Virtual Reality in Psychology
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Immersive Realities for Learning and Performance “VR, AR, Mixed Reality & More in 2018"
Immersive Realities for Learning and Performance “VR, AR, Mixed Reality & More in 2018" An Updated Report from The MASIE Center Author: Bobby Carlton | Foreword: Elliott Masie May 23, 2018 Learning CONSORTIUM masie.com NOVEMBER 4 – 7, 2018 | ORLANDO, FL Lea “VR, AR, Mixed Reality & More in 2018" & More Reality AR, Mixed “VR, Immersive Realities Immersive masie.com for Learning and Performance Learning for r Author: Bobby Carlton | Foreword: Elliott Masie ning Foreword: An Updated Report from The MASIE Center CONSO “Boldly Go... Where the Learner Has Not Gone Before” R TIUM My good friend, actor George Takei, shared with me the excitement that the cast and crew felt when shooting Star Trek back in 1966. They were all excited by the possibility of a virtual and immersive reality. They imagined that they could scan a planet, a person, or an NOVEMBER 4 – 7, 2018 | ORLANDO, FL 2018 | ORLANDO, 4 – 7, NOVEMBER object and simulate, play with, or even destroy it (virtually) while May 23, 2018 being deeply immersed in the experience. And, they knew that someday this fiction would become reality. Ever since, I have been tracking, using, experimenting with, and researching the ever-changing and emerging worlds of virtual reality, augmented reality, mixed reality, and other immersive reality technologies and software. They keep getting better, though they still aren’t totally "there" yet. The challenge is to bridge the gap between their promise and actual use in workplaces to drive learning and performance. The good news is that in the past three years we have made major jumps forward. -
What Do We Know About the Use of Virtual Reality in the Rehabilitation Field? a Brief Overview
electronics Review What Do We Know about The Use of Virtual Reality in the Rehabilitation Field? A Brief Overview Antonino Naro 1 and Rocco Salvatore Calabrò 2,* 1 Department of Clinical and Experimental Medicine, University of Messina, 98122 Messina, Italy; [email protected] 2 IRCCS Centro Neurolesi Bonino Pulejo, 98124 Messina, Italy * Correspondence: [email protected]; Tel.: +39-090-60128954 Abstract: Over the past two decades, virtual reality technology (VRT)-based rehabilitation has been increasingly examined and applied to assist patient recovery in the physical and cognitive domains. The advantages of the use of VRT in the neurorehabilitation field consist of the possibility of training an impaired function as a way to stimulate neuron reorganization (to maximize motor learning and neuroplasticity) and restoring and regaining functions and abilities by interacting with a safe and nonthreatening yet realistic virtual reality environment (VRE). Furthermore, VREs can be tailored to patient needs and provide personalized feedback on performance. VREs may also support cognitive training and increases patient motivation and enjoyment. Despite these potential advantages, there are inconclusive data about the usefulness of VRT in neurorehabilitation settings, and some issues on feasibility and safety remain to be ascertained for some neurological populations. The present brief overview aims to summarize the available literature on VRT applications in neurorehabilitation settings, along with discussing the pros and cons of VR and introducing the practical issues for research. The available studies on VRT for rehabilitation purposes over the past two decades have been mostly preliminary and feature small sample sizes. Furthermore, the studies dealing with Citation: Naro, A.; Calabrò, R.S. -
Hyperreality and Virtual Worlds: When the Virtual Is Real
sphera.ucam.edu ISSNe: 2695-5725 ● Número 19 ● Vol.II ● Año 2019 ● pp. 36-58 Hyperreality and virtual worlds: when the virtual is real Paulo M. Barroso, Polytechnic Institute of Viseu (Portugal) [email protected] Received: 12/11/19 ● Accepted: 10/12/19 ● Published: 19/12/19 How to reference this paper: Barroso, Paulo M. (2019). Hyperreality and virtual worlds: when the virtual is real, Sphera Publica, 2(19), 36‐58. Abstract This article questions what is hyperreality and underlines the role of the signs/images fostering the perception of a virtual world. It argues the potentiality of signs as artefacts. Starting from Agamben’s perspective regarding contemporary, the hyperreality is understood as a modern, visual and mass manifestation of the need for simulacra in a non-referential virtual world. How hyperreality, spectacle, simulation, and appearance emerge out of reality? What is authentic or real are issues raised using images and technological devices. The images are popular and amplify the effects of distraction and social alienation. The image is immediately absorbed, spectacular, attractive, a peculiar ready-to-think that eliminates or dilutes the concepts and produces a fast culture. Through a reflexive strategy, this article is conceptual (it has no case study or empirical work) and has the purpose of problematize the experience of hyperreality, which is reshaping and restructuring patterns of social life and social interdependence, and the ways we see, think, feel, act or just mean and interpret the reality. Keywords Hyperreality, image, real, virtual worlds, technology Barroso Hiperrealidad y mundos virtuales Hiperrealidad y mundos virtuales: cuando lo virtual es real Paulo M. -
