Change

Positive Technology: Designing E-experiences for Positive Change
Author: Andrea Gaggioli
Publisher: Frontiers Media SA
Total Pages: 247
Release: 2019-09-23
Genre:
ISBN: 2889630234

In recent years, there has been a growing interest in the potential role that digital technologies can play in promoting well-being. Smartphones, wearable devices, virtual/augmented reality, social media, and the internet provide a wealth of useful tools and resources to support psychological interventions that facilitate positive emotions, resilience, personal growth, creativity, and social connectedness. Understanding the full extent of this potential, however, requires an interdisciplinary approach that integrates the scientific principles of well-being into the design of e-experiences that foster positive change. This book provides an overview of recent advances and future challenges in Positive Technology, an emergent field within human-computer interaction that seeks to understand how interactive technologies can be used in evidence-based well-being interventions. Its focus of analysis is two-fold: at the theoretical level, Positive Technology aims to develop conceptual frameworks and models for understanding how computers can be effectively used to help individuals achieve greater well-being. At the methodological and applied level, Positive Technology is concerned with the design, development, and validation of digital experiences that promote positive change through pleasure, flow, meaning, competence, and positive relationships.

Creating Immersive Learning Experiences Through Virtual Reality (VR)

Creating Immersive Learning Experiences Through Virtual Reality (VR)
Author: Mazhar Hussain, Shaik
Publisher: IGI Global
Total Pages: 510
Release: 2024-09-16
Genre: Education
ISBN:

In the evolving educational environment, the search for engaging and effective learning experiences has led to the research and implementation of the latest technologies. Among them, virtual reality (VR) stands out as a transformative tool that promises to redefine the transmission and absorption of information. Bringing VR to education is not just a technical innovation, but a pedagogical revolution. It represents a shift from passive learning to active learning, where students are not only observers but participants in their educational journey. Creating Immersive Learning Experiences Through Virtual Reality (VR) provides a comprehensive and up-to-date overview of the application of VR technologies in education, highlighting the gaps in current literature, future research goals, and facilitating interdisciplinary collaboration among technologists, educators, and policymakers to better address the complex challenges of the effective adoption of these technologies. This book provides case studies, evidence-based knowledge and practical guidance regarding ethical concerns, theoretical foundations, practical applications, and pedagogical strategies.

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do
Author: Jeremy Bailenson
Publisher: W. W. Norton & Company
Total Pages: 217
Release: 2018-01-30
Genre: Computers
ISBN: 0393253708

“If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.

Cases on Immersive Virtual Reality Techniques

Cases on Immersive Virtual Reality Techniques
Author: Yang, Kenneth C.C.
Publisher: IGI Global
Total Pages: 381
Release: 2019-04-12
Genre: Computers
ISBN: 1522559132

As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

The Handbook of the Psychology of Communication Technology

The Handbook of the Psychology of Communication Technology
Author: S. Shyam Sundar
Publisher: John Wiley & Sons
Total Pages: 600
Release: 2015-01-20
Genre: Social Science
ISBN: 1118426622

The Handbook of the Psychology of Communication Technology offers an unparalleled source for seminal and cutting-edge research on the psychological aspects of communicating with and via emergent media technologies, with leading scholars providing insights that advance our knowledge on human-technology interactions. • A uniquely focused review of extensive research on technology and digital media from a psychological perspective • Authoritative chapters by leading scholars studying psychological aspects of communication technologies • Covers all forms of media from Smartphones to Robotics, from Social Media to Virtual Reality • Explores the psychology behind our use and abuse of modern communication technologies • New theories and empirical findings about ways in which our lives are transformed by digital media

Technology and Health

Technology and Health
Author: Jihyun Kim
Publisher: Academic Press
Total Pages: 428
Release: 2020-03-06
Genre: Computers
ISBN: 0128169591

Technology and Health: Promoting Attitude and Behavior Change examines how technology can be used to promote healthier attitudes and behavior. The book discusses technology as a tool to deliver media content. This book synthesizes theory-driven research with implications for research and practice. It covers a range of theories and technology in diverse health contexts. The book covers why and how specific technologies, such as virtual reality, augmented reality, mobile games, and social media, are effective in promoting good health. The book additionally suggests how technology should be designed, utilized, and evaluated for health interventions. Includes new technologies to improve both mental and physical health Examines technologies in relation to cognitive change Discusses persuasion as a tool for behavioral and attitudinal changes Provides theoretical frameworks for the effective use of technology