10 research outputs found

    Immersive technology and medical visualisation: a user's guide

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    The immersive technologies of Virtual and Augmented Reality offer a new medium for visualisation. Where previous technologies allowed us only two-dimensional representations, constrained by a surface or a screen, these new immersive technologies will soon allow us to experience three dimensional environments that can occupy our entire field of view. This is a technological breakthrough for any field that requires visualisation, and in this chapter I explore the implications for medical visualisation in the near-to-medium future. First, I introduce Virtual Reality and Augmented Reality respectively, and identify the essential characteristics, and current state-of-the-art, for each. I will then survey some prominent applications already in-use within the medical field, and suggest potential use cases that remain under-explored. Finally, I will offer practical advice for those seeking to exploit these new tools

    Cyber-therapy ::the use of artificial intelligence in psychological practice

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    Cyber Therapy is a research project based on the relationship between Computer Science and Psychology. We are working on post-traumatic stress disorder (PTSD) due to severe traffic accidents using a virtual reality driving simulator and ECG, EDA and breathing sensors. With the help of virtual reality (VR) our goal is to build one software that can process the user’s biofeedback signals - heart rate, body temperature, state of tension, etc. - in real time, to make the phobic stimulus autonomous. To this purpose, we developed a platform capable of adapting the phobic stimulus based on the user’s biofeedback signals. We believe that this human-computer integrated system could be useful to patients as it would allow them to face fear autonomously, and to the psychotherapist, as it would allow a real time - physiologically based - knowledge of fear symptoms severity able to promote a timely and more appropriate program of intervention

    Virtual reality and augmeneted reality for managing symptoms

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    As technology advances, Virtual Reality (VR) and Augmented Reality (AR) have been applied more and more widely. VR and AR are applied in the various healthcare facets including medical education and training, surgical simulation, neurological rehabilitation, psychotherapy, and telemedicine. Many research studies have provided the evidence that VR and AR can be effective interventions on the management of many disease and treatment-induced symptoms. VR and AR can offer to users a safe environment within which to experience different interventions. These interventions include the rehabilitation of discharged patients at the home setting, the support of hospitalized patients during different procedures, and also the management of treatment-induced adverse events of patients with cancer to name a few. These technologies are promising tools for the monitoring of treatments that influence the psychological and physiological functions of the patients. The aim of this chapter is to describe VR and AR and their efficacy on symptoms management which many patients experience

    Virtual Reality for Anxiety Disorders: Rethinking a Field in Expansion

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    The principal aim to this chapter is to present the latest ideas in virtual reality (VR), some of which have already been applied to the field of anxiety disorders, and others are still pending to be materialized. More than 20 years ago, VR emerged as an exposure tool in order to provide patients and therapists with more appealing ways of delivering a technique that was undoubtedly effective but also rejected and thus underused. Throughout these years, many improvements were achieved. The first section of the chapter describes those improvements, both considering the research progresses and the applications in the real world. In a second part, our main interest is to expand the discussion of the new applications of VR beyond its already known role as an exposure tool. In particular, VR is enabling the materialization of numerous ideas that were previously confined to a merely philosophical discussion in the field of cognitive sciences. That is, VR has the enormous potential of providing feasible ways to explore nonclassical ways of cognition, such as embodied and situated information processing. Despite the fact that many of these developments are not fully developed, and not specifically designed for anxiety disorders, we want to introduce these new ideas in a context in which VR is experiencing an enormous transformation
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