Search results for "virtual reality."

showing 10 items of 364 documents

Integrating Virtual Realities and Psychotherapy: SWOT Analysis on VR and MR Based Treatments of Anxiety and Stress-related Disorders

2021

© 2021 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.The use of virtual reality (VR) and mixed reality (MR) technology in clinical psychology is growing. Efficacious VR-based treatments for a variety of disorders have been developed. However, the field of technology-assisted psychotherapy is constantly changing with the advancement in technology. Factors such as interdisciplinary collaboration, consumer familiarity and adoption of VR products, and progress in clinical science all need to be taken into consideration when integrating virtual technologies into psychotherapies. We aim to present an overview of current expert opinions on the use of virtual…

PsychotherapistPsychological interventionVirtual realityAnxietyPsychotherapistsSDG 17 - Partnerships for the GoalsmedicineHumansanxiety disorderSWOT analysisvirtual reality exposuremixed realityAugmented Reality/dk/atira/pure/sustainabledevelopmentgoals/partnershipsVirtual Realitymedicine.diseaseAnxiety DisordersMixed realityVariety (cybernetics)PsychotherapyClinical PsychologyHealth Care SurveysAnxietyvirtual realityAugmented realitymedicine.symptomPsychologyAnxiety disorderStress Psychological
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An adaptive display to treat stress-related disorders: EMMA's World

2009

ABSTRACT Most of the virtual environments currently available in the field of psychological treatments were designed to solve a specific problem. Our research group has developed a versatile virtual reality system (an adaptive display) called ‘EMMA's world’, which can address a wide range of problems. It was designed to assist in clinical situations where a person has suffered a stressful experience, for example post-traumatic stress disorder, adjustment disorder, and pathological grief. To accomplish therapeutic goals, a series of emotional virtual elements are used and personalised so that they are meaningful to the user and contain the fundamental emotional elements that the person must …

Psychotherapistmedia_common.quotation_subjectAdjustment disordersStress-related disordersVirtual realitymedicine.diseaseanxietyField (computer science)stress-related disorderspsychological treatmentsHuman–computer interactionmedicineAnxietyvirtual realityGriefStatistical analysismedicine.symptomPsychologyadaptive displayApplied Psychologymedia_common
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EMMA: An Adaptive Display for Virtual Therapy

2007

Environments used up to now for therapeutic applications are invariable ones. Their contents can not be changed neither by the therapist nor by the patient. However, this is a technical issue that can be solved with current technology. In this paper, we describe a virtual environment that has been developed taking into account this factor. The main technical feature of the environment is that its aspect can be modified controlled by the therapist that conducts the clinical sessions depending on the emotions that the patient is feeling at each moment, and depending on the purpose of the clinical session. The environment has been applied for the treatment of post traumatic stress disorder, pa…

Psychotherapistmedia_common.quotation_subjectfungiAdjustment disordersTraumatic stressAdult populationVirtual realitymedicine.diseasecomputer.software_genreSession (web analytics)FeelingFeature (computer vision)Virtual machinemedicinePsychologycomputermedia_common
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Virtual and Augmented Reality Applied to the Perception of the Sound and Visual Garden

2022

The COVID-19 situation has encouraged the creation of ICT-based learning environments. Difficulties in performing activities in a garden setting can be overcome by using Virtual Reality (VR) and Augmented Reality (AR). The aim of this research is to evaluate the usefulness of VR and AR as an educational resource through contextualised sensory experiences in the garden. Eighty-seven trainee teachers took part, and a mixed methodology was used, for the analysis of the sound and visual elements of the garden and for reflection on the usefulness of VR and AR. An interpretive and inferential analysis of the AR-based compositions was carried out and of the drawings of the garden created by the pa…

Public Administrationsound and visual garden; virtual learning environment; augmented reality; virtual reality; teacher trainingAprenentatgeDevelopmental and Educational PsychologyComputer Science (miscellaneous)Physical Therapy Sports Therapy and RehabilitationMotivació en l'educacióCiència EnsenyamentEducationComputer Science ApplicationsEducation Sciences; Volume 12; Issue 6; Pages: 377
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L'esperienza immersiva e le sue ragioni