"Physics Considerations for a Simulated Reality"
Physics considerations for a simulated reality Max Hodak 1 Why build a simulated reality? ined, but that of defining a suitable physics system. We conjecture that there is a relationship between Video games have a powerful natural appeal. Our the depth of a virtual world and the sophistication of physical world imposes harsh constraints: atoms are its underlying physics. difficult to work with compared to bits, and the Any non-trivial universe must contain informa- scarcity of both materials and the capacity to trans- tion, and we can phrase the central problem in world form them leads to a tough environment. By con- design as one of writing down the information that trast, video games can be anything we want them defines a universe; informally, we can state that a to be: players can fly, use magic, or even have their universe without information has zero depth. We can own planet, all the while exercising mental faculties start from a premise that information in any universe in just as satisfying a way as they would in our base is found in two forms: matter and its interactions. reality. As computer processing power continues to improve and the space of games we can build expands, a natural opportunity arises to build simulated real- 2 Naturalness ities that are as engaging and emotionally immersive as our base reality, but with fewer constraints and a Before we think about physics as it is usually under- greater capacity for easier creative expression. stood, let's briefly look at video game \physics" as Video game design is challenging on multiple lev- it exists today. -
Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah
Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah To cite this version: Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah. Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers. IEEE Communications Magazine, Institute of Electrical and Electronics Engineers, 2017, 55 (6), pp.110 - 117. 10.1109/MCOM.2017.1601089. hal-01781856 HAL Id: hal-01781856 https://hal-centralesupelec.archives-ouvertes.fr/hal-01781856 Submitted on 18 Jun 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Towards Interconnected Virtual Reality: Opportunities, Challenges and Enablers Ejder Ba¸stug˘;⊗, Mehdi Bennisy, Muriel Médard, and Mérouane Debbah⊗;◦ Research Laboratory of Electronics, Massachusetts Institute of Technology, 77 Massachusetts Avenue, Cambridge, MA 02139, USA ⊗Large Networks and Systems Group (LANEAS), CentraleSupélec, Université Paris-Saclay, 3 rue Joliot-Curie, 91192 Gif-sur-Yvette, France yCentre for Wireless Communications, University of Oulu, Finland ◦Mathematical and Algorithmic Sciences Lab, Huawei France R&D, Paris, France {ejder, medard}@mit.edu, [email protected].fi, [email protected] Abstract Just recently, the concept of augmented and virtual reality (AR/VR) over wireless has taken the entire 5G ecosystem by storm spurring an unprecedented interest from both academia, industry and others. -
Virtual and Augmented Reality in Marketing
Virtual and Augmented Reality in Marketing Laura Håkansson Thesis Tietojenkäsittelyn Koulutusohjelma 2018 Authors Group Laura Håkansson HETI15KIM The title of your thesis Number of Virtual and Augmented Reality in Marketing pages and appendices 56 Supervisors Heikki Hietala This thesis serves as an introduction to Virtual and Augmented Reality and explains how these two different technologies can be used in marketing. I work in marketing and have been following the evolvement of both VR and AR for a few years now. I was personally very curious to learn about how these have been implemented in marketing in the past, and what they will look like in the future, and if there are any reoccurring themes, for both VR and AR, that work best with a specific product or service. I spent a year reading the latest news and articles about various VR/AR marketing campaigns, and about the updates on these technologies that kept coming almost monthly. I also participated in different VR/AR-themed events in Helsinki to try out headsets and new AR apps, and to listen to the experts view on the potential of VR and AR. I wanted to create clear guidelines on which technology to use and how, depending on the product or service being marketed, but realized during my research that this was not possible. VR and AR are still in development, but evolving at a very fast pace, and right now it’s important to just bravely test them out without worrying about failing. I give plenty of examples in this thesis that will hopefully encourage marketers to start experimenting now, because we will see some really advanced VR and AR/MR in a few years, and those with the most experience will have great advantage in the marketing field. -
The More Friends, the Less Political Talk? Predictors of Facebook Discussions Among College Students
