Carnegie Mellon University
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Virtual reality in behavioral neuroscience and beyond.

journal contribution
posted on 2002-11-01, 00:00 authored by Michael J. Tarr, William H. Warren

Virtual reality (VR) has finally come of age for serious applications in the behavioral neurosciences. After capturing the public imagination a decade ago, enthusiasm for VR flagged due to hardware limitations, an absent commercial market and manufacturers who dropped the mass-market products that normally drive technological development. Recently, however, improvements in computer speed, quality of head-mounted displays and wide-area tracking systems have made VR attractive for both research and real-world applications in neuroscience, cognitive science and psychology. New and exciting applications for VR have emerged in research, training, rehabilitation, teleoperation, virtual archeology and tele-immersion.

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2002-11-01

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