A conceptual model for clinical psychomotor skill development in an era of simulated and virtual reality

Author(s):  
Suzanne Perry ◽  
Susan M. Bridges ◽  
Michael F Burrow
Author(s):  
Jonathan Weinel

This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.


Author(s):  
Sean A. McGlynn ◽  
Ranjani M. Sundaresan ◽  
Wendy A. Rogers

Virtual reality (VR) has potential applications for promoting physical, cognitive, and socio-emotional well-being for users of all ages. The ability for individuals to develop a sense of being physically located in the virtual environment, referred to as spatial presence, is often an essential component of successful VR applications. Thus, it is necessary to understand the psychological aspects of the spatial presence process and identify methods of measuring presence formation and maintenance. This in-progress study addresses gaps in the spatial presence literature through an empirical evaluation of a conceptual model of spatial presence, which emphasizes users’ characteristics and abilities. Age will serve as a proxy for changes in a variety of presence-relevant cognitive and perceptual abilities. The results will have implications for the design of VR systems and applications and for selecting individuals best-suited for these applications.


Urolithiasis ◽  
2012 ◽  
pp. 827-836 ◽  
Author(s):  
Rebecca L. Tregunna ◽  
Matthew F. Bultitude ◽  
Muhammad Shamim Khan

2006 ◽  
Vol 191 (1) ◽  
pp. 128-133 ◽  
Author(s):  
Rajesh Aggarwal ◽  
Teodor Grantcharov ◽  
Krishna Moorthy ◽  
Julian Hance ◽  
Ara Darzi

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