Results for ' virtual reality therapy, harm virtual reality'

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  1.  49
    Harm, Consent, and Virtual Selves in Full-Body Ownership Illusions: Real Concerns for Immersive Virtual Reality Therapies.Maria Botero & Elise Whatley - 2020 - Cambridge Quarterly of Healthcare Ethics 29 (4):585-591.
    This paper analyzes in the use of virtual reality when used to induce full-body ownership in violent offenders in order to elicit empathetic feelings by allowing them to embody the virtual body of a victim of domestic abuse. The authors explore potentially harmful effects to individuals participating in this kind of therapy and question whether consent is fully informed. The paper concludes with guidelines for ethical research and rehabilitation using this innovative technology.
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  2.  11
    The Principles of Art Therapy in Virtual Reality.Irit Hacmun, Dafna Regev & Roy Salomon - 2018 - Frontiers in Psychology 9.
    In recent years, the field of virtual reality (VR) has shown tremendous advancements and is utilized in fields ranging from entertainment, scientific research, social networks, artistic creation as well as numerous approaches to employ VR for psychotherapy. While the use of VR in psychotherapy has been widely discussed, little attention has been given to the potential of this new medium for art therapy. Artistic expression in virtual reality is a novel medium which offers unique possibilities, extending (...)
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  3.  29
    Virtual reality and human consciousness: The use of immersive environments in delirium therapy.Marko Suvajdzic, Azra Bihorac, Parisa Rashidi, Triton Ong & Joel Applebaum - 2018 - Technoetic Arts 16 (1):75-83.
    Immersive virtual environments can produce a state of behaviour referred to as ‘presence’, during which the individual responds to the virtual environment as if it were real. Presence can be arranged to scientifically evaluate and affect our consciousness within a controlled virtual environment. This phenomenon makes the use of virtual environments amenable to existing and in-development forms of therapy for various conditions. Delirium in the intensive care unit (ICU) is one such condition for which virtual (...)
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  4.  24
    Neurophilosophical and Ethical Aspects of Virtual Reality Therapy in Neurology and Psychiatry.Philipp Kellmeyer - 2018 - Cambridge Quarterly of Healthcare Ethics 27 (4):610-627.
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  5.  10
    Attitudes Toward and Familiarity With Virtual Reality Therapy Among Practicing Cognitive Behavior Therapists: A Cross-Sectional Survey Study in the Era of Consumer VR Platforms.Philip Lindner, Alexander Miloff, Elin Zetterlund, Lena Reuterskiöld, Gerhard Andersson & Per Carlbring - 2019 - Frontiers in Psychology 10.
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  6.  10
    Virtual Reality Exposure Therapy for Anxiety Disorders: Small Samples and No Controls?Sarah Page & Matthew Coxon - 2016 - Frontiers in Psychology 7.
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  7.  7
    Virtual Reality Body Exposure Therapy for Anorexia Nervosa. A Case Report With Follow-Up Results.Bruno Porras-Garcia, Eduardo Serrano-Troncoso, Marta Carulla-Roig, Pau Soto-Usera, Marta Ferrer-Garcia, Natàlia Figueras-Puigderrajols, Lena Yilmaz, Yigit Onur Sen, Nazila Shojaeian & José Gutiérrez-Maldonado - 2020 - Frontiers in Psychology 11.
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  8.  7
    Efficacy of virtual reality exposure therapy and eye movement desensitization and reprocessing therapy on symptoms of acrophobia and anxiety sensitivity in adolescent girls: A randomized controlled trial.Parisa Azimisefat, Ad de Jongh, Soran Rajabi, Philipp Kanske & Fatemeh Jamshidi - 2022 - Frontiers in Psychology 13:919148.
    BackgroundAcrophobia is a specific phobia characterized by a severe fear of heights. The purpose of the present study was to investigate the efficacy of two therapies that may ameliorate symptoms of acrophobia and anxiety sensitivity, i.e., virtual reality exposure therapy (VRET) and eye movement desensitization and reprocessing (EMDR) therapy with a Waiting List Control Condition (WLCC).MethodsWe applied a three-armed randomized controlled pre-post-test design with 45 female adolescent students. Students who met DSM-5 criteria for acrophobia were randomly assigned to (...)
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  9.  11
    Making Art Therapy Virtual: Integrating Virtual Reality Into Art Therapy With Adolescents.Liat Shamri Zeevi - 2021 - Frontiers in Psychology 12.
