Derealization: Difference between revisions
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===Proposed mechanisms=== | ===Proposed mechanisms=== | ||
* '''[[Sensory conflict]]''' between visual and vestibular/proprioceptive inputs.<ref>Keshavarz, B. et al. (2014). Vection and motion sickness: higher susceptibility in women. ''Perception'', 43 (ECVP Suppl.), 107.</ref> | * '''[[Sensory conflict]]''' between visual and vestibular/proprioceptive inputs.<ref>Keshavarz, B. et al. (2014). Vection and motion sickness: higher susceptibility in women. ''Perception'', 43 (ECVP Suppl.), 107.</ref> | ||
* High '''immersion / presence shift''', producing a temporary imbalance favouring virtual over physical cues.<ref>Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing our lives with immersive VR. ''Frontiers in Robotics & AI'', 3, 74.</ref> | * High '''[[immersion]] / [[presence shift]]''', producing a temporary imbalance favouring virtual over physical cues.<ref>Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing our lives with immersive VR. ''Frontiers in Robotics & AI'', 3, 74.</ref> | ||
* '''Boundary blurring''' when hyper-realistic graphics or prolonged sessions weaken reality markers.<ref name="Madary2016">Madary, M., & Metzinger, T. (2016). Real virtuality: a code of ethical conduct. ''Frontiers in Robotics & AI'', 3, 3.</ref> | * '''Boundary blurring''' when hyper-realistic graphics or prolonged sessions weaken reality markers.<ref name="Madary2016">Madary, M., & Metzinger, T. (2016). Real virtuality: a code of ethical conduct. ''Frontiers in Robotics & AI'', 3, 3.</ref> | ||