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Korean Journal of Psychology: General

Vertual reality and psychology.

Korean Journal of Psychology: General / Korean Journal of Psychology: General, (P)1229-067X; (E)2734-1127
2004, v.23 no.2, pp.87-104

Abstract

Virtual reality (VR) is a new technology that alters the way individuals interact with computer. In fact, it can be defined as a set of computer technologies which, when combined, provide an interface to a computer-generated world. Virtual reality technology combines real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer-generated virtual environment. After capturing the public imagination a decade ago, enthusiasm for VR flagged due to hardware limitations, and absent commercial market and manufacturers who dropped the mass-market products that normally technological development. Recently, however, improvements in computer speed, quality of head-mounted displays and wide-area tracking systems have made VR attractive for both research and real-world applications in neuroscience, cognitive science, and psychology. Also, applications have expanded as costs have come down and hardware has improved. Originally, VR was used to treat simple phobias, especially fear of heights and flying. Applications for claustrophobia, fear of driving, and fear of spiders ensued. Currently, there is ongoing work on PTSD, eating disorders, ADD/ADHD, schizophrenia, addictions, stroke and TBI patients, hemi-neglect disorders. Considerable success has been achieved in using VR for activity of daily living and distraction from pain. In future, technological advances in VR have opened up many new research possibilities and applications in behavior neuroscience and psychology.

keywords
Virtual environment, Virtual reality technology, Human-computer interface, Virtual environment, Virtual reality technology, Human-computer interface, 가상환경, 가상현실 테크놀로지, 인간-컴퓨터 인터페이스

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Korean Journal of Psychology: General