The PSI Handbook of Virtual Environments for Training and Education: Developments for the Military and Beyond, 1st Edition

  • Published By:
  • ISBN-10: 031335166X
  • ISBN-13: 9780313351662
  • DDC: 355.0078
  • Grade Level Range: College Freshman - College Senior
  • 1500 Pages | eBook
  • Original Copyright 2008 | Published/Released June 2010
  • This publication's content originally published in print form: 2008

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The increasingly complex environment of the 21st century demands unprecedented knowledge, skills and abilities for people from all walks of life. One powerful solution that blends the science of learning with the technological advances of computing is Virtual Environments. In the United States alone, the Department of Defense has invested billions of dollars over the past decade to make this field and its developments as effective as possible. This 3-volume work provides, for the first time, comprehensive coverage of the many different domains that must be integrated for Virtual Environments to fully provide effective training and education.

Volume 1 is dedicated to a thorough understanding of learning theory, requirements, definition and performance measurement, providing insight into the human-centric specifications the VE must satisfy to succeed. Volume 2 provides the latest information on VE component technologies, and Volume 3 offers discussion of an extensive collection of integrated systems presented as VE use-cases, and results of effectiveness evaluation studies. The text includes emerging directions of this evolving technology, from cognitive rehabilitation to the next generation of museum exhibitions. Finally, the handbook offers a glimpse into the future with this fascinating technology.

This groundbreaking set will interest students, scholars and researchers in the fields of military science, technology, computer science, business, law enforcement, cognitive psychology, education, and health. Topics addressed include guidance and interventions using VE as a teaching tool, what to look for in terms of human-centered systems and components, and current training uses in the Navy, Army, Air Force and Marines. Game-based and long-distance training are explained, as are particular challenges such as the emergence of VE sickness. Chapters also highlight the combination of VE and cybernetics, robotics and artificial intelligence.

Table of Contents

Front Cover.
Half Title Page.
Editorial Board.
Title Page.
Copyright Page.
Series Foreword.
1: Learning.
2: Section Perspective.
3: Biological Band.
4: The Neurophysiology of Learning and Memory: Implications for Training.
5: Cognitive/Rational Band.
6: The Role of Individual Differences in Virtual Environment Based Training.
7: Cognitive Transformation Theory: Contrasting Cognitive and Behavioral Learning.
8: Social Band.
9: Creating Expertise with Technology Based Training.
10: Cybernetics: Redefining Individualized Training.
11: Spanning the Bands.
12: A Theoretical Framework for Developing Systematic Instructional Guidance for Virtual Environment Training.
13: Requirements Analysis.
14: Section Perspective.
15: Methods.
16: Applied Methods for Requirements Engineering.
17: Creating Tactical Expertise: Guidance for Scenario Developers and Instructors.
18: Requirements Analysis.
19: Training Systems Requirements Analysis.
20: Building Virtual Environment Training Systems for Success.
21: Learning to Become A Creative Systems Analyst.
22: Performance Assessment.
23: Section Perspective.
24: Purpose of Measurement.
25: Measurement and Assessment for Training in Virtual Environments.
26: Training Advanced Skills in Simulation Based Training.
27: Examining Measures of Team Cognition in Virtual Teams.
28: Virtual Environment Performance Assessment: Organizational Level Considerations.
29: Methods in Performance Assessment.
30: Assessment Models and Tools for Virtual Environment Training.
31: Automated Performance Assessment of Teams in Virtual Environments.
32: A Primer on Verbal Protocol Analysis.
33: Capturing Expertise in Complex Environments.
34: Development of Simulated Team Environments for Measuring Team Cognition and Performance.
35: Affective Measurement of Performance.
36: Providing Timely Assistance: Temporal Measurement Guidelines for the Study of Virtual Teams.
37: Acronyms.
Index - Volume 1.
About the Editors and Contributors the Editors.