Abstract
Virtual Reality (VR) continues to excite the instructional technology community. In this chapter I define VR as a package of computer hardware, software, and interface technologies that allow a user to experience certain aspects of a simulated 3-dimensional environment. The simulated aspects of the environment, or “world,” typically include a stereoscopic, low-to-medium fidelity visual representation displayed on a head-mounted display system. Head tracking technologies often allow the display to be updated in accordance with head and body motions of the user. This, along with the stereo-binocular disparity of the images on the two screens (one for each eye), support the illusion of moving around in a 3-dimensional world. Most VR systems offer some means of interacting more intimately with the simulated world (beyond just looking around from a single location) by providing interface devices that allow the user to grasp and move objects, change the state of virtual switches, knobs and dials, and move themselves within the world.
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© 1997 Springer Science+Business Media New York
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Regian, J.W. (1997). Virtual Reality for Training: Evaluating Transfer. 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_4
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DOI: https://doi.org/10.1007/978-1-4899-0038-8_4
Publisher Name: Springer, Boston, MA
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