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NeuroergonomicsThe brain at work$
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Raja Parasuraman and Matthew Rizzo

Print publication date: 2006

Print ISBN-13: 9780195177619

Published to Oxford Scholarship Online: May 2009

DOI: 10.1093/acprof:oso/9780195177619.001.0001

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Virtual Reality and Neuroergonomics

Virtual Reality and Neuroergonomics

Chapter:
(p.253) 17 Virtual Reality and Neuroergonomics
Source:
Neuroergonomics
Author(s):

Joseph K. Kearney

Matthew Rizzo

Joan Severson

Publisher:
Oxford University Press
DOI:10.1093/acprof:oso/9780195177619.003.0017

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.

Keywords:   neuroergeonomics research, augmented reality, augmented cognition, fidelity, simulator adaptation, virtual environments

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