    In recent years, the field of art therapy has sought to adapt traditional treatment approaches to today’s innovative technological environments when working with adolescent “digital natives.” In their clinic, art therapists often struggle with lack of cooperation when treating adolescents during sessions. This article presents two case studies that explore how Virtual Reality technology can be combined with traditional art therapy to treat adolescents suffering from anxiety and social difficulties. It is suggested that this type of technology may (...)
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  10.  22
    The Use of Virtual Reality to Facilitate Mindfulness Skills Training in Dialectical Behavioral Therapy for Spinal Cord Injury: A Case Study.Araceli Flores, Marsha M. Linehan, S. Rob Todd & Hunter G. Hoffman - 2018 - Frontiers in Psychology 9.
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  11.  34
    The Use of Virtual Reality Facilitates Dialectical Behavior Therapy® “Observing Sounds and Visuals” Mindfulness Skills Training Exercises for a Latino Patient with Severe Burns: A Case Study.Jocelyn Gomez, Hunter G. Hoffman, Steven L. Bistricky, Miriam Gonzalez, Laura Rosenberg, Mariana Sampaio, Azucena Garcia-Palacios, Maria V. Navarro-Haro, Wadee Alhalabi, Marta Rosenberg, Walter J. Meyer & Marsha M. Linehan - 2017 - Frontiers in Psychology 8.
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  12.  26
    Within- and Between-Session Prefrontal Cortex Response to Virtual Reality Exposure Therapy for Acrophobia.Aleksandra Landowska, David Roberts, Peter Eachus & Alan Barrett - 2018 - Frontiers in Human Neuroscience 12:351048.
    Exposure Therapy (ET) has demonstrated its efficacy in the treatment of phobias, anxiety and Post-traumatic Stress Disorder (PTSD), however, it suffers a high drop-out rate because of too low or too high patient engagement in treatment. Virtual Reality Exposure Therapy (VRET) is comparably effective regarding symptom reduction and offers an alternative tool to facilitate engagement for avoidant participants. Neuroimaging studies have demonstrated that both ET and VRET normalize brain activity within a fear circuit. However, previous studies have employed (...)
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  13.  41
    Virtual Reality, Empathy and Ethics.Matthew Cotton - 2021 - Springer Verlag.
    This book examines the ethics of virtual reality technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated “deep fake” images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for (...)
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  14.  20
    Virtual Reality Reward Training for Anhedonia: A Pilot Study.Kelly Chen, Nora Barnes-Horowitz, Michael Treanor, Michael Sun, Katherine S. Young & Michelle G. Craske - 2021 - Frontiers in Psychology 11.
    Anhedonia is a risk factor for suicide and poor treatment response in depressed individuals. Most evidence-based psychological therapies target symptoms of heightened negative affect instead of deficits in positive affect and typically show little benefit for anhedonia. Viewing positive scenes through virtual reality has been shown to increase positive affect and holds great promise for addressing anhedonic symptoms. In this pilot study, six participants with clinically significant depression completed 13 sessions of exposure to positive scenes in a controlled (...)
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  15.  9
    Personalized Virtual Reality Human-Computer Interaction for Psychiatric and Neurological Illnesses: A Dynamically Adaptive Virtual Reality Environment That Changes According to Real-Time Feedback From Electrophysiological Signal Responses.Jacob Kritikos, Georgios Alevizopoulos & Dimitris Koutsouris - 2021 - Frontiers in Human Neuroscience 15.
    Virtual reality constitutes an alternative, effective, and increasingly utilized treatment option for people suffering from psychiatric and neurological illnesses. However, the currently available VR simulations provide a predetermined simulative framework that does not take into account the unique personality traits of each individual; this could result in inaccurate, extreme, or unpredictable responses driven by patients who may be overly exposed and in an abrupt manner to the predetermined stimuli, or result in indifferent, almost non-existing, reactions when the stimuli (...)
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  16.  12
    Attentional Bias, Alcohol Craving, and Anxiety Implications of the Virtual Reality Cue-Exposure Therapy in Severe Alcohol Use Disorder: A Case Report.Alexandra Ghiţă, Olga Hernández-Serrano, Jolanda Fernández-Ruiz, Manuel Moreno, Miquel Monras, Lluisa Ortega, Silvia Mondon, Lidia Teixidor, Antoni Gual, Mariano Gacto-Sanchez, Bruno Porras-García, Marta Ferrer-García & José Gutiérrez-Maldonado - 2021 - Frontiers in Psychology 12.
