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VIRTUAL REALITY
IN PSYCHOLOGICAL,
MEDICAL AND
PEDAGOGICAL
APPLICATIONS
Edited by Christiane Eichenberg
Virtual Reality in Psychological, Medical and Pedagogical Applications
http://dx.doi.org/10.5772/2607
Edited by Christiane Eichenberg
Contributors
Giuseppe Riva, Fabrizia Mantovani, Christiane Eichenberg, Carolin Wolters, Birgit U. Stetina,
Anna Felnhofer, Oswald D. Kothgassner, Mario Lehenbauer, Stéphane Bouchard, Geneviève
Robillard, Serge Larouche, Claudie Loranger, Annie Aimé, Karine Cotton, Tanya Guitard,
Stéphane Bouchard, Linda Garcia, Adi Kartolo, Eric Méthot-Curtis, C.E. Buckley, E. Nugent,
D. Ryan, P.C. Neary, Bernadette McElhinney, Angela Beard, Krishnan Karthigasu, Roger Hart,
Kristiina M. Valter McConville, Ying-hui Chou, Carol P. Weingarten, David J. Madden, Allen W.
Song, Nan-kuei Chen, José Luis Mosso, Gregorio T. Obrador, Brenda Wiederhold, Mark
Wiederhold, Verónica Lara, Amador Santander, Claudio Kirner, Christopher Shneider
Cerqueira, Tereza Gonçalves Kirner, Jamshid Beheshti
Published by InTech
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Copyright © 2012 InTech
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Statements and opinions expressed in the chapters are these of the individual contributors and
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Publishing Process Manager Mirna Cvijic
Typesetting InTech Prepress, Novi Sad
Cover InTech Design Team
First published September, 2012
Printed in Croatia
A free online edition of this book is available at www.intechopen.com
Additional hard copies can be obtained from orders@intechopen.com
Virtual Reality in Psychological, Medical and Pedagogical Applications,
Edited by Christiane Eichenberg
p. cm.
ISBN 978-953-51-0732-3
Contents
Preface IX
Section 1 VR in Psychological Applications 1
Chapter 1 Being There: Understanding the Feeling
of Presence in a Synthetic Environment
and Its Potential for Clinical Change 3
Giuseppe Riva and Fabrizia Mantovani
Chapter 2 Virtual Realities in the Treatment of Mental Disorders:
A Review of the Current State of Research 35
Christiane Eichenberg and Carolin Wolters
Chapter 3 Games for Health: Have Fun with Virtual Reality! 65
Birgit U. Stetina, Anna Felnhofer,
Oswald D. Kothgassner and Mario Lehenbauer
Chapter 4 Description of a Treatment Manual
for in virtuo Exposure with Specific Phobia 81
Stéphane Bouchard, Geneviève Robillard,
Serge Larouche and Claudie Loranger
Chapter 5 Virtual Reality and Body Dissatisfaction
Across the Eating Disorder’s Spectrum 109
Annie Aimé, Karine Cotton,
Tanya Guitard and Stéphane Bouchard
Chapter 6 A Discussion of the Use
of Virtual Reality in Dementia 123
Linda Garcia, Adi Kartolo and Eric Méthot-Curtis
Section 2 VR in Medical Applications 137
Chapter 7 Virtual Reality – A New Era in Surgical Training 139
C.E. Buckley, E. Nugent, D. Ryan and P.C. Neary
VI Contents
Chapter 8 Virtual Reality Simulation:
A Valuable Adjunct to Surgical Training 167
Bernadette McElhinney, Angela Beard,
Krishnan Karthigasu and Roger Hart
Chapter 9 Virtual Rehabilitation and Training for
Postural Balance and Neuromuscular Control 185
Kristiina M. Valter McConville
Chapter 10 Applications of Virtual Reality Technology
in Brain Imaging Studies 203
Ying-hui Chou, Carol P. Weingarten, David J. Madden,
Allen W. Song and Nan-kuei Chen
Chapter 11 Cybertherapy in Medicine – Experience at the Universidad
Panamericana, IMSS and ISSSTE Mexico 229
José Luis Mosso, Gregorio T. Obrador, Brenda Wiederhold,
Mark Wiederhold, Verónica Lara and Amador Santander
Section 3 VR in Pedagogical Applications 245
Chapter 12 Using Augmented Reality Artifacts in Education and
Cognitive Rehabilitation 247
Claudio Kirner, Christopher Shneider Cerqueira
and Tereza Gonçalves Kirner
Chapter 13 Virtual Environments for Children and Teens 271
Jamshid Beheshti
Preface
Virtual reality applications (VR) allows creation of computer-based models of the real
world, which interacte by using the human-machine interfaces. This research field
developed in the last 20 years for potential use also in the human sciences. While first
applications were implemented mostly in industry, (e.g. virtual prototyping and
assembly training in the automotive industry, ergonomic assessments of the operation
of cockpits through the simulation of different body sizes), in the military (e.g.
