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  2. Virtual reality therapy - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality_therapy

    Virtual reality therapy (VRT) was pioneered and originally termed by Max North documented by the first known publication (Virtual Environment and Psychological Disorders, Max M. North, and Sarah M. North, Electronic Journal of Virtual Culture, 2,4, July 1994), his doctoral VRT dissertation completion in 1995 (began in 1992), and followed with the first known published VRT book in 1996 (Virtual ...

  3. Digital media use and mental health - Wikipedia

    en.wikipedia.org/wiki/Digital_media_use_and...

    A mediated model research study was done to see the effects of social media use on psychological well-being both in positive and negative ways. Although social media has a stigma of negative influence, this study looks into the positive as well. The positive influence of social media resulted in the feeling of connectedness and relevance with ...

  4. Social media and the effects on American adolescents

    en.wikipedia.org/wiki/Social_media_and_the...

    Young people today are using social networks intensely and much more frequently, causing depression and anxiety among them. The question for the Self-reported time spent on social media during a typical day was divided by (none, ≤30 minutes, >30 minutes to ≤3 hours, >3 hours to ≤6 hours, and >6 hours) during the waves.

  5. Virtual reality - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality

    Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games ), education (such as medical, safety or military training) and business (such as virtual meetings).

  6. Virtual community - Wikipedia

    en.wikipedia.org/wiki/Virtual_community

    A virtual community chat room may give real-time conversations, but people can only talk to one another. In a virtual world, characters can do activities together, just like friends could do in reality. Communities in virtual worlds are most similar to real-life communities because the characters are physically in the same place, even if the ...

  7. Technology and society - Wikipedia

    en.wikipedia.org/wiki/Technology_and_society

    Although these previous examples only show a few of the positive aspects of technology in society, there are negative side effects as well. [6] Within this virtual realm, social media platforms such as Instagram, Facebook, and Snapchat have altered the way Generation Y culture is understanding the world and thus how they view themselves. In ...

  8. Virtual reality applications - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality_applications

    Besides, immersion in a virtual world may potentially lead to social exclusion, which may decrease positive mood and increase anger. Some researchers believe that users' behavior in virtual reality may have a lasting psychological impact when they return to the physical world. [159] [160]

  9. Overview effect - Wikipedia

    en.wikipedia.org/wiki/Overview_effect

    The touring Spacebuzz module uses virtual reality technology to simulate spaceflight for children. [31] A 2019 study found that a virtual experience invoked "minor transformative experiences in some participants", including appreciation of beauty and vastness, realization of interconnectedness, and a potential intent to change one's behavior. [2]