Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management

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Publisher : Frontiers Media SA
ISBN 13 : 2889634132
Total Pages : 127 pages
Book Rating : 4.8/5 (896 download)

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Book Synopsis Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management by : Federica Pallavicini

Download or read book Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management written by Federica Pallavicini and published by Frontiers Media SA. This book was released on 2020-01-17 with total page 127 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Prototyping User eXperience in eXtended Reality

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Publisher : Springer Nature
ISBN 13 : 3031396839
Total Pages : 139 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Prototyping User eXperience in eXtended Reality by : Monica Bordegoni

Download or read book Prototyping User eXperience in eXtended Reality written by Monica Bordegoni and published by Springer Nature. This book was released on with total page 139 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Esports Research and Its Integration in Education

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Publisher : IGI Global
ISBN 13 : 1799870715
Total Pages : 313 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Esports Research and Its Integration in Education by : Harvey, Miles M.

Download or read book Esports Research and Its Integration in Education written by Harvey, Miles M. and published by IGI Global. This book was released on 2021-06-25 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years, there appears to be a large amount of anecdotal evidence surrounding esports and its role in education, but researchers, teachers, coaches, and organizations need peer-reviewed, research-based evidence so they can evolve the field at large. As the amount of esports teams and organizations continues to rise, so will the need for the field to provide empirical research about esports and education and the effect it has on students and those who partake in it. Esports Research and Its Integration in Education is an essential reference source for those interested in educational research related to esports topics as they are approached through multiple ages of schooling and infused throughout a variety of content areas and research methodologies. The book covers empirical studies that help practitioners to understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences. Covering topics such as college and career readiness, literacy practices, and urban education, this text is essential for stakeholders involved in the rise of esports, administrators, teachers, coaches, researchers, students, and academicians.

Universal Access in Human-Computer Interaction. Applications and Practice

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Publisher : Springer Nature
ISBN 13 : 3030491080
Total Pages : 647 pages
Book Rating : 4.0/5 (34 download)

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Book Synopsis Universal Access in Human-Computer Interaction. Applications and Practice by : Margherita Antona

Download or read book Universal Access in Human-Computer Interaction. Applications and Practice written by Margherita Antona and published by Springer Nature. This book was released on 2020-07-10 with total page 647 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set of LNCS 12188 and 12189 constitutes the refereed proceedings of the 14th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. The total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. UAHCI 2020 includes a total of 80 regular papers which are organized in topical sections named: Design for All Theory, Methods and Practice; User Interfaces and Interaction Techniques for Universal Access; Web Accessibility; Virtual and Augmented Reality for Universal Access; Robots in Universal Access; Technologies for Autism Spectrum Disorders; Technologies for Deaf Users; Universal Access to Learning and Education; Social Media, Digital Services, Inclusion and Innovation; Intelligent Assistive Environments.

Exploring Health Psychology

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Publisher : John Wiley & Sons
ISBN 13 : 1119686997
Total Pages : 546 pages
Book Rating : 4.1/5 (196 download)

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Book Synopsis Exploring Health Psychology by : Spencer A. Rathus

Download or read book Exploring Health Psychology written by Spencer A. Rathus and published by John Wiley & Sons. This book was released on 2021-03-09 with total page 546 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exploring Health Psychology provides comprehensive yet student-friendly coverage of both traditional topics in the field and important contemporary issues relating to reproductive, sexual, and psychological health. Using an informal, sometimes humorous narrative, the authors engage students of all interest levels, abilities, and learning styles by emphasizing the application of health and wellbeing psychology in their daily lives. Balancing depth and accessibly, each chapter describes the body systems relevant to a particular topic, incorporates up-to-date information and research, and contains relatable examples, real-world applications, compelling discussion and review questions, personal stories and vignettes, a running glossary, and more. Broad in scope, Exploring Health Psychology examines the interactions between biological, psychological, and sociocultural factors in psychological disorders and discusses their psychological and medical treatment. Critical psychological health issues such as anxiety and depression, the health of sexual and gender minorities, and the psychological dangers and pitfalls of the digital age are addressed to meet the needs of today’s students. An array of active learning features based on the SQ4R pedagogy—Survey, Question, Read, Recite, Reflect, and Review—enables students to take an active role in the learning process, develop effective study habits, strengthen critical and scientific thinking, and comprehend, retain, and apply the material.