    Aims: Attentional bias, alcohol craving, and anxiety have important implications in the development and maintenance of alcohol use disorder. The current study aims to test the effectiveness of a Virtual Reality Cue-Exposure Therapy to reduce levels of alcohol craving and anxiety and prompt changes in AB toward alcohol content.Method: A 49-year-old male participated in this study, diagnosed with severe AUD, who also used tobacco and illicit substances on an occasional basis and who made several failed attempts to cease (...)
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  17.  15
    Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis.Dimitrios Saredakis, Ancret Szpak, Brandon Birckhead, Hannah A. D. Keage, Albert Rizzo & Tobias Loetscher - 2020 - Frontiers in Human Neuroscience 14:512264.
    The use of head-mounted displays (HMD) for virtual reality (VR) application-based purposes including therapy, rehabilitation, and training is increasing. Despite advancements in VR technologies, many users still experience sickness symptoms. VR sickness may be influenced by technological differences within HMDs such as resolution and refresh rate, however, VR content also plays a significant role. The primary objective of this systematic review and meta-analysis was to examine the literature on HMDs that report Simulator Sickness Questionnaire (SSQ) scores to determine (...)
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  18.  14
    Is Virtual Reality Training More Effective Than Traditional Physical Training on Balance and Functional Mobility in Healthy Older Adults? A Systematic Review and Meta-Analysis.Meng Liu, Kaixiang Zhou, Yan Chen, Limingfei Zhou, Dapeng Bao & Junhong Zhou - 2022 - Frontiers in Human Neuroscience 16.
    ObjectiveThe studies showed the benefits of virtual reality training for functional mobility and balance in older adults. However, a large variance in the study design and results is presented. We, thus, completed a systematic review and meta-analysis to quantitatively examine the effects of VRT on functional mobility and balance in healthy older adults.MethodsWe systematically reviewed the publications in five databases. Studies that examine the effects of VRT on the measures of functional mobility and balance in healthy older adults (...)
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  19.  40
    Immersive Virtual Reality Reminiscence Reduces Anxiety in the Oldest-Old Without Causing Serious Side Effects: A Single-Center, Pilot, and Randomized Crossover Study.Kazuyuki Niki, Megumi Yahara, Michiya Inagaki, Nana Takahashi, Akira Watanabe, Takeshi Okuda, Mikiko Ueda, Daisuke Iwai, Kosuke Sato & Toshinori Ito - 2021 - Frontiers in Human Neuroscience 14.
    Background: Dementia is one the major problems of aging societies, and, novel and effective non-drug therapies are required as interventions in the oldest-old to prevent cognitive decline.Objective: This study aims to examine the efficacy and safety of reminiscence using immersive virtual reality focusing on anxiety that often appears with cognitive decline. The secondary objective is to reveal the preference for VR image types for reminiscence: live-action or computer graphics.Methods: This was a pilot, open-label, and randomized crossover study which (...)
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  20.  21
    Inferiority or Even Superiority of Virtual Reality Exposure Therapy in Phobias?—A Systematic Review and Quantitative Meta-Analysis on Randomized Controlled Trials Specifically Comparing the Efficacy of Virtual Reality Exposure to Gold Standard in vivo Exposure in Agoraphobia, Specific Phobia, and Social Phobia.Theresa F. Wechsler, Franziska Kümpers & Andreas Mühlberger - 2019 - Frontiers in Psychology 10.
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  21. Height and damage.Virtual Reality - 2022 - In Jonah Siegel (ed.), Overlooking damage: art, display, and loss in a time of crisis. Stanford, California: Stanford University Press.
     
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  22.  12
    Views of Practitioners and Researchers on the Use of Virtual Reality in Treatments for Substance Use Disorders.Rigina Skeva, Lynsey Gregg, Caroline Jay & Steve Pettifer - 2021 - Frontiers in Psychology 12.
    Virtual Reality Therapy has been shown to be effective in treating anxiety disorders and phobias, but has not yet been widely tested for Substance Use Disorders and it is not known whether health care practitioners working with SUDs would use VRT if it were available. We report the results of an interview study exploring practitioners’ and researchers’ views on the utility of VRT for SUD treatment. Practitioners and researchers with at least two years’ experience delivering or researching and (...)
