Abstract
Virtual reality (VR) has finally come of age for serious applications in the behavioral neurosciences. After capturing the public imagination a decade ago, enthusiasm for VR flagged due to hardware limitations, an absent commercial market and manufacturers who dropped the mass-market products that normally drive technological development. Recently, however, improvements in computer speed, quality of head-mounted displays and wide-area tracking systems have made VR attractive for both research and real-world applications in neuroscience, cognitive science and psychology. New and exciting applications for VR have emerged in research, training, rehabilitation, teleoperation, virtual archeology and tele-immersion.
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Acknowledgements
The VENLab was funded by a Learning and Intelligent Systems (LIS) award from the National Science Foundation (IRI-9720327) to W.H.W., M.J.T. and L.P. Kaelbling (now at M.I.T.). We thank the students and postdocs who have collaborated with us on the VENLab over the years and D. Laidlaw for his contributions to this article.
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Tarr, M., Warren, W. Virtual reality in behavioral neuroscience and beyond. Nat Neurosci 5 (Suppl 11), 1089–1092 (2002). https://doi.org/10.1038/nn948
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DOI: https://doi.org/10.1038/nn948
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