Emotions and Service in the Digital Age

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Publisher : Emerald Group Publishing
ISBN 13 : 1839092610
Total Pages : 213 pages
Book Rating : 4.8/5 (39 download)

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Book Synopsis Emotions and Service in the Digital Age by : Charmine E. J. Härtel

Download or read book Emotions and Service in the Digital Age written by Charmine E. J. Härtel and published by Emerald Group Publishing. This book was released on 2020-10-19 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: Research on Emotion in Organizations comprises chapters describing multidisciplinary research into affect, emotion, and mood in organizations at all levels of analysis, including within-person variation, individual differences, interpersonal exchanges, groups, and organizations.

Traveling Music Videos

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501398016
Total Pages : 289 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Traveling Music Videos by : TomᚠJirsa

Download or read book Traveling Music Videos written by TomᚠJirsa and published by Bloomsbury Publishing USA. This book was released on 2023-10-05 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Traveling Music Videos offers a new interdisciplinary perspective on how contemporary music videos travel across, shape, and transform various media, online platforms, art institutions, and cultural industries worldwide. With the onset of digital technologies and the proliferation of global video-sharing websites at the beginning of the 21st century, music video migrated from TV screens to turn instead to the internet, galleries, concert stages, and social media. As a result, its aesthetics, technological groundings, and politics have been radically transformed. From the kinaesthetic experience of TikTok to the recent reimaginations of maps and navigation tools through music video cartographies, from the ecofeminist voices mediated by live-stream concerts to the transmedia logic of video games and VR, from the videos' role in contemporary art galleries to their political interventions -the chapters map the ways music video is continually reconfiguring itself. The volume tracks music video's audiovisual itineraries across different geographies, maps its transmedia routes, and tackles the cultural impact that it has on our current media ecosystem.

ECGBL 2021 15th European Conference on Game-Based Learning

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Publisher : Academic Conferences Limited
ISBN 13 : 1914587138
Total Pages : pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis ECGBL 2021 15th European Conference on Game-Based Learning by : Panagiotis Fotaris

Download or read book ECGBL 2021 15th European Conference on Game-Based Learning written by Panagiotis Fotaris and published by Academic Conferences Limited. This book was released on 2021-09-23 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments

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Publisher : Springer
ISBN 13 : 3319920529
Total Pages : 606 pages
Book Rating : 4.3/5 (199 download)

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Book Synopsis Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments by : Margherita Antona

Download or read book Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments written by Margherita Antona and published by Springer. This book was released on 2018-07-09 with total page 606 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 10907 and 10908 constitutes the refereed proceedings of the 12th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018.The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions. The 48 papers presented in this volume were organized in topical sections named: virtual and augmented reality for universal access; intelligent assistive environments; and access to the web, social media, education, culture and social innovation.

Virtual and Augmented Reality in Mental Health Treatment

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Publisher : IGI Global
ISBN 13 : 1522571698
Total Pages : 329 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Virtual and Augmented Reality in Mental Health Treatment by : Guazzaroni, Giuliana

Download or read book Virtual and Augmented Reality in Mental Health Treatment written by Guazzaroni, Giuliana and published by IGI Global. This book was released on 2018-11-02 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: Medical and technological organizations have recently developed therapy and assistance solutions that venture beyond what is considered conventional for individuals with various mental health conditions and behavioral disorders such as autism, Down syndrome, Alzheimer’s disease, anxiety disorders, phobias, and learning difficulties. Through the use of virtual and augmented reality, researchers are working to provide alternative therapy methods to treat these conditions, while studying the long-term effects the treatment has on patients. Virtual and Augmented Reality in Mental Health Treatment provides innovative insights into the use and durability of virtual reality as a treatment for various behavioral and emotional disorders and health problems. The content within this publication represents the work of e-learning, digital psychology, and quality of care. It is designed for psychologists, psychiatrists, professionals, medical staff, educators, and researchers, and covers topics centered on medical and therapeutic applications of artificial intelligence and simulated environment.

Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders

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Publisher : MDPI
ISBN 13 : 3039437755
Total Pages : 316 pages
Book Rating : 4.0/5 (394 download)

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Book Synopsis Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders by : Giuseppe Riva

Download or read book Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders written by Giuseppe Riva and published by MDPI. This book was released on 2021-01-06 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human–computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.

Virtual Reality in Psychological, Medical and Pedagogical Applications

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Publisher : BoD – Books on Demand
ISBN 13 : 9535107321
Total Pages : 301 pages
Book Rating : 4.5/5 (351 download)

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Book Synopsis Virtual Reality in Psychological, Medical and Pedagogical Applications by : Christiane Eichenberg

Download or read book Virtual Reality in Psychological, Medical and Pedagogical Applications written by Christiane Eichenberg and published by BoD – Books on Demand. This book was released on 2012-09-12 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book has an aim to present latest applications, trends and developments of virtual reality technologies in three humanities disciplines: in medicine, psychology and pedagogy. Studies show that people in both educational as well as in the medical therapeutic range expect more and more that modern media are included in the corresponding demand and supply structures. For the Internet and various mobile media, associated research and application projects now have fixed key words such as "E-learning" and "E-Mental Health" or "M-Learning", "M-Mental Health". This book aims to contribute to the current state of the corresponding efforts in the area of ??further promising technology - the Virtual Reality - designed to give an overview and secondly to provide a stimulus on specific projects, associated with the hope of giving to scientists and practitioners from the humanities an impulse for their own (further-) development, evaluation and implementation of various VR scenarios in the education and health sectors.

Computers and Games for Mental Health and Well-Being

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Publisher : Frontiers Media SA
ISBN 13 : 2889454967
Total Pages : 311 pages
Book Rating : 4.8/5 (894 download)

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Book Synopsis Computers and Games for Mental Health and Well-Being by : Yasser Khazaal

Download or read book Computers and Games for Mental Health and Well-Being written by Yasser Khazaal and published by Frontiers Media SA. This book was released on 2018-07-12 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications

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Publisher : Springer Science & Business Media
ISBN 13 : 3642234550
Total Pages : 582 pages
Book Rating : 4.6/5 (422 download)

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Book Synopsis Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications by : Maiga Chang

Download or read book Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications written by Maiga Chang and published by Springer Science & Business Media. This book was released on 2011-08-19 with total page 582 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.

Virtual Reality for Psychological and Neurocognitive Interventions

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Publisher : Springer Nature
ISBN 13 : 1493994824
Total Pages : 420 pages
Book Rating : 4.4/5 (939 download)

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Book Synopsis Virtual Reality for Psychological and Neurocognitive Interventions by : Albert "Skip" Rizzo

Download or read book Virtual Reality for Psychological and Neurocognitive Interventions written by Albert "Skip" Rizzo and published by Springer Nature. This book was released on 2019-08-24 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: This exciting collection tours virtual reality in both its current therapeutic forms and its potential to transform a wide range of medical and mental health-related fields. Extensive findings track the contributions of VR devices, systems, and methods to accurate assessment, evidence-based and client-centered treatment methods, and—as described in a stimulating discussion of virtual patient technologies—innovative clinical training. Immersive digital technologies are shown enhancing opportunities for patients to react to situations, therapists to process patients’ physiological responses, and scientists to have greater control over test conditions and access to results. Expert coverage details leading-edge applications of VR across a broad spectrum of psychological and neurocognitive conditions, including: Treating anxiety disorders and PTSD. Treating developmental and learning disorders, including Autism Spectrum Disorder, Assessment of and rehabilitation from stroke and traumatic brain injuries. Assessment and treatment of substance abuse. Assessment of deviant sexual interests. Treating obsessive-compulsive and related disorders. Augmenting learning skills for blind persons. Readable and relevant, Virtual Reality for Psychological and Neurocognitive Interventions is an essential idea book for neuropsychologists, rehabilitation specialists (including physical, speech, vocational, and occupational therapists), and neurologists. Researchers across the behavioral and social sciences will find it a roadmap toward new and emerging areas of study.

