Search results for "virtual reality"
showing 10 items of 376 documents
Virtual Reality environments to reduce dental anxiety
2018
Dental procedural pain and anxiety are issues that affect a conspicuous part of the population, leading to a decrease of dental care frequency. The problem affects the patient as well as the dentist, who often has to face a certain resistance by the patients while doing the necessary procedures. The aim of the study is to demonstrate that is possible to reduce this anxiety through the use of Virtual Reality (VR). A group of 7 patients was immersed in a VR scenario during dental treatment in order to distract them from the feared procedure. The results are encouraging and show how VR is capable of insulating the subject from the surrounding annoying stimuli
Schizofrenia e realtà virtuale: una rassegna delle applicazioni cliniche
2010
Aim: The use of virtual reality (VR) in psychotherapy and rehabilitation of psychiatric disorders has become more widespread. The key characteristics of virtual environments for most clinical applications are the enriched experience provided to the patient and the possibility of a high control of the interaction with the tool. This work presents an overview of the scientific papers dealing with current applications of Virtual Reality (VR) in patients with schizophrenia. Method: A search for articles was conducted using PubMed and PsycINFO with a combination of key words including schizophrenia, virtual reality, cybertherapy and rehabilitation. A total of 30 papers were found that discuss li…
Chronic pain treatment through virtual reality
2017
Chronic pain is a notable issue of public healthcare, causing enormous direct and indirect costs, and a reduction of the quality of life in the affected patients. In this study, we have used Virtual Reality (VR) as a method to reduce stress, anxiety and pain in patients affected by chronic pain. We examined two cohorts of patients: an experimental group and a control group. The patients in the experimental group were administered eight VR sessions, each of those lasted thirty minutes, while the control group had a standard therapy. The results are encouraging: they demonstrate the efficacy of VR treatment and the safety of the method.
Assessment of Executive Functions in Patients with Obsessive Compulsive Disorder by NeuroVR
2012
Executive functions are often impaired in obsessive compulsive disorder (OCD). We used a Virtual Reality (VR) version of the Multiple Errand Test (MET) inside a virtual supermarket, in order to evaluate the executive functions in daily life in 10 OCD patients and 10 controls. It is performed in a shopping setting where there are items to be bought and information to be obtained. The specific goal of this study was to implement a tool for the assessment of executive functions.
Assessment of Executive Functions in Patients with Obsessive Compulsive Disorder by NeuroVR
2012
Executive functions are often impaired in obsessive compulsive disorder (OCD). We used a Virtual Reality (VR) version of the Multiple Errand Test (MET) inside a virtual supermarket, in order to evaluate the executive functions in daily life in 10 OCD patients and 10 controls. It is performed in a shopping setting where there are items to be bought and information to be obtained. The specific goal of this study was to implement a tool for the assessment of executive functions
Training Language Mediators and Interpreters through Embodied Cognition, Immersive Learning and Virtual Reality: Didactic, Organizational and Cost Be…
2022
The use of Virtual Reality (VR) for training purposes has expanded exponentially in the last decade. This paper specifically examines the use of VR in the training of language mediators and interpreters. By way of exemplification, the paper describes a training project at the University of Palermo, the “Coopera” project. The physically-cognitively immersive ‘learning by doing’ factor that characterizes a VR educational experience is particularly well-suited to skill- based activities. The paper explains how the immersive nature of VR and the notion of ‘embodied cognition’ is particularly suited to mediator/interpreter training by plausibly reproducing daily life situations and providing a ‘…
Implementing Immersive Clustering with VR Juggler
2005
Continuous, rapid improvements in commodity hardware have allowed users of immersive visualization to employ high-quality graphics hardware, high-speed processors, and significant amounts of memory for much lower costs than would be possible with high-end, shared memory computers traditionally used for such purposes. Mimicking the features of a single shared memory computer requires that the commodity computers act in concert—namely, as a tightly synchronized cluster. In this paper, we describe the clustering infrastructure of VR Juggler that enables the use of distributed and clustered computers for the display of immersive virtual environments. We discuss each of the potential ways to syn…
Virtual Reality as a Medium to Elicit Empathy: A Meta-Analysis.
2020
The current meta-analysis aims to investigate and clarify existing research on virtual reality (VR) as a medium to elicit empathy. An exhaustive literature search (updated to February 29, 2020) enabled us to locate seven published articles, yielding a total of nine independent samples. The results reveal statistically significant positive changes in perspective-taking outcomes after VR exposure (
Toward hyper-realistic and interactive social VR experiences in live TV scenarios
2022
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. Social Virtual Reality (VR) allows multiple distributed users getting together in shared virtual environments to socially interact and/or collaborate. This article explores the applicability and potential of Social VR in the broadcast sector, focusing on a live TV show use case. For such a purpose, a novel and ligh…
Virtual Reality Based Simulators for Neurosurgeons - What We Have and What We Hope to Have in the Nearest Future
2018
High levels of manual skills, good visual-motor coordination, excel‐lent imagination and spatial awareness are the main factors determining the success of neurosurgeons. Proficiency in neurosurgical skills used to be acquired through hands-on training in cadaver labs and in real operating theatres under master neurosurgeon supervision. Most recently, virtual reality (VR) and augmented reality (AR) computer simulations have also been considered as tools for education in the neurosurgical training. The authors review existing solutions and present their own concept of a simulator which could become the useful tool for planning, simulation and training of a specific neurosurgical procedure usi…