CYBERPSYCHOLOGY,BEHAVIOR, AND SOCIAL NETWORKING Volume 17, Number 5, 2014 ORIGINAL ARTICLES ª Mary Ann Liebert, Inc. DOI: 10.1089/cyber.2013.0477 The More Friends, the Less Political Talk? Predictors of Facebook Discussions Among College Students S. Mo Jang, BA,1 Hoon Lee, PhD,2 and Yong Jin Park, PhD3 Abstract Although previous research has indicated that Facebook users, especially young adults, can cultivate their civic values by talking about public matters with their Facebook friends, little research has examined the predictors of political discussion on Facebook. Using survey data from 442 college students in the United States, this study finds that individual characteristics and network size influence college students’ expressive behavior on Fa- cebook related to two controversial topics: gay rights issues and politics. In line with previous studies about offline political discussion, the results show that conflict avoidance and ambivalence about target issues are negatively associated with Facebook discussions. Perhaps the most interesting finding is that users who have a large number of Facebook friends are less likely to talk about politics and gay rights issues on Facebook despite having access to increasing human and information resources. Theoretical implications of these findings and future directions are addressed. Introduction Literature Review Facebook friends, group size, and political expression alking about public issues with friends and family Thas been identified as a key factor that simulates political People’s perception -
Virtual Reality Exposure Therapy for Adults with Post-Traumatic Stress Disorder: a Review of the Clinical Effectiveness
TITLE: Virtual Reality Exposure Therapy for Adults with Post-Traumatic Stress Disorder: A Review of the Clinical Effectiveness DATE: 28 August 2014 CONTEXT AND POLICY ISSUES Post-traumatic stress disorder (PTSD) is a chronic psychiatric condition that develops following an exceptionally traumatic event.1 Core symptoms of PTSD include re-experiencing the trauma (for example, through flashbacks and nightmares), avoidance of reminders of trauma, and hyperarousal (for example, feeling irritable or angry, startling easily, or experiencing difficulty sleeping or concentrating).1 Lifetime prevalence rates of PTSD have been estimated as 9.2% in Canada2 and ranging from 6.8% to 12.3% in the United States.3 Certain groups of people, such as those exposed to military combat, are at a higher risk of developing PTSD;3 lifetime prevalence of PTSD in Vietnam war veterans has been reported at 18.7%,4 and up to 18% of Operation Iraqi Freedom veterans have experienced PTSD.5 Treatments for PTSD include pharmacotherapy and psychological therapy.6 Selective serotonin reuptake inhibitors are the most common choice for PTSD pharmacotherapy.7 Of the psychological therapies, cognitive behavioural therapy (CBT) is considered to be a first-line therapy for PTSD based on strong evidence of effectiveness from clinical trials.6,8 CBT may involve multiple therapy approaches, including elements of cognitive therapy, development of coping skills, and exposure therapy.6 Exposure therapy in particular refers to a method by which patients repeatedly confront memories or -
A Third-Person Perspective on Phubbing: Observing Smartphone- Induced Social Exclusion Generates Negative Affect, Stress, and Derogatory Attitudes
Nuñez, T. R., Radtke, T., & Eimler, S. C. (2020). A third-person perspective on phubbing: Observing smartphone- induced social exclusion generates negative affect, stress, and derogatory attitudes. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 14(3), Article 3. https://doi.org/10.5817/CP2020-3-3 A Third-Person Perspective on Phubbing: Observing Smartphone- Induced Social Exclusion Generates Negative Affect, Stress, and Derogatory Attitudes Tania Roxana Nuñez1,2, Theda Radtke2, Sabrina Cornelia Eimler3 1Institute of Psychology, University of Wuppertal, Wuppertal, Germany 2School of Psychology and Psychotherapy, Witten/Herdecke University, Witten, Germany 3Institute of Positive Computing, University of Applied Sciences Ruhr West, Bottrop, Germany Abstract Phubbing (phone-snubbing) has become a pervasive public communication phenomenon which adversely affects its targets and sources. Yet, research on phubbing is not built on a consistent theoretical basis and examinations on its effects on the public are still missing. This study aimed at addressing these research gaps by conceptualizing the behavior as an act of smartphone-induced social exclusion and investigating whether phubbing impacts its observers. In a between-subject experiment, N = 160 participants observed photos of dyadic interpersonal interactions in different everyday contexts which depicted one-sided, reciprocal, or no phubbing. Results revealed that observers of phubbing experienced negative affect and stress. Observers also derogated individuals who used -
Experimental Research in Urban Spatial Cognition by Using Virtual Reality Technology