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  23.  14
    Comparison Between Conventional Intervention and Non-immersive Virtual Reality in the Rehabilitation of Individuals in an Inpatient Unit for the Treatment of COVID-19: A Study Protocol for a Randomized Controlled Crossover Trial.Talita Dias da Silva, Patricia Mattos de Oliveira, Josiane Borges Dionizio, Andreia Paiva de Santana, Shayan Bahadori, Eduardo Dati Dias, Cinthia Mucci Ribeiro, Renata de Andrade Gomes, Marcelo Ferreira, Celso Ferreira, Íbis Ariana Peña de Moraes, Deise Mara Mota Silva, Viviani Barnabé, Luciano Vieira de Araújo, Heloísa Baccaro Rossetti Santana & Carlos Bandeira de Mello Monteiro - 2021 - Frontiers in Psychology 12:622618.
    Background: The new human coronavirus that leads to COVID-19 has spread rapidly around the world and has a high degree of lethality. In more severe cases, patients remain hospitalized for several days under treatment of the health team. Thus, it is important to develop and use technologies with the aim to strengthen conventional therapy by encouraging movement, physical activity, and improving cardiorespiratory fitness for patients. In this sense, therapies for exposure to virtual reality are promising and have been (...)
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  24.  23
    Post-Traumatic Stress Disorder and Virtual Reality.Teodora Stoeva - 2022 - Diogenes 30 (1):9-20.
    This study discusses the potential of virtual reality therapy to treat traumatic experiences. It considers the main advantages of exposure therapy through virtual reality in comparison with traditional exposure therapy. In order to explain the effectiveness of using virtual reality to treat trauma, the main research question that was asked was how to conceptualize it. It was assumed that the trauma was a deviation from the normal narrative that people create for a particular crisis (...)
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  25.  6
    Influence of science education on mental health of adolescents based on virtual reality.Bo Wu, Changlong Zheng & Benjamin Huang - 2022 - Frontiers in Psychology 13.
    This work is developed to explore the form of mental health education, strengthen scientific educational ideas, and improve the effect of psychological therapy. Virtual reality technology is innovatively applied in adolescent mental health treatment and education. Based on this, the mental health treatment and system design based on virtual reality technology are discussed, and the feasibility of applying VR technology to adolescent mental health education is explored. Second, the research concept of adolescent mental health is discussed. (...)
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  26.  8
    The Michelangelo Effect: Art Improves the Performance in a Virtual Reality Task Developed for Upper Limb Neurorehabilitation.Marco Iosa, Merve Aydin, Carolina Candelise, Natascia Coda, Giovanni Morone, Gabriella Antonucci, Franco Marinozzi, Fabiano Bini, Stefano Paolucci & Gaetano Tieri - 2021 - Frontiers in Psychology 11.
    The vision of an art masterpiece is associated with brain arousal by neural processes occurring quite spontaneously in the viewer. This aesthetic experience may even elicit a response in the motor areas of the observers. In the neurorehabilitation of patients with stroke, art observation has been used for reducing psychological disorders, and creative art therapy for enhancing physical functions and cognitive abilities. Here, we developed a virtual reality task which allows patients, by moving their hand on a (...) canvas, to have the illusion of painting some art masterpieces, such as The Creation of Adam of Michelangelo or The birth of Venus of Botticelli. Twenty healthy subjects and four patients with stroke performed this task and a control one in which they simply colored the virtual canvas. Results from User Satisfaction Evaluation Questionnaire and the NASA Task Load Index highlighted an appropriate level of usability. Moreover, despite the motor task was the same for art and control stimuli, the art condition was performed by healthy subjects with shorter trajectories and with a lower perception of physical demand. In experiment 2, only the patients treated with artistic stimuli showed a reduction in the erroneous movements performed orthogonally to the canvas. This finding reminds the so-called Mozart effect that improves the performance of subjects when they listen to classic music. Thus, we called this improvement in the performance when interacting with an artistic stimulus as Michelangelo effect. (shrink)
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  27.  11
    Standard CBT versus integrative and multimodal CBT assisted by virtual-reality for generalized anxiety disorder.Cosmin Octavian Popa, Florin Alin Sava, Simona Muresan, Alina Schenk, Cristiana Manuela Cojocaru, Lorena Mihaela Muntean & Peter Olah - 2022 - Frontiers in Psychology 13.
