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Virtual Reality for Training: Evaluating Transfer

  • J. Wesley Regian
Part of the Defense Research Series book series (DRSS, volume 6)

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.

Keywords

Virtual Reality Instructional System Virtual Reality System Instructional Engineer Configurational Knowledge 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer Science+Business Media New York 1997

Authors and Affiliations

  • J. Wesley Regian
    • 1
  1. 1.Brooks Air Force BaseArmstrong Laboratory (AL/HRTI)San AntonioUSA

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