operational training, using simulated parachute jumps), in geology and architecture
(e.g. spatial studies, or archaeological reconstructions) and last but not least in the
entertainment area (especially games development), the scientific and practical field of
application extended to VR in recent years. The medical field has used VR for example
in surgery, for laparoscopic surgery and applications have been developed for
rehabilitation, which enabled mute patients to communicate verbally, by capturing
mute gestures with the aid of a data glove, interpreted by the computer and routed to
a voice system, which translated it into synthetic speech.
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.
In the medical field the potential uses in the various specialized medical areas are wide
spread and go far beyond surgical options. VR is successfully applied e.g. in
anatomical education, in functional diagnostics and before and during interventions
for pain and anxiety reduction. The same is true for simulations of the musculoskeletal
system, for example in the diagnosis and training of patients whose posture balance is
impaired due to osteoporosis. VR also shows great promise as a new paradigm of
imaging in the neurosciences.
In psychology, VR is utilized in addition to fundamental research (especially in general
psychology and cognitive and social psychology), which has in recent years very
greatly contributed to our understanding of presence- experience in virtual
environments, in particular in the application in clinical psychology and psychotherapy.
The observation that virtual stimuli cause real fear led to VR to be integrated into the
spectrum of therapeutic interventions. While initially VR was rather intuitively
integrated into the behavioral treatment of mostly specific phobias, there meanwhile
X Preface
exist evaluated treatment manuals for a broader spectrum disorder. Thus, the benefits
to body image disorders, as well as in the neuropsychological contexts such as the
treatment of dementia, were examined. On the other hand meanwhile, even if only
hesitantly, other therapeutic schools which traditionally are more restrictive in the
flexibility of the therapeutic setting - such as psychoanalysis, are open to the
integration of VR.
Other constructive uses of VR have been recognized for other target groups, e.g. for
children and young people for whom VR-based games can also have both therapeutic
and pedagogical value (so-called serious games). This relativizes the often single-sided
debate about the harmful effects of computer games. In pedagogy the term edutainment
is applied to such applications that provide entertainment-oriented knowledge.
Utilizing the affinity of young people to modern technologies in the field of education,
different VR-based scenarios were developed for integration into elaborate didactic
concepts (e.g. so-called integrated augmented reality, which incorporate virtual objects
into the real world, in geometry or biology lessons).
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.
Dr. Christiane Eichenberg
Department of Psychology
Sigmund Freud University Vienna, Vienna,
Austria
. VIRTUAL REALITY
IN PSYCHOLOGICAL,
MEDICAL AND
PEDAGOGICAL
APPLICATIONS
Edited by Christiane Eichenberg
Virtual Reality in Psychological,. experience and
Virtual Reality in Psychological, Medical and Pedagogical Applications
6
thus rendered intuitive [16]. In the case of motor skill learning,
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