    IntroductionGeneralized Anxiety Disorder is a prevalent emotional disorder associated with increased dysfunctionality, which has a lasting impact on the individual’s quality of life. Besides medication, Cognitive-Behavioral Therapy represents the golden standard psychotherapeutic approach for GAD, integrating multilevel techniques and various delivery formats that enable the development of tailored treatment protocols. The objective of this study was to compare the efficiency of a standard CBT protocol targeting worries, dysfunctional beliefs, and intolerance of uncertainty with an integrative and multimodal CBT intervention augmented (...)
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  28.  29
    Can Humans Find Security in Augmented and Virtual Realities?Elliot D. Cohen - 2020 - International Journal of Applied Philosophy 34 (1):31-41.
    Logic-Based Therapy, a mode of philosophical counseling I invented beginning in the mid 1980s, under the auspices of Cognitive Behavior Therapy founder Albert Ellis, takes metaphysical security as a sin qua non for human happiness. The goal of LBT is to help people overcome irrational thinking that leads to metaphysical insecurity and to help build constructive, philosophical thinking that promotes metaphysical security. However, the advent of augmented and digital reality are beginning to present new challenges to obtaining metaphysical security. (...)
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  29. My avatar, my self: Virtual harm and attachment.Jessica Wolfendale - 2007 - Ethics and Information Technology 9 (2):111-119.
    Multi-user online environments involve millions of participants world-wide. In these online communities participants can use their online personas – avatars – to chat, fight, make friends, have sex, kill monsters and even get married. Unfortunately participants can also use their avatars to stalk, kill, sexually assault, steal from and torture each other. Despite attempts to minimise the likelihood of interpersonal virtual harm, programmers cannot remove all possibility of online deviant behaviour. Participants are often greatly distressed when their avatars (...)
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  30.  6
    Rezension: Matakas, Frank, Psychodynamik der Schizophrenie. Symptomatik, Entwicklung, Therapie, Bedeutung.Harm Stehr - 2021 - Psyche 75 (4):358-362.
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  31. The Ethics of Virtual Sexual Assault.John Danaher - 2023 - In Carissa Véliz (ed.), The Oxford Handbook of Digital Ethics. Oxford University Press.
    This chapter addresses the growing problem of unwanted sexual interactions in virtual environments. It reviews the available evidence regarding the prevalence and severity of this problem. It then argues that due to the potential harms of such interactions, as well as their nonconsensual nature, there is a good prima facie argument for viewing them as serious moral wrongs. Does this prima facie argument hold up to scrutiny? After considering three major objections – the ‘it’s not real’ objection; the ‘it’s (...)
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  32.  8
    A Review of the Potential of Virtual Walking Techniques for Gait Rehabilitation. [REVIEW]Omar Janeh & Frank Steinicke - 2021 - Frontiers in Human Neuroscience 15:717291.
    Virtual reality (VR) technology has emerged as a promising tool for studying and rehabilitating gait disturbances in different cohorts of patients (such as Parkinson's disease, post-stroke, or other neurological disorders) as it allows patients to be engaged in an immersive and artificial environment, which can be designed to address the particular needs of each individual. This review demonstrates the state of the art in applications of virtual walking techniques and related technologies for gait therapy and rehabilitation of (...)
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  33.  9
    Impact of Virtual Imaging Technology on Film and Television Production Education of College Students Based on Deep Learning and Internet of Things.Chengye Du, Chijiang Yu, Tingting Wang & Fengrui Zhang - 2022 - Frontiers in Psychology 12.
    More and more schools begin to design simulation technology based on virtual imaging technology and virtual reality in their course contents. In particular, among these technical courses, there is a need to first strengthen the Film and Television Production education in higher institutions. This article aims to study the impact of VRT, VR, and Internet of things technology on FTP courses and audience psychology in higher institutions under the era of intelligent multimedia. How to use emerging VR (...)
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  34.  20
    Virtual reality or real virtuality: the space of flows and nursing practice.Lynne Barnes & Trudy Rudge - 2005 - Nursing Inquiry 12 (4):306-315.
    The use of virtual environments for the provision of health‐care is on the increase, and with each new development brings debates about their impact on care, nursing and nursing practice. Such environments offer opportunities for extending care and improvements in communication. Others believe these developments threaten aspects of nursing they hold sacrosanct. This paper explores the development of an assemblage of computer networks, databases, information systems, software programs and management systems that together work to manage health‐care in Australia, namely (...)
