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Virtual rehabilitation is a concept in psychology in which a therapeutic patient's training is based entirely on, or is augmented by, virtual reality simulation exercises. If there is no conventional therapy provided, the rehabilitation is said to be "virtual reality-based".
Most concepts invoking a simulated reality relate to some form of computer simulation, whether through the creation of a virtual reality that creates appearance of being in a real world, or a theoretical process like mind uploading, in which a mind could be uploaded into a computer simulation.
A virtual simulation is a category of simulation that uses simulation equipment to create a simulated world for the user. Virtual simulations allow users to interact with a virtual world . Virtual worlds operate on platforms of integrated software and hardware components.
Simulation sickness, or simulator sickness, is a condition where a person exhibits symptoms similar to motion sickness caused by playing computer/simulation/video games (Oculus Rift is working to solve simulator sickness). [74] Motion sickness due to virtual reality is very similar to simulation sickness and motion sickness due to films. In ...
Users exploring the world with their avatars in Second Life. A virtual world (also called a virtual space or spaces) is a computer-simulated environment [1] which may be populated by many simultaneous users who can create a personal avatar [2] and independently explore the virtual world, participate in its activities, and communicate with others.
A live simulation, by definition represents the highest fidelity, since it is reality. But a simulation quickly becomes more difficult when it is created from various live, virtual and constructive elements, or sets of simulations with various network protocols, where each simulation consists of a set of live, virtual and constructive elements.
Connectionist Learning with Adaptive Rule Induction On-line (CLARION) is a computational cognitive architecture that has been used to simulate many domains and tasks in cognitive psychology and social psychology, as well as implementing intelligent systems in artificial intelligence applications.
[2] Later extensions expanded the definition of "virtual objects" to specify that they may be either para-authentic or artificial. Further development of the concept of "psychological state" has led to study of the mental mechanism that permits humans to feel presence when using media or simulation technologies. [1]