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3 result(s) for "Eric Forbell"
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Virtual Humans for Learning
Virtual humans are computer‐generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human‐human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second, Sim‐Coach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.
Virtual Reality Applications to Address the Wounds of War
Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in returning Operation Enduring Freedom/Operation Iraqi Freedom (OEF/OIF) military personnel is creating a significant behavioral health care challenge. These findings have served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. This article details how virtual reality applications are being designed and implemented across various points in the military deployment cycle to prevent, identify, and treat combat-related PTSD in OEF/OIF service members and veterans. [PUBLICATION ABSTRACT]
SimCoach
Over the last 15 years, virtual reality (VR) has emerged as an innovative tool for addressing numerous issues in clinical research, assessment, and intervention. Technological advances in the areas of computation speed and power, graphics and image rendering, display systems, tracking, interface technology, haptic devices, authoring software, and artificial intelligence have supported the creation of low-cost and usable PC-based Virtual Reality (VR) systems. At the same time, an expanding group of researchers and clinicians have not only recognized the potential impact of VR technology, but have now generated a significant research literature that documents the many clinical targets where VR can add value over traditional assessment and intervention approaches (Bohil, Alicea, & Biocca, 2011; Holden, 2005; Parsons & Rizzo, 2008; Powers & Emmelkamp, 2008; Rizzo, et al., 2011; Riva, 2011; Rose, Brooks, & Rizzo, 2005). This convergence of the exponential advances in underlying VR-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of Clinical Virtual Reality. This state of affairs now stands to transform the vision of future clinical practice and research in the disciplines of psychology, medicine, neuroscience, physical and occupational therapy, and in the many allied health fields that address the therapeutic needs of those with clinical disorders.