Advances in Virtual Agents and Affective Computing for the Understanding and Remediation of Social Cognitive Disorders

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Publisher : Frontiers Media SA
ISBN 13 : 2889197875
Total Pages : 140 pages
Book Rating : 4.8/5 (891 download)

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Book Synopsis Advances in Virtual Agents and Affective Computing for the Understanding and Remediation of Social Cognitive Disorders by : Eric Brunet-Gouet

Download or read book Advances in Virtual Agents and Affective Computing for the Understanding and Remediation of Social Cognitive Disorders written by Eric Brunet-Gouet and published by Frontiers Media SA. This book was released on 2016-03-02 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advances in modern sciences occur thanks to within-fields discoveries as well as confrontation of concepts and methods from separated, sometimes distant, domains of knowledge. For instance, the fields of psychology and psychopathology benefited from accumulated contributions from cognitive neurosciences, which, in turn, received insights from molecular chemistry, cellular biology, physics (neuroimaging), statistics and computer sciences (data processing), etc. From the results of these researches, one can argue that among the numerous cognitive phenomena supposedly involved in the emergence the human intelligence and organized behavior, some of them are specific to the social nature of our phylogenetic order. Scientific reductionism allowed to divide the social cognitive system into several components, i.e. emotion processing and regulation, mental state inference (theory of mind), agency, etc. New paradigms were progressively designed to investigate these processes within highly-controlled laboratory settings. Moreover, the related constructs were successful at better understanding psychopathological conditions such as autism and schizophrenia, with partial relationships with illness outcomes. Here, we would like to outline the parallel development of concepts in social neurosciences and in other domains such as computer science, affective computing, virtual reality development, and even hardware technologies. While several researchers in neurosciences pointed out the necessity to consider naturalistic social cognition (Zaki and Ochsner, Ann N Y Acad Sci 1167, 16-30, 2009), the second person perspective (Schilbach et al., Behav Brain Sci 36(4), 393-414, 2013) and reciprocity (de Bruin et al., Front Hum Neurosci 6, 151, 2012), both computer and software developments allowed more and more realistic real-time models of our environment and of virtual humans capable of some interaction with users. As noted at the very beginning of this editorial, a new convergence between scientific disciplines might occur from which it is tricky to predict the outcomes in terms of new concepts, methods and uses. Although this convergence is motivated by the intuition that it fits well ongoing societal changes (increasing social demands on computer technologies, augmenting funding), it comes with several difficulties for which the current Frontiers in’ topic strives to bring some positive answers, and to provide both theoretical arguments and experimental examples. The first issue is about concepts and vocabulary as the contributions described in the following are authored by neuroscientists, computer scientists, psychopathologists, etc. A special attention was given during the reviewing process to stay as close as possible to the publication standards in psychological and health sciences, and to avoid purely technical descriptions. The second problem concerns methods: more complex computerized interaction models results in unpredictable and poorly controlled experiments. In other words, the assets of naturalistic paradigms may be alleviated by the difficulty to match results between subjects, populations, conditions. Of course, this practical question is extremely important for investigating pathologies that are associated with profoundly divergent behavioral patterns. Some of the contributions of this topic provide description of strategies that allowed to solve these difficulties, at least partially. The last issue is about heterogeneity of the objectives of the researches presented here. While selection criteria focused on the use of innovative technologies to assess or improve social cognition, the fields of application of this approach were quite unexpected. In an attempt to organize the contributions, three directions of research can be identified: 1) how innovation in methods might improve understanding and assessment of social cognition disorders or pathology? 2) within the framework of cognitive behavioral psychotherapies (CBT), how should we consider the use of virtual reality or augmented reality? 3) which are the benefits of these techniques for investigating severe mental disorders (schizophrenia or autism) and performing cognitive training? The first challenging question is insightfully raised in the contribution of Timmermans and Schilbach (2014) giving orientations for investigating alterations of social interaction in psychiatric disorders by the use of dual interactive eye tracking with virtual anthropomorphic avatars. Joyal, Jacob and collaborators (2014) bring concurrent and construct validities of a newly developed set of virtual faces expressing six fundamental emotions. The relevance of virtual reality was exemplified with two contributions focusing on anxiety related phenomena. Jackson et al. (2015) describe a new environment allowing to investigate empathy for dynamic FACS-coded facial expressions including pain. Based on a systematic investigation of the impact of social stimuli modalities (visual, auditory), Ruch and collaborators are able to characterize the specificity of the interpretation of laughter in people with gelotophobia (2014). On the issue of social anxiety, Aymerich-Franch et al. (2014) presented two studies in which public speaking anxiety has been correlated with avatars’ similarity of participants’ self-representations. The second issue focuses on how advances in virtual reality may benefit to cognitive and behavioral therapies in psychiatry. These interventions share a common framework that articulates thoughts, feelings or emotions and behaviors and proposes gradual modification of each of these levels thanks to thought and schema analysis, stress reduction procedures, etc. They were observed to be somehow useful for the treatment of depression, stress disorders, phobias, and are gaining some authority in personality disorders and addictions. The main asset of new technologies is the possibility to control the characteristics of symptom-eliciting stimuli/situations, and more precisely the degree to which immersion is enforced. For example, Baus and Bouchard (2014) provide a review on the extension of virtual reality exposure-based therapy toward recently described augmented reality exposure-based therapy in individuals with phobias. Concerning substance dependence disorders, Hone-Blanchet et collaborators (2014) present another review on how virtual reality can be an asset for both therapy and craving assessment stressing out the possibilities to simulate social interactions associated with drug seeking behaviors and even peers’ pressure to consume. The last issue this Frontiers’ topic deals with encompasses the questions raised by social cognitive training or remediation in severe and chronic mental disorders (autistic disorders, schizophrenia). Here, therapies are based on drill and practice or strategy shaping procedures, and, most of the time, share an errorless learning of repeated cognitive challenges. Computerized methods were early proposed for that they do, effortlessly and with limited costs, repetitive stimulations. While, repetition was incompatible with realism in the social cognitive domain, recent advances provide both immersion and full control over stimuli. Georgescu and al. (2014) exhaustively reviews the use of virtual characters to assess and train non-verbal communication in high-functioning autism (HFA). Grynszpan and Nadel (2015) present an original eye-tracking method to reveal the link between gaze patterns and pragmatic abilities again in HFA. About schizophrenia, Oker and collaborators (2015) discuss and report some insights on how an affective and reactive virtual agents might be useful to assess and remediate several defects of social cognitive disorders. About assessment within virtual avatars on schizophrenia, Park et al., (2014) focused on effect of perceived intimacy on social decision making with schizophrenia patients. Regarding schizophrenia remediation, Peyroux and Franck (2014) presented a new method named RC2S which is a cognitive remediation program to improve social cognition in schizophrenia and related disorders. To conclude briefly, while it is largely acknowledged that social interaction can be studied as a topic of its own, all the contributions demonstrate the added value of expressive virtual agents and affective computing techniques for the experimentation. It also appears that the use of virtual reality is at the very beginning of a new scientific endeavor in cognitive sciences and medicine.