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  35.  92
    Theft of virtual items in online multiplayer computer games: an ontological and moral analysis.Litska Strikwerda - 2012 - Ethics and Information Technology 14 (2):89-97.
    In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as “objects” that can be “stolen” under criminal law. This legal question has both an ontological and a moral component. The question whether or not virtual items count as “objects” that can be “stolen” is an ontological question. (...)
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  36.  11
    “Fake it till You Make it”! Contaminating Rubber Hands (“Multisensory Stimulation Therapy”) to Treat Obsessive-Compulsive Disorder.Baland Jalal, Richard J. McNally, Jason A. Elias, Sriramya Potluri & Vilayanur S. Ramachandran - 2020 - Frontiers in Human Neuroscience 13:476545.
    Obsessive-compulsive disorder (OCD) is a deeply enigmatic psychiatric condition associated with immense suffering worldwide. Efficacious therapies for OCD, like exposure and response prevention (ERP) are sometimes poorly tolerated by patients. As many as 25 percent of patients refuse to initiate ERP mainly because they are too anxious to follow exposure procedures. Accordingly, we proposed a simple and tolerable (immersive yet indirect) low-cost technique for treating OCD that we call “multisensory stimulation therapy.” This method involves contaminating a rubber hand during the (...)
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  37.  26
    The Metaverse: Surveillant Physics, Virtual Realist Governance, and the Missing Commons.Andrew McStay - 2023 - Philosophy and Technology 36 (1):1-26.
    This paper argues that there are value and design-based problems in current ambitions for the Metaverse. With the Metaverse deepening longstanding commercial surveillance practices, the paper focuses on data protection harms from biometric and emotion data, the gauging of first-person perspectives, and sensitivities around profiling of avatars. The paper advances two notions to address harms and data protection: _surveillant physics_ and _virtual realist governance_. _Surveillant physics_ refers to surveillance informing the laws of how that reality operates: this is a (...)
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  38. De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why game (...)
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  39.  9
    Plato in Therapy: A Cognitivist Reassessment of the Republic 's Idea of Mimesis.Jonas Grethlein - 2020 - Journal of Aesthetics and Art Criticism 78 (2):157-170.
    The Republic’s ban on poetry is a major reason for the prominent place that liberal critics assign to Plato among the enemies of the open society, Friedrich Nietzsche's description of Plato as “the greatest enemy of art Europe has yet produced” being often cited. In this article, I argue that, while Plato's ethical stance remains unacceptable for most readers today, his understanding of aesthetic experience in the Republic appears highly perceptive when seen in the light of cognitive studies and can (...)
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  40.  18
    Hacking into Cybertherapy: Considering a Gesture-enhanced Therapy with Avatars (g+TA).Alexander Matthias Gerner - 2020 - Kairos 23 (1):32-87.
    This paper will philosophically extend Julian Leff’s Avatar therapy paradigm (AT) for voice-like hallucinations that was initially proposed for treatment-resistant Schizophrenia patients into the realm of gesture-enhanced embodied cognition and Virtual Reality (VR), entitled g+TA (gesture-enhanced Avatar Therapy). I propose an philosophy of technology approach of embodied rhetorics of triadic kinetic “actions” in the sense of Charles Sanders Peirce that transforms the voice hallucination incorporated by an avatar- and that can confront acousmatic voice-like hallucinations with a method of (...)
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  41. Virtual Reality and Empathy Enhancement: Ethical Aspects.Jon Rueda & Francisco Lara - 2020 - Frontiers in Robotics and AI 7.
    The history of humankind is full of examples that indicate a constant desire to make human beings more moral. Nowadays, technological breakthroughs might have a significant impact on our moral character and abilities. This is the case of Virtual Reality (VR) technologies. The aim of this paper is to consider the ethical aspects of the use of VR in enhancing empathy. First, we will offer an introduction to VR, explaining its fundamental features, devices and concepts. Then, we will (...)
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  42.  31
    Virtual Reality: The Last Human Narrative?Thorsten Botz-Bornstein - 2015 - Boston: Brill | Rodopi.
    Is virtual reality the latest grand narrative that humanity has produced? This book attempts to disentangle the common characteristics of human reality and posthuman virtual reality by examining discourses on psychoanalysis, gene-technology, globalization, and contemporary art.
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  43. Virtual Reality and the Meaning of Life.John Danaher - forthcoming - In Oxford Handbook on Meaning in Life.
