Cited by 718Virtual Reality Applications and ImpactsInteractive and Immersive DisplaysSimulation and Modeling Applications

Immersive virtual environment technology as a basic research tool in psychology

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Loomis, Jack M., Blascovich, James J., Beall, Andrew C.·1999·Behavior Research Methods, Instruments, & Computers

Abstract

Immersive virtual environment (IVE) technology has great promise as a tool for basic experimental research in psychology. IVE technology gives participants the experience of being surrounded by the computer-synthesized environment. We begin with a discussion of the various devices needed to implement immersive virtual environments, including object manipulation and social interaction. We review the benefits and drawbacks associated with virtual environment technology, in comparison with more conventional ways of doing basic experimental research. We then consider a variety of examples of research using IVE technology in the areas of perception, spatial cognition, and social interaction.

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  • IVR is qualitatively different from mixed or augmented reality technologies because these allow the learner to experience the virtual and the real world simultaneously, while IVR completely shuts out the real world, psychologically isolating the learner in the virtual environment.

    “IVR is also qualitatively different from mixed or augmented reality technologies because these allow the learner to experience the virtual and the real world simultaneously, while IVR completely shuts out the real world, psychologically isolating the learner in the virtual environment (Loomis et al. 1999).”

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3 of the 87 references couldn’t be matched to a known paper.

Research works printed but not linked: 5

  1. In F. Biocca & M. R. Levy (Eds.), Communication in the age ofvir- tual reality (pp. 57-124). Hillsdale, NJ: Erlbaum.
  2. GALLISTEL, C. R. (1990). The organization oflearning. Cambridge. MA: MIT Press.
  3. GOl.LEDGE, R. G. (1999). Wayfinding: Cognitive mapping and spatial behavior. Baltimore: Johns Hopkins University Press.
  4. HETTINGER, L. J., & HAAS, M. W. (in press). Virtual and adaptive envi- ronments. Mahwah, NJ: Erlbaum.
  5. In Y Ohta & H. Tamura (Eds.), Mixed reality: Merging real and vir- tual worlds (pp. 215-227). Tokyo: Ohmsha.

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Authors
Loomis, J. M., Blascovich, J. J., & Beall, A. C.
Affiliations
  • University of California, Santa Barbara (US)
  • Massachusetts Institute of Technology (US)
Corresponding author
Loomis, Jack M.
Venue
Behavior Research Methods, Instruments, & Computers
Published
1999-12
Volume
31
Issue
4
Pages
557-564
ISSN
  • 0743-3808 (ISSN-L)
  • 1532-5970
OpenAlex
W2161569443
Cited by
717
References
87
Citations by year
2026: 27 · 2025: 28 · 2024: 47 · 2023: 49 · 2022: 41 · 2021: 45 · 2020: 38 · 2019: 45 · 2018: 39 · 2017: 39 · 2016: 22 · 2015: 22 · 2014: 29 · 2013: 25 · 2012: 24
FWCI
1.95
Type
journal article
Language
en
Open access
Locations
  • Behavior Research Methods, Instruments, & Computers (publishedVersion)
  • PubMed (publishedVersion)
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Physical Sciences › Computer Science › Human-Computer Interaction › Interactive and Immersive Displays
  • Physical Sciences › Engineering › Control and Systems Engineering › Simulation and Modeling Applications
Keywords
immersive virtual environments, virtual reality, object manipulation, virtual social interaction, perception, spatial cognition, virtual reality devices
MeSH terms
Cognition, Computer Simulation, Humans, Perception, Psychology, Experimental, Social Behavior, User-Computer Interface

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