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Virtual Reality and Neuroergonomics

Joseph K. Kearney, Matthew Rizzo, and Joan Severson

in Neuroergonomics: The brain at work

Published in print:
2006
Published Online:
May 2009
ISBN:
9780195177619
eISBN:
9780199864683
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195177619.003.0017
Subject:
Neuroscience, Sensory and Motor Systems, Behavioral Neuroscience

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 ... More


Minds in Space

Andy Clark

in The Spatial Foundations of Language and Cognition

Published in print:
2009
Published Online:
May 2010
ISBN:
9780199553242
eISBN:
9780191720444
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199553242.003.0001
Subject:
Linguistics, Semantics and Pragmatics, Psycholinguistics / Neurolinguistics / Cognitive Linguistics

In what ways might real spatiality impact cognition? One way is by providing a resource for the intelligent offloading of computational work. Space is a prime resource for cognitive niche ... More


The Importance of Reality

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0007
Subject:
Computer Science, Game Studies

This chapter shows how the real world can be effectively mixed with the virtual world in augmented reality games. It describes a game called Environmental Detectives (ED), which was designed as a ... More


Digital Spectators in Augmented Realities

Andy Miah

in Sport 2.0: Transforming Sports for a Digital World

Published in print:
2017
Published Online:
September 2017
ISBN:
9780262035477
eISBN:
9780262343114
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262035477.003.0006
Subject:
Sociology, Sport and Leisure

This chapter examines how spectator encounter digital technology in sport, which reveals a blurring of participation and spectating. It also proposes that spectating is changing through the ... More


Sport 2.0: Transforming Sports for a Digital World

Andy Miah

Published in print:
2017
Published Online:
September 2017
ISBN:
9780262035477
eISBN:
9780262343114
Item type:
book
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262035477.001.0001
Subject:
Sociology, Sport and Leisure

Digital technology is changing everything about modern sports. Athletes and coaches rely on digital data to monitor and enhance performance. Officials use tracking systems to augment their judgment ... More


Location Matters: The Role of Place

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0008
Subject:
Computer Science, Game Studies

This chapter further explores augmented reality games and how they can effectively be tied to the geographical locations and assets. It suggests that there are two categories of augmented reality ... More


Interface Layer

Benjamin H. Bratton

in The Stack: On Software and Sovereignty

Published in print:
2016
Published Online:
September 2016
ISBN:
9780262029575
eISBN:
9780262330183
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262029575.003.0008
Subject:
Society and Culture, Cultural Studies

This chapter discusses the fifth of six layers in The Stack, the Interface layer. The chapter outlines a typological history of interfaces, from the mechanical and the iconic to the haptic and the ... More


Image operations: refracting control from virtual reality to the digital battlefield

Timothy Lenoir and Luke Caldwell

in Image Operations: Visual media and political conflict

Published in print:
2016
Published Online:
May 2017
ISBN:
9781526107213
eISBN:
9781526120984
Item type:
chapter
Publisher:
Manchester University Press
DOI:
10.7228/manchester/9781526107213.003.0007
Subject:
Society and Culture, Media Studies

This chapter examines how control in military contexts is refracted, multiplied, and circulated through the lens of the image. It looks at military developments in networking the battlefield, from ... More


Te Ahua Hiko: Digital Cultural Heritage and Indigenous Objects, People, and Environments

Deidre Brown

in Theorizing Digital Cultural Heritage: A Critical Discourse

Published in print:
2007
Published Online:
August 2013
ISBN:
9780262033534
eISBN:
9780262269742
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262033534.003.0005
Subject:
Society and Culture, Media Studies

This chapter examines the potential uses of three-dimensional augmented and virtual reality in managing, researching, and sustaining indigenous collections. Focusing on indigenous Maori treasures, ... More


. The Other Side of the Screen: The Materiality of the Hyperreal

Joshua Raulerson

in Singularities: Technoculture, Transhumanism, and Science Fiction in the 21st Century

Published in print:
2013
Published Online:
May 2014
ISBN:
9781846319723
eISBN:
9781781381052
Item type:
chapter
Publisher:
Liverpool University Press
DOI:
10.5949/liverpool/9781846319723.003.0006
Subject:
Literature, 20th-century and Contemporary Literature

Chapter 5 traces the shift from cyberpunk to postcyberpunk through the evolution of interface design reflected in – or directly inspired by – sf narratives since Gibson’s Neuromancer (1984). This ... More


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