Week 1 4
Reality-Virtuality Continuum 4
Head-mounted Displays vs. CAVE 5
2.1. Head-mounted Displays 5
2.2. CAVE (Cave Automatic Virtual Environment) 5
Precursors of VR 6
1.1. Tracking, Rendering, Display 6
1.2. Immersion 6
1.3. Presence 6
Agents vs. Avatars 7
The Uncanny (Creepy) Valley 7
Simulator Sickness 8
Week 3 (There is no week 2, duh) 8
XR in Society 8
Computer vs VR 8
1.1. Entertainment 8
1.2. Healthcare 8
1.3. Art 9
1.5. Education 9
Drawbacks of XR in Education 10
Embodiment – Changing behavior 10
Types of AR in Society 10
Key Aspects of AR 11
,Week 4 12
Object, Application, Method 12
VR as an Application 12
2.1. Exposure Therapy 12
2.2. Public Speaking Anxiety 12
2.4. Embodied Language Learning 13
2.5. Control Conditions 13
2.6. Language Therapy 13
2.7. Aphasia 14
2.8. Autism Spectrum Disorder 14
Week 5 14
VR as an Object 14
1.1. Object Comparisons 15
1.2. The Proteus Effect 15
1.3. The Chameleon Effect 16
1.4. Verbal Mimicry 16
1.6. Attributing Mental States 16
1.7. Intelligent Virtual Agents 17
Ethics 17
2.1. Increased Realism 18
2.2. Prerequisites 18
Week 6 19
VR as a Method 19
Fundamental vs Applied Research 19
2.1. Fundamental 19
, 2.2. Applied 19
Selecting the method 20
3.1. Virtual Reality Experiments 20
The world vs Lab 20
4.1. World 20
4.2. Lab 20
Ecological Validity, Experimental Control 20
Research Examples 21
6.1. Research on Prediction 21
6.2. Research on Facial Expression 22
6.3. Research on Bilingualism 23
6.4. Research on Language Evolution 23
6.5. Research on Reading 23
XR and Art 24
VR & Literary Story 24
Presence 24
Story World Absorption 25
4.1. Printed vs. VR 25
Augmented Reality & Poetry 25
Online Databases 25
6.1. Challenge of Public Libraries 25
Fluency Theory 25
7.1. An Experiment 26
Digital Literature and Education 26
UX and Alienation 27