Место издания:IOS Press Amsterdam, Berlin, Tokyo, Washington, DC
Первая страница:31
Последняя страница:36
Аннотация:University students were surveyed to learn what they know about virtual realities. The two studies were administered with a half-year interval in which the students (N=90, specializing either in mathematics and science, or in social science and humanities) were asked to let know particular examples of virtual realities. The 2nd, but not the 1st study was administered after the participants have had the chance to see the movie ‘Avatar’ (no investigation was held of whether they really saw it). While the students in the both studies widely believe that such activities as social networking and online gaming represent virtual realities, some other examples provided by the students in the two studies differ: in the 2nd study the participants expressed a better understanding of the items related to virtual realities. At the same time not a single participant reported of particular psychological states (either regular or altered) as examples of virtual realities. Profound popularization efforts need to be done to acquaint the public, including college students, with virtual realities and let the public adequately understand how such systems work.