{"id":363,"date":"2023-11-16T22:15:01","date_gmt":"2023-11-16T22:15:01","guid":{"rendered":"http:\/\/localhost\/bpscoretextbooks\/?post_type=content&p=363"},"modified":"2025-03-25T09:48:29","modified_gmt":"2025-03-25T09:48:29","slug":"chapter-21-psychological-applications-of-virtual-and-augmented-mixed-reality","status":"publish","type":"content","link":"https:\/\/routledgelearning.com\/bpscoretextbooks\/9780367552299\/chapter-21-psychological-applications-of-virtual-and-augmented-mixed-reality\/","title":{"rendered":"Chapter 21 – Psychological Applications of Virtual and Augmented\/Mixed Reality"},"content":{"rendered":"\n
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Chapter 21 – Psychological Applications of Virtual and Augmented\/Mixed Reality<\/h1>\n\n\n

Virtual environments (VEs) are a prominent aspect of cyberpsychology, both in relation to desktop software (such as immersive games) and dedicated three-dimensional (3D) viewing technologies, such as head mounted displays (HMDs). After a brief description of some of the equipment used in augmented reality (AR) and virtual reality (VR), this chapter will describe the phenomenon of presence, a sense of immersion in the virtual environment that is essential for many of the research, therapeutic, diagnostic, and educational applications which are then described.<\/p>\n\n\n\n

Chapter Summary<\/summary>\n

VR Equipment<\/h3>\n\n\n\n