Clinical Virtual Reality Treatments: A Brief Review of the Future – Albert Skip Rizzo
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Clinical Virtual Reality Treatments: A Brief Review of the Future – Albert Skip Rizzo Download. Since the mid-1990s, significant scientific literature has …
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Since the mid-1990s, significant scientific literature has evolved regarding the outcomes from the use of what we now refer to as Clinical Virtual Reality (VR). This use of VR simulation technology has produced encouraging results when applied to address cognitive, psychological, motor, and functional impairments across a wide range of clinical health conditions. This recording will provide a brief description of the various forms of VR technology and describe the trajectory of Clinical VR over the last 25 years addressing health and clinical treatment of anxiety disorders, PTSD, pain management, autism, and in the assessment/rehabilitation of stroke, brain injury, and other neurologically-based conditions. While there is still much research needed to advance the science in this area, I will make the case that Clinical VR applications will soon become indispensable tools in the toolbox of healthcare researchers and practitioners and will only grow in relevance and popularity in the near future.
- Analyze Virtual Reality (VR) and the different ways that people can engage and interact with VR environments.
- Distinguish the specific rationales for the use of VR in the assessment and rehabilitation of a wide range of clinical disorders (i.e., ADHD, PTSD, Alzheimer’s, Phobias, Stroke, addictions, etc.).
- Determine the relevant issues involved in the design, development, implementation, and evaluation of virtual environments for use in assessment and rehabilitation.
- Clinical Virtual reality “Ingredients” What is it?
- The Ultimate Skinner Box
- Expose, Distract, Motivate, Measure & Engage
- Theoretical Basis & Research Support For Use
- Anxiety, Addiction, & PTSD
- Pain Management & Discomfort Reduction
- Physical/Cognitive Assessment & Rehabilitation – Stroke, Brain/Spinal Injury, Neurological Disorders
- Virtual Human Interaction for Clinical Training, Role Playing, and promoting access to healthcare.
- Pragmatics & The Future
- Breaking down Barriers to Care
- Faster, Better, Cheaper
- Ethical issues: Standard VR Issues + Clinical Guidelines
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