


Our integrated learning services are designed to empower healthcare organizations by combining Instructional Design, Clinical Simulation, Live Events, and On Demand Learning.

Virtual Worlds, and their incumbent technologies, offer men and women, who operate in high-risk environments, a valuable training platform. The growth of virtual worlds is mind-boggling.
More telling perhaps than just the record-breaking number of one billion is the demographic where this is occurring: 468 million virtual world registered users are between the ages of 10 and 15, an increase of 24 million from the second quarter of the year. The second largest group is 15 to 25 year olds, which increased by 15 million to hit 288 million accounts. Although the number of people over the age of 25 participating in virtual worlds isn’t increasing at this same rapid rate, the numbers have still almost doubled since 2009.
Recently published, The PSI Handbook of Virtual Environments for Training and Education, Developments for the Military and Beyond offers insights into how to apply these technologies to training.
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. The first volume 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 II provides the latest information on VE component technologies, and Volume III 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.
“Editors Schmorrow (virtual environment science and technology), Cohn (lieutenant commander, U.S. Navy), and Nicholson (applied cognition and training, U. of Central Florida), and more than 100 contributors offer a comprehensive treatment of the different domains that need to be integrated for virtual environments to provide effective education and training. The three-volume set contains the most current thinking and research available in applying training technology. Topics include virtual environment components and training technologies, integrated systems, training evaluations, and future directions. The collection is intended for researchers, students, and managers.” —Reference & Research Book News 5/1/2009
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.
Related Articles
Most Influential Virtual Worlds
The Future of Google’s Street View (kmeme.com)
Virtual Justice (terranova.blogs.com)
A ‘Thriller’ of a Virtual World (chasingeyes.com)
Rate this blog post: