Immersive virtual environment technology as a basic research tool in psychology
Open accessAbstract
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).”
From The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality (2021) · cites this paper as Loomis et al. 1999
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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
- bronze
- doi.org
- Licence
- www.springer.com/tdm (tdm)
- 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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