Abstract
Virtual Environment (VE) is a combination of traditional, existing and new technologies, rather than a technology by itself. Therefore it is hard and probably useless to draw sharp borders between what belongs to VE and what not. In the integration of technology in society there is a gradual transition from data files to multimedia (MM) and from there to VE. Relevant for implementation in training is not whether a technology is identified as VE, but what it adds to the functionality of a training system. The central topic of this paper is what the new functionalities are and how they can be exploited.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Blex, W. And J.E. Bos (1994). A spatial orientation model. Report TNO Human Factors Research Institute, 1994 A-58, Soesterbert.
Holewijn, M. (1990) Loss of performance due to IPE. What’s known. AGARD Conf Proce. 457, p 361–367.
Lotens, W.A. (1995) Real human factors research in a virtual environment. Report TNO Human Factors Research Institute, in preparation.
Werkhoven, P.J. and F.L. Kooi (1994). Spatial perception in a virtual operations room.
Report TNO Human Factors Research Institute 1994 A-53, Soesterberg.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 1997 Springer Science+Business Media New York
About this chapter
Cite this chapter
Lotens, W.A., Riemersma, J.B.J. (1997). VE and Training, Limitations, and Opportunities. In: Seidel, R.J., Chatelier, P.R. (eds) Virtual Reality, Training’s Future?. Defense Research Series, vol 6. Springer, Boston, MA. https://doi.org/10.1007/978-1-4899-0038-8_12
Download citation
DOI: https://doi.org/10.1007/978-1-4899-0038-8_12
Publisher Name: Springer, Boston, MA
Print ISBN: 978-1-4899-0040-1
Online ISBN: 978-1-4899-0038-8
eBook Packages: Springer Book Archive