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Updated: Aug 23, 2026

Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality
Published on: August 9, 2010
[Immersion experience of the cyber world of adolescents]
Nam-Hee Park1, Young-Ran Cho, Won-Hee Choi
1Research Institute of Nursing Science, Busan National University, Ami-dong, Seo-gu, Korea. healthpro@hanmail.net
Purpose:
The purpose of this research was to explore the cyber world immersion experience of adolescents.
Method:
Multiple strategies for data collecting were used: an in depth face-to-face interview; analysis of adolescent' writings; and analysis of examples of phenomenon in the realistic world. The sample group consisted of 10 adolescents.
Result:
Although the experience was different for all adolescent interviewed, the essential themes of experience emerged: "fill up", "homoeologous feeling", "the older generation has a conflicting negative opinion", "change in social character", "become habitually skeptic", "have bad health", "mean of superiority and getting everything solved", "ease of access", "monetary benefit", "addiction to the computer", "forget real life solved stress", "do harm to society", "take comfort", or "new job".
Conclusion:
Accordingly this paper suggests that contact with various software is necessary in adolescents, and good quality contents function to prepare and activate adolescents to apply the internet for good use.
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