The technology of virtual reality (electronic sensors and computer-generated images) creates new ultrarealistic worlds for people to explore. Seated at computers, in theaters, and at game arcades, wearing data gloves, headsets, or visors, participants can experience cyberspace. Virtual reality is used to train doctors, astronauts, and pilots to perform complex procedures; it is also used to provide recreational outlets. However, controversial and ethical questions over the use of virtual reality have emerged.
006–006.1 |
501.3 |
Virtual reality |
Cybernetics |
Human-computer interaction |
McGraw-Hill Yearbook of Science and Technology, 1992. |
The New Book of Popular Science. Grolier, 1994. |
General encyclopedias |
EBSCO Magazine Article Summaries |
InfoTrac |
NewsBank and other newspaper indexes |
Readers’ Guide to Periodical Literature |
SIRS (Social Issues Resources Series) |
WILSONDISC |
America Online |
CompuServe |
Dialog |
Internet |
Prodigy |
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Questia, a part of Gale, Cengage Learning. www.questia.com
Publication information:
Book title: 100 Research Topic Guides for Students.
Contributors: Barbara Wood Borne - Author.
Publisher: Greenwood Press.
Place of publication: Westport, CT.
Publication year: 1996.
Page number: 32.
This material is protected by copyright and, with the exception of fair use, may not be further copied, distributed or transmitted in any form or by any means.
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