Virtual reality as a platform for research in gambling behaviour.
Patrick DickinsonKathrin GerlingLiam WilsonAdrian ParkePublished in: Comput. Hum. Behav. (2020)
Keyphrases
- virtual reality
- virtual environment
- three dimensional
- virtual laboratory
- augmented reality
- computer graphics
- photorealistic
- virtual humans
- virtual world
- virtual museum
- interactive virtual
- real time
- virtual reality technology
- collaborative virtual environments
- computer animation
- image processing
- computer interface
- digital museum
- virtual space