The PSI handbook of virtual environments for training and education: developments for the military and beyond: v.1: Learning, requirements, and metrics; v.2: VE components and training technologies; v.3: Integrated systems, training evaluations, and future directions

2009 ◽  
Vol 46 (11) ◽  
pp. 46-6247-46-6247
1997 ◽  
Vol 6 (2) ◽  
pp. 139-146 ◽  
Author(s):  
Richard M. Satava ◽  
Shaun B. Jones

There are a number of modalities for implementing Virtual Environments (VE) for medical training and simulation. Integrating them for a seamless transition from one to another presents the next challenge. The three applications of (1) individual anatomic education and training, (2) medical crisis planning and training, and (3) medical virtual prototyping have been integrated into a single program approach by the military for battlefield trauma care. With this model as a template, the power of VE for the many different aspects of medical education can be explored and exploited.


Author(s):  
Yelim Mun ◽  
Esther Oprins ◽  
Karel van den Bosch ◽  
Anja van der Hulst ◽  
Jan Maarten Schraagen

The importance of improving adaptive decision making for the military is ever increasing, particularly in operational environments that are unfamiliar, complex, and constantly changing. This paper presents the development and testing of a serious game for training military officers in adaptive decision making. Participants were to detect rule changes in the game world, and to adjust their decisions in accordance with these changes. In an explorative study, the effectiveness of the game was tested by using in-game and outgame measures. The findings on the in-game measure suggest that the game helps participants to detect rule changes and to adapt their decision making. Despite this effect, participants’ cognitive flexibility did not increase based on the findings on the out-game measures. Discussions, future directions, and training implications for the Defense organization are described.


F1000Research ◽  
2014 ◽  
Vol 3 ◽  
pp. 202
Author(s):  
Bradly Alicea

As a research tool, virtual environments (VEs) hold immense promise for brain scientists. Yet to fully realize this potential in non-human systems, theoretical and conceptual perspectives must be developed. When selectively coupled to nervous systems, virtual environments can help us better understand the functional architecture of animals’ brains during naturalistic behaviors. While this will no doubt allow us to further our understanding of the neural basis of behavior, there is also an opportunity to uncover the diversity inherent in brain activity and behavior. This is due to two properties of virtual environments: the ability to create sensory illusions, and the ability to dilate space and/or time. These and other potential manipulations will be characterized as the effects of virtuality. In addition, the systems-level outcomes of virtual environment enhanced perception will be discussed in the context of the uncanny valley and other expected relationships between emotional valence, cognition, and training. These effects and their usefulness for brain science will be understood in the context of three types of neurobehavioral phenomena: sensorimotor integration, spatial navigation, and interactivity. For each of these behaviors, a combination of illusory and space/time dilation examples will be reviewed. Once these examples are presented, the implications for improving upon virtual models for more directly inducing the mental phenomena of illusion and space/time dilation will be considered. To conclude, future directions for integrating the use of VEs into a strategy of broader biological inquiry will be presented.


Author(s):  
Pooya Soltani ◽  
João Paulo Vilas-Boas

For effective learning and training, virtual environments may provide lifelike opportunities, and researchers are actively investigating their potential for educational purposes. Minimal research attention has been paid to the integration of multi-user virtual environments (MUVE) technology for teaching and practicing real sports. In this chapter, the authors reviewed the justifications, possibilities, challenges, and future directions of using MUVE systems. The authors addressed issues such as informal learning, design, engagement, collaboration, learning style, learning evaluation, motivation, and gender, followed by the identification of required elements for successful implementations. In the second part, the authors talked about exergames, the necessity of evaluation, and examples on exploring the behavior of players during playing. Finally, insights on the application of sports exergames in teaching, practicing, and encouraging real sports were discussed.


F1000Research ◽  
2015 ◽  
Vol 3 ◽  
pp. 202 ◽  
Author(s):  
Bradly Alicea

As a research tool, virtual environments (VEs) hold immense promise for brain scientists. Yet to fully realize this potential in non-human systems, theoretical and conceptual perspectives must be developed. When selectively coupled to nervous systems, virtual environments can help us better understand the functional architecture of animals’ brains during naturalistic behaviors. While this will no doubt allow us to further our understanding of the neural basis of behavior, there is also an opportunity to uncover the diversity inherent in brain activity and behavior. This is due to two properties of virtual environments: the ability to create sensory illusions, and the ability to dilate space and/or time. These and other potential manipulations will be characterized as the effects of virtuality. In addition, the systems-level outcomes of virtual environment enhanced perception will be discussed in the context of the uncanny valley and other expected relationships between emotional valence, cognition, and training. These effects and their usefulness for brain science will be understood in the context of three types of neurobehavioral phenomena: sensorimotor integration, spatial navigation, and interactivity. For each of these behaviors, a combination of illusory and space/time dilation examples will be reviewed. Once these examples are presented, the implications for improving upon virtual models for more directly inducing the mental phenomena of illusion and space/time dilation will be considered. To conclude, future directions for integrating the use of VEs into a strategy of broader biological inquiry will be presented.


