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| 003 | ES-MaUEC | ||
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| 007 | cr nn 008mamaa | ||
| 008 | 230928s2023 sz | o |||| 0|eng d | ||
| 020 | _a9783031429958 | ||
| 024 | 7 |
_a10.1007/978-3-031-42995-8 _2doi |
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| 040 |
_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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| 050 | 4 |
_aQP360 _b2023 EB |
|
| 245 | 0 | 0 |
_aVirtual Reality in Behavioral Neuroscience : _bNew Insights and Methods _cedited by Christopher Maymon, Gina Grimshaw, Ying Choon Wu |
| 250 | _a1st ed. 2023. | ||
| 264 | 1 |
_aCham _bSpringer International Publishing _c2023 |
|
| 300 | _a1 recurso en línea | ||
| 336 |
_atexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
||
| 490 | 0 |
_aCurrent Topics in Behavioral Neurosciences _x1866-3389 _v65 |
|
| 505 | 0 | _aThe promises and pitfalls of Virtual Reality -- Setting up your VR neuroscience laboratory -- Monitoring the autonomic system in VR -- Monitoring brain activity in VR: EEG and neuroimaging -- Eye-tracking and Pupillometry in VR -- VR for Movement and Action Science -- VR for Vision Science -- VR for Emotion -- VR for Thinking and Creativity -- VR for Social Cognition -- VR as a window into Consciousness -- Aging -- Learning -- Pain -- Cognitive and motor rehabilitation -- VR for Mental Health. | |
| 520 | _aVirtual Reality (VR) is a rapidly maturing technology that offers new and unique solutions to otherwise intractable problems in the study of cognition, behavior and neuroscience. VR removes many of the constraints imposed by laboratory paradigms, allowing us to track cognitive, behavioral and brain responses to naturalistic (or even impossible) situations without sacrificing experimental control. But VR is not a tool that can be swiftly and effortlessly integrated into existing research pipelines; currently, the benefits of VR are accompanied by a host of methodological challenges and important practical considerations. To help navigate this new methodology, this volume provides a balanced review of both the exciting new findings emerging from VR labs and the challenges and limitations that are part and parcel of VR research. This volume is an important first step toward establishing a standardised methodology for conducting research in VR. To this end, the volume provides a wealth of practical advice for researchers who are new to the technology. This volume is authored by an interdisciplinary team of VR researchers including computer scientists, engineers, psychologists and neuroscientists. It highlights current research in the field to demonstrate how VR advances our understanding of the mind, while also providing groundbreaking solutions in applied domains. | ||
| 988 | _aSpringer_BiomedLife_2023 | ||
| 650 | 7 |
_2embne _9141010 _aNeuropsicología |
|
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-42995-8 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
| 942 |
_2lcc _cLE |
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| 998 |
_b04/2024 _dz _ek _zSI |
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