2021

"L'idea di immersività" che emerge dai volumi: Nel centro del quadro di Bruno Di Marino e "Immagine, arte, virtualità" di Roberto Diodato "The idea of ​​immersiveness" that emerges from the volumes: In the center of the painting by Bruno Di Marino and "Image, art, virtuality" by Roberto Diodato

Realtà virtuale immersività postcinemaSettore L-ART/06 - Cinema Fotografia E TelevisioneVirtual reality immersion post-cinema
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Abstract concept and imagination teaching through Virtual Reality in people with Autism Spectrum Disorders

2006

RehabilitationmedicineAutismHealth InformaticsVirtual realityPsychologymedicine.diseaseSpectrum (topology)Abstract conceptCognitive psychologyTechnology and Disability
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Changing Induced Moods Via Virtual Reality

2006

Mood Induction Procedures (MIPs) are designed to induce emotional changes in experimental subjects in a controlled way, manipulating variables inside the laboratory. The induced mood should be an experimental analogue of the mood that would occur in a certain natural situation. Our team has developed an MIP using VR (VR-MIP) in order to induce different moods (sadness, happiness, anxiety and relaxation). The virtual environment is a park, which changes according to the mood to be induced. This work will present data about the efficacy of this procedure not only to induce a mood, but also to change after the mood is induced.

Relaxation (psychology)Computer scienceEmotional Changesmedia_common.quotation_subjectVirtual realitybehavioral disciplines and activitiesSadnessMoodMood inductionmental disordersHappinessMood statemedicineAnxietysense organsmedicine.symptommedia_commonCognitive psychology
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User-Centered Virtual Reality for Promoting Relaxation: An Innovative Approach

2019

[EN] Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on genetic environments filled with relaxing "narratives" to induce control over one's own body and physiological response, while the second one engages the user in virtual reality-mediated activities to empower his/her own abilities to regulate emotion. The scope of the present contribution is to extend the discourse on VR use to promote relaxation, by proposing a third approach. This would be based on VR with personalized content, based on user research to identify important life events. As a…

Relaxationemotion regulationEXPRESION GRAFICA EN LA INGENIERIAlcsh:BF1-990Control (management)Virtual realityPersonalized virtual realitypersonalized virtual realityVirtual reality050105 experimental psychologyPersonalization03 medical and health sciencesUser-centered virtual reality0302 clinical medicinerelaxationHuman–computer interactionSettore M-PSI/01 - PSICOLOGIA GENERALEPsychology0501 psychology and cognitive sciencesNarrativeGeneral PsychologyScope (project management)Emotion regulation05 social sciencesLife eventsUser Researchlcsh:PsychologyPerspectivevirtual realityRelaxation (approximation)Psychology030217 neurology & neurosurgeryuser-centered virtual realityFrontiers in Psychology
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2016

The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In section 1.1, we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in section 1.2, we go on to discuss recent evidence indicating that immersion in VR can have psy…

Research ethicsKnowledge managementbusiness.industryComputer science05 social sciencesVirtual realityOnline research methodsApplied ethics050105 experimental psychologyComputer Science Applications03 medical and health sciencesImmersive technology0302 clinical medicineArtificial IntelligenceVirtuality (gaming)0501 psychology and cognitive sciencesEngineering ethicsPsychological manipulationbusiness030217 neurology & neurosurgeryEthical codeFrontiers in Robotics and AI
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Journalism in virtual reality : opportunities and future research challenges

2016

This paper presents a state-of-the-art overview on journalism and its opportunities and challenges in virtual reality. First we take a look at what kind of real-life journalistic experiments there have been made in this field so far, then we analyze the research literature on journalistic VR. The paper proceeds to discuss the emergence of virtual reality and immersive journalism explored in the latest reports in the fields of HCI and VR design. In order to analyse VR-journalism further, early draft of analysis model is being developed based on sample of three VR-productions and four VR-applications. The paper concludes to discuss the results of the analysis and outlines more advanced and in…

Research literatureEngineeringimmersive journalism050801 communication & media studiesinnovation journalism02 engineering and technologyjournalismVirtual realitycomputer.software_genreField (computer science)0508 media and communications0202 electrical engineering electronic engineering information engineeringta518lisätty todellisuusmixed realityHCIMultimediabusiness.industry05 social sciencesyhdistetty todellisuus020207 software engineeringMixed realityaugmented realityvirtuaalitodellisuusjournalismivirtual realityAugmented realityJournalismbusinesscomputer
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