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Virtual Reality on Capitol Hill - 2000 CNSF Exhibit
President Clinton's budget recommended a 20% increase for the
National Science Foundation (NSF). Many members of Congress, while generally
supportive of basic science and NSF, have been asking hard questions. Where does
all this money go? Can science really handle such a big increase? What makes
this cause more important to the United States than other issues?
In an effort to answer these questions, the Coalition for
National Science Funding (CNSF) held its annual congressional exhibition on May
17, 2000. NSF-supported researchers from around the country came to Capitol Hill
to explain their research to lawmakers. Many researchers reminded their
congressional representatives that although NSF is turning 50 this year, its
mission is as important as the day it was founded, and the science it supports
remains full of untapped potential.
Psychologists Andrew Beall, PhD, and James Blascovich, PhD, from
the University of California at Santa Barbara represented APA and demonstrated
their recent research using virtual reality to explore issues of cognitive and
social psychology. An eye-catching display, combined with the opportunity for
senior policymakers to don a virtual reality helmet, made APA's booth a main
attraction. Rep. Lois Capps (D-CA), Rep. Connie Morella (R-MD), Rep. Rodney
Frelinghuysen (R-NJ), and Rep. John Larson (D-CT) were on hand to step into the
interactive world. NSF Director Rita Colwell also discussed the research
findings with these two stellar psychologists, then tried on the helmet herself.
While a realistic virtual world might just seem like a cool
video game, Beall and Blascovich, working with colleague Jack Loomis, PhD, use
virtual reality as a behavioral research tool. They are able to place subjects
in unique situations, and record all their movements and actions. For instance,
in one of the demonstration worlds, the viewer is situated on the top of a high
cliff, standing at the edge of a deep precipice filled with water. The subject
can give a command to raise the water level (essentially decreasing the height
of the cliff). For someone who has a significant fear of heights, this amount of
control can help to gain mastery over fear, first in the virtual world, and then
in the real world.
In a second example, by having someone navigate through a
virtual maze, it is possible to examine how the brain maps space, both in two
and three dimensions. These tools are still developing, both in speed and in
resolution, but behavioral scientists like Blascovich and Beall have already
seen the enormous research potential of virtual reality. Their message on
Capitol Hill was clear: without support from NSF, innovative and powerful
research, such as using virtual reality to study human cognition and behavior,
would not be possible.
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