Virtual Reality and Neuroergonomics

Joseph K. Kearney, Matthew Rizzo, Joan Severson

Research output: Chapter in Book/Report/Conference proceedingChapter

1 Scopus citations

Abstract

This chapter argues that virtual reality (VR) is highly relevant to neuroergonomics because VR can replicate situations with greater control than is possible in the real world, allowing behavioral and neurophysiological observations of the mind and brain at work in a wide range of situations that are impractical or impossible to observe in the real world. The physiology of a VR experience, augmented reality, augmented cognition, fidelity, simulator adaptation and discomfort, and nonrealistic virtual environments are discussed.

Original languageEnglish (US)
Title of host publicationNeuroergonomics
Subtitle of host publicationThe brain at work
PublisherOxford University Press
ISBN (Electronic)9780199864683
ISBN (Print)0195177614, 9780195177619
DOIs
StatePublished - May 1 2009
Externally publishedYes

Keywords

  • Augmented cognition
  • Augmented reality
  • Fidelity
  • Neuroergeonomics research
  • Simulator adaptation
  • Virtual environments

ASJC Scopus subject areas

  • Neuroscience(all)

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  • Cite this

    Kearney, J. K., Rizzo, M., & Severson, J. (2009). Virtual Reality and Neuroergonomics. In Neuroergonomics: The brain at work Oxford University Press. https://doi.org/10.1093/acprof:oso/9780195177619.003.0017