Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Virtual Work01:20

Virtual Work

1.4K
The principle of virtual work states that if a body is in static and dynamic equilibrium, then the sum of all the virtual work done by all external forces and couple moments for any given virtual displacement must be zero.
In static equilibrium, a body can experience an imaginary or virtual movement, such as displacement or rotation. The virtual work done by a force is equal to the dot product of force and virtual displacement in the direction of the force. When it comes to virtually rotating a...
1.4K
Avoidance Learning and Learned Helplessness01:14

Avoidance Learning and Learned Helplessness

2.5K
Avoidance learning and learned helplessness are critical concepts in understanding behavioral responses to negative stimuli.
Avoidance learning occurs when an organism learns that a specific behavior can prevent an unpleasant outcome. For example, a student who receives a bad grade may start studying harder to avoid future poor grades. This behavior persists even when the negative outcome is no longer present. Avoidance learning is powerful because it maintains behavior in the absence of the...
2.5K
Principle of Virtual Work: Problem Solving01:13

Principle of Virtual Work: Problem Solving

1.6K
The principle of virtual work is an essential concept in the field of mechanics and engineering. This is used to solve problems related to the equilibrium of a structure or system. It is based on the assumption that if a system is in equilibrium, the work done by all the forces during a virtual displacement is zero. This principle is applied by considering virtual displacements of the system and the corresponding work done by internal and external forces.
To apply the principle of virtual work,...
1.6K
Learning Disabilities01:25

Learning Disabilities

581
Learning disabilities are cognitive disorders caused by neurological impairments that affect cognitive functions like language and reading, without indicating overall intellectual or developmental challenges. These disabilities differ from global intellectual or developmental disabilities as they are limited to distinct cognitive functions. Common learning disabilities include dysgraphia, dyslexia, and dyscalculia, each of which impacts unique aspects of learning.
Dyslexia
Dyslexia is a...
581
Associative Learning01:27

Associative Learning

1.3K
Associative learning is a fundamental concept in behavioral psychology, wherein a connection is established between two stimuli or events, leading to a learned response. This process is critical in understanding how behaviors are acquired and modified. Conditioning, the mechanism through which associations are formed, can be divided into two main types: classical conditioning and operant conditioning, each elucidating different aspects of associative learning.
Classical conditioning, also known...
1.3K
Purposive Learning01:22

Purposive Learning

457
E. C. Tolman emphasized the purposiveness of behavior — the idea that much of our behavior is goal-directed. For instance, employees who aim for a promotion work diligently to meet their targets. Tolman argued that when classical conditioning and operant conditioning occur, the organism acquires certain expectations. In classical conditioning, a child might fear a dog because they expect it to bite. In operant conditioning, a person might consistently work overtime because they expect a...
457

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Sleep Bruxism: A Narrative Review of Current Concepts, Mechanisms, and Clinical Implications.

Journal of the Royal Society of New Zealand·2026
Same author

Clinical efficacy of chemopreventive agents in oral cancer and oral potentially malignant disorders: A systematic review.

Oral oncology·2026
Same author

Evaluating Large Language Models for Diagnostic Accuracy and Health Information Quality in Oral Mucosal Diseases.

Journal of personalized medicine·2026
Same author

Post-procedural Pain in Dentistry, as related to Dental Specialties.

Dental clinics of North America·2025
Same author

Postural control is destabilized by theta-burst stimulation over the DLPFC during the performance of a concurrent working memory task.

Experimental brain research·2025
Same author

Patient-Centred Web-Based Information on Head and Neck Squamous Cell Carcinoma: Quality and Readability.

Oral diseases·2025

Related Experiment Video

Updated: Jan 23, 2026

Online Explorative Study on the Learning Uses of Virtual Reality Among Early Adopters
07:29

Online Explorative Study on the Learning Uses of Virtual Reality Among Early Adopters

Published on: November 22, 2019

8.6K

Affordance Compatibility Effect for Word Learning in Virtual Reality.

Chelsea L Gordon1, Timothy M Shea1, David C Noelle1

  • 1Cognitive and Information Sciences, University of California, Merced, CA, USA.

Cognitive Science
|June 18, 2019
PubMed
Summary

Sensorimotor interaction shapes language learning by grounding word representations in physical experiences. This study found an "affordance compatibility" effect, where using a compatible hand improved word recall, supporting embodied language theories.

Keywords:
Action observationEmbodied languageVirtual reality

More Related Videos

An Open-Source Virtual Reality System for the Measurement of Spatial Learning in Head-Restrained Mice
08:59

An Open-Source Virtual Reality System for the Measurement of Spatial Learning in Head-Restrained Mice

Published on: March 3, 2023

2.7K
The use of Biofeedback in Clinical Virtual Reality: The INTREPID Project
06:52

The use of Biofeedback in Clinical Virtual Reality: The INTREPID Project

Published on: November 12, 2009

15.6K

Related Experiment Videos

Last Updated: Jan 23, 2026

Online Explorative Study on the Learning Uses of Virtual Reality Among Early Adopters
07:29

Online Explorative Study on the Learning Uses of Virtual Reality Among Early Adopters

Published on: November 22, 2019

8.6K
An Open-Source Virtual Reality System for the Measurement of Spatial Learning in Head-Restrained Mice
08:59

An Open-Source Virtual Reality System for the Measurement of Spatial Learning in Head-Restrained Mice

Published on: March 3, 2023

2.7K
The use of Biofeedback in Clinical Virtual Reality: The INTREPID Project
06:52

The use of Biofeedback in Clinical Virtual Reality: The INTREPID Project

Published on: November 12, 2009

15.6K

Area of Science:

  • Cognitive Science
  • Neuroscience
  • Linguistics

Background:

  • Sensorimotor interaction is believed to facilitate language acquisition and ground conceptual representations.
  • Empirical evidence for the role of sensorimotor interaction in early embodied word learning is limited.
  • Investigating how sensorimotor interaction influences linguistic representations is crucial for validating embodied language theories.

Purpose of the Study:

  • To provide empirical support for embodied language theories by demonstrating how sensorimotor interaction shapes learned linguistic representations.
  • To investigate the role of physical interaction in the formation of word-object associations.

Main Methods:

  • A gamified virtual reality experiment was designed for participants to learn novel object names through physical manipulation (grasping and manipulating objects with specific hands).
  • Participants completed a word-color matching task to assess their learned word-object associations.
  • Two follow-up experiments examined the effects of observation and hand- versus spatial compatibility.

Main Results:

  • Participants exhibited faster response times in a word-color match task when the response hand was compatible with the hand used to interact with the object (affordance compatibility effect).
  • Observing virtual hands interact with objects was sufficient to induce a smaller affordance compatibility effect.
  • The compatibility effect was primarily driven by hand compatibility, not spatial location.

Conclusions:

  • The findings support theories that ground word representations in sensorimotor experiences.
  • The study highlights the significance of embodied cognition in language processing.
  • Immersive virtual reality experiments offer a promising avenue for exploring the sensorimotor underpinnings of higher cognitive functions.