We create an opportunity for assessment and intervention, to help clients and communities cope effectively with their reality and change that reality when necessary.
What made them so comically sinister is that they were always luxurious: in real life, villains' bunkers are claustrophobic places made worse by an atmosphere of paranoia.
Because the researchers could not bring in a real woman to act as a temptation, they created a virtual-reality game in which two out of four rooms included subliminal images of an attractive woman.
Virtual realistic technique and to person research result of the space cognition of organic combined to push forward the research and the development of the virtual actuality.
The former is deserted and denied in reality by his family and becomes a mechanical record of the present event or of his own experience with the first person internal point of view;