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Virtual Reality is not real life. Instead it is life-like creations
using computer-generated scenarios. Human behavior is replicated in
virtual scenarios, where every detail is controlled by computers,
and in situations that can be repeated under the same conditions.
Based on technology and design, the user can experience presence.
In the virtual world, users are embodied in avatars that represent
them and are the means to interact with the virtual environment.
Avatars are graphical models that behave on behalf of the human
behind them. The user avatar is a proxy that also backs interaction
with others, allowing computer-mediated interactions. Analyses
directed to understand people's perceptions, personal and social
behavior in computer mediated interactions, comprise a
multidisciplinary area of study that involves, among others,
computer science, psychology and sociology. In the last two decades
a number of studies supported by Virtual Reality have been
conducted to understand human behavior, in some cases the
implications of the technology, or to reproduce artificial human
behavior. This book presents a collection of studies from
recognized researchers in the area.
Virtual Reality is not real life. Instead it is life-like creations
using computer-generated scenarios. Human behavior is replicated in
virtual scenarios, where every detail is controlled by computers,
and in situations that can be repeated under the same conditions.
Based on technology and design, the user can experience presence.
In the virtual world, users are embodied in avatars that represent
them and are the means to interact with the virtual environment.
Avatars are graphical models that behave on behalf of the human
behind them. The user avatar is a proxy that also backs interaction
with others, allowing computer-mediated interactions. Analyses
directed to understand people's perceptions, personal and social
behavior in computer mediated interactions, comprise a
multidisciplinary area of study that involves, among others,
computer science, psychology and sociology. In the last two decades
a number of studies supported by Virtual Reality have been
conducted to understand human behavior, in some cases the
implications of the technology, or to reproduce artificial human
behavior. This book presents a collection of studies from
recognized researchers in the area.
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