A study that examines the effects of virtual reality on people's behavior and emotions.
History of Virtual Reality: Understanding the evolution of VR technology and its impact on media psychology.
Basic concepts of VR: An introduction to basic VR terminologies, techniques and equipment (e.g., headsets, VR controllers).
Hardware and software requirements for VR: Understanding the technical requirements for creating and utilizing VR applications and systems.
VR experience design: The process of designing VR experiences that engage users and meet their needs.
Immersion and Presence: Understanding immersion, presence, and their impact on user behavior and psychology in VR environments.
Perceptual and cognitive processes in VR: Understanding how sensory inputs and cognitive processes affect perception and behavior in VR, including user orientation, locomotion, motion sickness, and other perceptual phenomena.
Visual and auditory design for VR: Understanding the unique challenges of designing for VR in terms of creating 3D worlds and virtual soundscapes that are immersive and engaging.
Interaction design for VR: Understanding different interaction design techniques and their implications for user experience in virtual environments.
Social presence and collaboration in VR: Understanding how social presence and collaboration influence behavior and engagement in collaborative VR experiences.
Ethics and privacy in VR: Exploring the ethical and privacy implications of VR technology, including data security, privacy policies, and virtual identity management.
Applications of VR in Media Psychology: Examining current and potential applications of VR technology in therapy, education, gaming, and other fields.
Future of VR: Speculating on the future developments of virtual reality technology and how it may change the landscape of media psychology.
Fully Immersive VR: This type of VR requires a user to wear a head-mounted display (HMD), which enables them to view a virtual world in 360 degrees while also feeling fully immersed in the environment through the use of sensory feedback, such as haptic feedback and spatial audio.
Non-immersive VR: In this type of VR, a user can interact with a 3D virtual environment using a computer or mobile device, but are not fully immersed as in fully immersive VR.
Augmented Reality (AR): This type of VR creates an overlay of virtual objects on top of the real world in real-time. An example of AR is the Pokémon Go game where users capture virtual creatures in the real world.
Mixed Reality (MR): Mixed reality blends virtual and real-world environments seamlessly. Users can interact with digital objects and characters as if they were real objects in the same space.
360-degree video virtual reality: This type of VR allows users to view 360-degree videos filmed from dynamic perspectives. Users can watch these videos on a variety of devices, including VR headsets, tablets, and mobile phones, which immerses them in the video's environment.
Web VR: This is a part of the HTML5 specification that allows for VR experiences to be delivered through web browsers, potentially creating a more wide-spread distribution of VR content.
Social VR: This type of VR allows users to interact with other avatars in virtual worlds. People from all over the world can meet and socialize in a shared virtual space.
Medical VR: This VR is used in the healthcare industry for surgery rehearsals, treatment of phobias, training doctors, and other medical professionals.
Educational VR: Educational VR is used as an immersive and interactive learning experience for students of all ages. It may include digital textbooks, virtual field trips, and interactive simulations.
Therapeutic VR: This VR aids in the treatment of mental and physical health conditions, such as PTSD or pain management.
Gaming VR: Gaming VR is used for creating interactive and immersive gaming experiences, such as first person shooter, racing and sports games.
Architectural VR: In this type of VR, architects use immersive technology to build or develop 3D models of buildings and structures for design, reviewing and presentations.
Environmental VR: Also known as Virtual Reality Exposure Therapy (VRET), this type of VR is used to help people overcome phobias by exposing them to their fear in a virtual environment.