Advanced Computational Intelligence Paradigms in Healthcare 6

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Author :
Publisher : Springer
ISBN 13 : 3642178243
Total Pages : 291 pages
Book Rating : 4.6/5 (421 download)

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Book Synopsis Advanced Computational Intelligence Paradigms in Healthcare 6 by : Sheryl Brahnam

Download or read book Advanced Computational Intelligence Paradigms in Healthcare 6 written by Sheryl Brahnam and published by Springer. This book was released on 2011-03-11 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents the latest research in Virtual Reality (VR), as it is being applied in psychotherapy, rehabilitation, and the analysis of behaviour for neurological assessment. This book will be of value to anyone already in the field and to those who are interested in the development of VR systems for therapeutic purposes. The contents include: · The latest literature reviews on VR in psychotherapy, psychological wellbeing, and rehabilitation · VR and cognitive behavior therapy · Increasing presence in VR for effective exposure therapy and treatment of anxiety disorders · VR military training for managing combat stress and preventing post traumatic stress · VR, mixed reality systems, and games for stroke rehabilitation · VR systems for improving vision in children with amblyopia · Therapeutic play in virtual environments · Healing potential of online virtual worlds such as Second Life · Neuropsychological assessment using virtual environments · Detailed accounts on how VR systems are designed, implemented, and best evaluated · Discussions of limitations, problems, and ethical concerns using VR in mental and physical therapy