    It is commonly assumed that a virtual life would be less meaningful (perhaps even meaningless). As virtual reality technologies develop and become more integrated into our everyday lives, this poses a challenge for those that care about meaning in life. In this chapter, it is argued that the common assumption about meaninglessness and virtuality is mistaken. After clarifying the distinction between two different visions of virtual reality, four arguments are presented for thinking that meaning is (...)
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  44.  31
    Virtual Reality as an Emerging Methodology for Leadership Assessment and Training.Mariano Alcañiz, Elena Parra & Irene Alice Chicchi Giglioli - 2018 - Frontiers in Psychology 9:301393.
    In developed countries, companies are now substantially reliant on the skills and abilities of their leaders to tackle a variety of complex issues. There is a growing consensus that leadership development training and assessment methods should adopt more holistic methodologies, including those associated with the emotional and neuroendocrine aspects of learning. Recent research into the assessment of leadership competencies has proposed the use of objective methods and measurements based on neuroscience. One of the challenges to be faced in the development (...)
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  45.  35
    Virtual Reality.Derek Stanovsky - 2004 - In Luciano Floridi (ed.), The Blackwell Guide to the Philosophy of Computing and Information. Oxford, UK: Blackwell. pp. 167–177.
    The prelims comprise: Introduction Virtual Reality Virtual Metaphysics Virtual Identity Economic Reality.
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  46.  17
    Virtual Reality as a New Approach for Risk Taking Assessment.Carla de-Juan-Ripoll, José L. Soler-Domínguez, Jaime Guixeres, Manuel Contero, Noemi Álvarez Gutiérrez & Mariano Alcañiz - 2018 - Frontiers in Psychology 9:422663.
    Understanding how people behave when facing hazardous situations, how intrinsic and extrinsic factors influence the risk taking (RT) decision making process and to what extent it is possible to modify their reactions externally, are questions that have long interested academics and society in general. In the spheres of Occupational Safety and Health (OSH), the military, finance and sociology, this topic has multidisciplinary implications because we all constantly face risk taking situations. Researchers have hitherto assessed risk taking profiles by conducting questionnaires (...)
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  47. Virtual Reality: Digital or Fictional?Neil McDonnell & Nathan Wildman - 2019 - Disputatio 11 (55):371-397.
    Are the objects and events that take place in Virtual Reality genuinely real? Those who answer this question in the affirmative are realists, and those who answer in the negative are irrealists. In this paper we argue against the realist position, as given by Chalmers (2017), and present our own preferred irrealist account of the virtual. We start by disambiguating two potential versions of the realist position—weak and strong— and then go on to argue that neither is (...)
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    Virtuality+: The physical body in virtual reality and the path toward augmented virtuality.Philippe Bédard - 2023 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 16 (1):61-72.
    While many scholars have decried the erasure of the body in virtual reality (VR), this paper focuses on the body – and the physical reality for which it stands – as a critical component of any experience of virtual reality. Specifically, studying VR from the perspective of the physical body allows for a more nuanced appreciation of the unique reality of this «virtual» reality. Moreover, this paper argues that the body should not (...)
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  49. Virtual Reality Thought Experiments Module Package (includes VR Training Room).Erick Ramirez, Scott LaBarge, Miles Elliott & Carl Maggio - manuscript
    A virtual reality module that incorporates a training room (for subjects to become accommodated to virtual environments) and VR translations of Philippa Foot's Trolley Problem and Judith Thomson's Violinist thought experiment. -/- These modules are free to use for classroom or research/x-phi purposes. This set of modules is optimized for the HTC Vive. If you have an Oculus Rift, please see our VR modules optimized for the rift. -/- *Requires an HTC Vive and VR capable computer. To (...)
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  50. Virtual reality as a path to self-knowledge.Lukas Schwengerer - 2023 - Synthese 202 (87):1-21.
    I discuss how virtual reality can be used to acquire self-knowledge. Lawlor (Philos Phenomenol Res 79(1):47–75, 2009) and Cassam (Vices of the mind: from the intellectual to the political. OUP, Oxford, 2014) develop inferential accounts of self-knowledge in which one can use imagination to acquire self-knowledge. This is done by actively prompting imaginary scenarios and observing one’s reactions to those scenarios. These reactions are then used as the inferential basis for acquiring self-knowledge. I suggest that the imaginary scenarios (...)
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