ABSTRACT

Virtual reality (VR) has been defined as the use of interactive simulations created with computer hardware and software to present users with opportunities to perform in virtual environments (VEs) that appear, sound and feel similar to real-world objects and events (Sheridan 1992; Weiss and Jessel 1998; Rizzo 2002). Users interact with virtual objects by moving and manipulating in a way that generates a feeling of ‘virtual presence’ in the simulated world. The therapeutic aim of VR is to provide users with more than just an entertaining experience and thus it differs in scope from conventional computer games as will be described.