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1.
Cyberpsychol Behav ; 6(4): 433-9, 2003 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-14511457

RESUMEN

More than 10 years ago, Tart (1990) described virtual reality (VR) as a technological model of consciousness offering intriguing possibilities for developing diagnostic, inductive, psychotherapeutic, and training techniques that can extend and supplement current ones. To exploit and understand this potential is the overall goal of the "Telemedicine and Portable Virtual Environment in Clinical Psychology"--VEPSY UPDATED--a European Community-funded research project (IST-2000-25323, www.cybertherapy.info). Particularly, its specific goal is the development of different PC-based virtual reality modules to be used in clinical assessment and treatment of social phobia, panic disorders, male sexual disorders, obesity, and eating disorders. The paper describes the clinical and technical rationale behind the clinical applications developed by the project. Moreover, the paper focuses its analysis on the possible role of VR in clinical psychology and how it can be used for therapeutic change.


Asunto(s)
Simulación por Computador , Trastornos Mentales/terapia , Psicología Clínica , Terapia Asistida por Computador/métodos , Interfaz Usuario-Computador , Femenino , Humanos , Masculino , Trastornos Mentales/diagnóstico , Microcomputadores , Psicoterapia/instrumentación , Psicoterapia/métodos , Telemedicina
2.
Ergonomics ; 46(8): 842-58, 2003 Jun 20.
Artículo en Inglés | MEDLINE | ID: mdl-12745982

RESUMEN

This paper presents an experimental study of participants' response to the sudden appearance of a fire emergency in a virtual environment (VE) and of the adaptivity of their response pattern. A VE has been built in which participants meet two situations: first an explorative navigation and afterwards a hurried escape from the unexpected outbreak of fire. Fire intensity and participants' distance from the exit at the outbreak of fire have been varied as well, to create different degrees of danger and different degrees of difficulty in the task of leaving the premises. Participants' action has been collected automatically for quantitative analysis by registering each individual activation of the interaction devices (a triple button joystick). In addition, the movements in both virtual and real environment of additional groups of participants have been videorecorded for qualitative analysis. Results show that the appearance of the fire emergency triggers important changes in the way people move in the VE, and that such changes are all adaptive responses to an emergency situation. In conclusion, people show recognition of a dangerous situation in a VE and readily produce adaptive responses, making the VE suitable for emergency simulations and for use as an effective training tool.


Asunto(s)
Urgencias Médicas/psicología , Incendios , Análisis y Desempeño de Tareas , Interfaz Usuario-Computador , Adaptación Psicológica , Adulto , Simulación por Computador , Reacción de Fuga , Femenino , Humanos , Masculino , Investigación Cualitativa
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