In the last few years, immersive virtual reality (iVR) has become a significant part of the entertainment industry. In parallel, there has been a significant uptake in iVR for training in the context of sports, medicine, and dangerous industries. It also has exceptional potential for cognitive research, allowing for the strict control of sensory inputs in ecologically-valid tasks. In this talk, I will give an overview of some of our recent research in the context of perception and action which uses iVR to (1) alter environmental statistics, (2) put visual and tactile cues in conflict with one another, and (3) examine the consequences (for better or worse) of wearing a VR headset for sports.
Meeting-ID: 648 3725 0568