Athens Journal of Technology Engineering March 2014 Experimental Research in Urban Spatial Cognition by Using Virtual Reality Technology By Sinan Yuan Shuang Song† Yukun Zhang ‡ This paper presents a VR experiment investigating how people construct the cognitive map in mind, generate spatial memory and respond when exploring the urban environment. 76 participants were recruited to explore the virtual town of Xidi. By analyzing the traces of the participants and the data of subjective feedbacks, the research examines how the space affects people generating spatial memory and producing the corresponding behavior pattern during the exploration. Furthermore, the interaction mechanism between the urban evolution and human behavior is investigated by comparing the participants’ behavior trajectory and the real town spatial structure. Results from this research shed light on the future use of VR technology as an efficient tool in cognitive urban research.1 Introduction The development of three-dimensional (3-D) computer graphics and related technology in recent years has led to a blurring of the distinction between reality and virtual environment. This suggests the validity of virtual reality (VR) technology as a tool for urban research. VR technology, directly associated with the human sensory organs, provides urban researchers new opportunities to investigate spatial cognition, memory and behavior in urban environment. It is advanced compared with animation cognition in the sense of providing the interactivity between people and environment. It involves the subjective judgment in spatial experience and simulates the entire process of cognition in real world. By using VR technology, it is possible to examine enormous objects such as urban space experimentally and study complicated phenomena analytically. -
Number 1, 2010 Virtual Reality Treatment of Posttraumatic Stress
CYBERPSYCHOLOGY,BEHAVIOR, AND SOCIAL NETWORKING Volume 13, Number 1, 2010 ª Mary Ann Liebert, Inc. DOI: 10.1089=cyber.2009.0394 Virtual Reality Treatment of Posttraumatic Stress Disorder Due to Motor Vehicle Accident Brenda K Wiederhold, Ph.D., MBA, BCIA1 and Mark D Wiederhold, M.D., Ph.D., FACP2 Abstract Posttraumatic stress disorder (PTSD) is a complex, multifaceted disorder encompassing behavioral, emotional, cognitive, and physiological factors. Although PTSD was only codified in 1980, there has been an increasing interest in this area of research. Unfortunately, relatively little attention has been given to the psychological treatment of motor vehicle accident survivors, which is remarkable because vehicular collisions are deemed the number one cause of PTSD. As the emotional consequences of vehicular collisions prevail, so does the need for more effective treatments. Randomized controlled clinical trials have identified exposure-based therapies as being the most efficacious for extinguishing fears. One type of exposure-based treatment, called virtual reality exposure therapy (VRET), provides a safe, controlled, and effective therapeutic alternative that is not dependent on real-life props, situations, or even a person’s imagination capabilities. This modality, while relatively new, has been implemented successfully in the treatment of a variety of anxiety disorders and may offer a particularly beneficial and intermediary step for the treatment of collision-related PTSD. In particular, VRET combined with physiological monitoring and feedback provides a unique opportunity for individuals to objectively recognize both anxiety and relaxation; learn how to manage their anxiety during difficult, albeit simulated, driving conditions; and then transfer these skills onto real-life roadways. -
Non-Immersive Virtual Reality for Post-Stroke Upper Extremity Rehabilitation: a Small Cohort Randomized Trial
brain sciences Article Non-Immersive Virtual Reality for Post-Stroke Upper Extremity Rehabilitation: A Small Cohort Randomized Trial Roxana Miclaus 1 , Nadinne Roman 1,* , Silviu Caloian 1, Brindusa Mitoiu 2, Oana Suciu 3 , Roxana Ramona Onofrei 3 , Ecaterina Pavel 4 and Andrea Neculau 1 1 Faculty of Medicine, Transilvania University of Brasov, 500036 Brasov, Romania; [email protected] (R.M.); [email protected] (S.C.); [email protected] (A.N.) 2 Rehabilitation Department, “Carol Davila” University of Medicine and Pharmacy, 0050474 Bucuresti, Romania; [email protected] 3 Department of Rehabilitation, Physical Medicine and Rheumatology, “Victor Babes, ” University of Medicine and Pharmacy in Timisoara, 300041 Timisoara, Romania; [email protected] (O.S.); [email protected] (R.R.O.) 4 Faculty of Letters, Transilvania University of Brasov, 500030 Brasov, Romania; [email protected] * Correspondence: [email protected] Received: 26 August 2020; Accepted: 18 September 2020; Published: 21 September 2020 Abstract: Immersive and non-immersive virtual reality (NIVR) technology can supplement and improve standard physiotherapy and neurorehabilitation in post-stroke patients. We aimed to use MIRA software to investigate the efficiency of specific NIVR therapy as a standalone intervention, versus standardized physiotherapy for upper extremity rehabilitation in patients post-stroke. Fifty-five inpatients were randomized to control groups (applying standard physiotherapy and dexterity exercises) and experimental groups (applying NIVR and dexterity exercises). The two groups were subdivided into subacute (<six months post-stroke) and chronic (>six months to four years post-stroke survival patients). The following standardized tests were applied at baseline and after two weeks post-therapy: Fugl–Meyer Assessment for Upper Extremity (FMUE), the Modified Rankin Scale (MRS), Functional Independence Measure (FIM), Active Range of Motion (AROM), Manual Muscle Testing (MMT), Modified Ashworth Scale (MAS), and Functional Reach Test (FRT).