Author_Institution :
Dept. of Psychol., Georgetown Univ., Rockville, MD, USA
Abstract :
The operational definition of virtual reality as a complex interactive system (CIS) represents it as a configuration of exchanges between a person and a digital world mediated by the artificial, partner. The adequate model for understanding the essence of CIS includes, in addition to three ´traditional´ dimensions (physical-per-se, mental, and virtual), a fourth dimension defined as individual self-determination and formed by one´s needs, preferences, profile of imagination, identities, and individual experiences. The analysis of ´person-artificial agent´ interactions in the context of a complex systems approach is associated with the implementation of such interaction effects as compensation, optimization, adequacy, and effectiveness. Virtual entertainment can be viewed not only as a part of modern popular culture but also as a tool for constructive activities. The latter, employed by certain groups of users, can not only enhance their life as an enjoyment but also as training tool for sensory-motor, cognitive and emotional improvement, and their well-being in general
Keywords :
computer games; interactive systems; man-machine systems; software agents; virtual reality; artificial agent; complex interactive system; computer game; individual preferences; man machine interactions; virtual reality; Aging; Computational Intelligence Society; Cultural differences; Humans; Interactive systems; Multidimensional systems; Psychology; Search engines; Virtual reality; Visual perception;