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Cohn, J., Nicholson, D., Schmorrow, D.: Integrated systems, training evaluations, and future directions.

In: The PSI handbook of virtual environments for training and education: developments for military and
beyond. Praeger Security International, Westport, CT (2009)

Dieterle, E., Clarke, J.: Multi-user virtual environments for teaching and learning. In: Pagani, M. (ed.)
Encyclopedia of multimedia technology and networking, 3rd edn. Idea Group, Hershey (2008)

Lampton, D.R., Bliss, J.P., Morris, C.S.: Human performance measurement in virtual environments. In:
Stanney, K.M. (ed.) Handbook of virtual environment: Design, Implementation, and Applications.
Erlbaum, Mahwah (2002)

Virtual World - A virtual world is characterized by the following features: It works on the basis of a set of
automated rules called physics. Each player's character represents an individual "in" the virtual world.
Interaction with the world occurs in real time—if you do something, it happens almost immediately; The
world is shared, which means that other people can play in it at the same time as you. When you're not
around, the world continues to exist; It's not like that in the real world. Virtual reality game players have
experienced a variety of worrisome side effects, including visual damage, confusion, and even seizures.
Furthermore, there is a very real risk of damage when utilizing virtual reality. Broken bones, torn
ligaments, and even electric shocks have been reported among the players. Agents can be zero or many
humans, each represented by many entities called a virtual self (an avatar), or many software agents; all
action/reaction/interaction must happen in a real-time shared spatiotemporal nonpausable virtual
environment; the environment may consist of many data spaces, but the collection of data spaces
should coexist. Researchers discovered that playing virtual reality games causes a phenomenon known
as 'time compression,' in which time passes more quickly than you realize. Because there were no
clocks, each person had to estimate the passage of time based on their own experience of time.

They are concerned that as our digital lives become more integrated, we will see a rise in stress, worry,
and despair. Meanwhile, there will be less face-to-face connection, greater inactivity, inadequate in-
person communication skills, and widespread distrust.

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