2014 ◽  
Author(s):  
Bradly Alicea

As a research tool, virtual environments hold immense promise for brain scientists. Yet to fully realize this potential in non-human systems, theoretical and conceptual perspectives must be developed. When selectively coupled to nervous systems, virtual environments can help us better understand the functional architecture of animals’ brains during naturalistic behaviors. While this will no doubt allow us to further our understanding of the neural basis of behavior, there is also an opportunity to uncover the diversity inherent in brain activity and behavior. This is due to two properties of virtual environments: the ability to create sensory illusions, and the ability to dilate space and/or time. These and other potential manipulations will be characterized as the effects of virtuality. In addition, the systems-level outcomes of virtual environment-enhanced perception will be discussed in the context of the uncanny valley and other expected relationships between emotional valence, cognition, and training. These effects and their usefulness for brain science will be understood in the context of three types of neurobehavioral phenomena: sensorimotor integration, spatial navigation, and interactivity. For each of these behaviors, a combination of illusory and space/time dilation examples will be reviewed. Once these examples are presented, the implications for improving upon virtual models for more directly inducing the mental phenomena of illusion and space/time dilation will be considered. To conclude, future directions for integrating this research area into a strategy of broader biological inquiry will be presented.


2014 ◽  
Author(s):  
Bradly Alicea

As a research tool, virtual environments hold immense promise for brain scientists. Yet to fully realize this potential in non-human systems, theoretical and conceptual perspectives must be developed. When selectively coupled to nervous systems, virtual environments can help us better understand the functional architecture of animals’ brains during naturalistic behaviors. While this will no doubt allow us to further our understanding of the neural basis of behavior, there is also an opportunity to uncover the diversity inherent in brain activity and behavior. This is due to two properties of virtual environments: the ability to create sensory illusions, and the ability to dilate space and/or time. These and other potential manipulations will be characterized as the effects of virtuality. In addition, the systems-level outcomes of virtual environment-enhanced perception will be discussed in the context of the uncanny valley and other expected relationships between emotional valence, cognition, and training. These effects and their usefulness for brain science will be understood in the context of three types of neurobehavioral phenomena: sensorimotor integration, spatial navigation, and interactivity. For each of these behaviors, a combination of illusory and space/time dilation examples will be reviewed. Once these examples are presented, the implications for improving upon virtual models for more directly inducing the mental phenomena of illusion and space/time dilation will be considered. To conclude, future directions for integrating this research area into a strategy of broader biological inquiry will be presented.


Author(s):  
Pooya Soltani ◽  
João Paulo Vilas-Boas

For effective learning and training, virtual environments may provide lifelike opportunities, and researchers are actively investigating their potential for educational purposes. Minimal research attention has been paid to the integration of multi-user virtual environments (MUVE) technology for teaching and practicing real sports. In this chapter, the authors reviewed the justifications, possibilities, challenges, and future directions of using MUVE systems. The authors addressed issues such as informal learning, design, engagement, collaboration, learning style, learning evaluation, motivation, and gender, followed by the identification of required elements for successful implementations. In the second part, the authors talked about exergames, the necessity of evaluation, and examples on exploring the behavior of players during playing. Finally, insights on the application of sports exergames in teaching, practicing, and encouraging real sports were discussed.


Author(s):  
Tera D. Letzring

This chapter identifies several well-established findings and overarching themes within personality trait accuracy research, and highlights especially promising directions for future research. Topics include (1) theoretical frameworks for accuracy, (2) moderators of accuracy and the context or situation in which judgments are made, (3) the important consequences of accuracy, (4) interventions and training programs to increase judgmental ability and judgability, (5) the generalizability of previous findings, and (6) standardized tests of the accuracy of judging personality traits. The chapter ends by stating that it is an exciting time to be a researcher studying the accuracy of personality trait judgments.


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