Virtual Therapy and the Digital Future of Traumatic Past

Author(s):  
Amit Pinchevski

Post-traumatic stress disorder (PTSD) presents a puzzling pathology of memory. An event, usually experienced with great fear and distress, is remembered not through typical recollections of past occurrences, upsetting as they may be, but instead as repeated and intrusive re-experiencing of the event as if happening once again. This is more or less the description of a disorder officially recognized by the American Psychiatric Association in 1980, but whose history can be traced back to the middle of the nineteenth century. As critical accounts by Ian Hacking, Ruth Leys, and Allan Young have shown, the very notion of traumatic memory is a distinctively modern development, which introduced new dimensions to the understanding of human memory more generally. In the spirit of modern progress, pathology of memory calls for therapy of memory, and the question of how to treat post-trauma inevitably involves the question of how to penetrate traumatic memory. That this memory is such that resists normal memorization renders any therapy a form of intermediating between past and present. In fact, it might be possible to run through the history of trauma therapies as a story of the challenge of accessing and retrieving traumatic memory. This chapter ventures no such enterprise. But its subject matter might be considered as a most recent episode in that story, in which access and retrieval of traumatic memory are performed by means of digital media technology. Virtual Reality Exposure Therapy (VRET) is a clinical therapy project that employs digital virtual reality platform for treating war-related PTSD. Developed chiefly by psychologist Albert “Skip” Rizzo at the Institute for Creative Technology of the University of South California, the project draws on principles of exposure therapy, a cognitive-behavioral method whereby the patient is exposed to stimuli associated with the fearful event in order to achieve habituation. Its most recent configuration is Virtual Iraq- Afghanistan: an Xbox videogame- based platform currently in use at more than sixty locations, including hospitals, military bases, and university centers.

2019 ◽  
Vol 25 (9) ◽  
pp. 859-861 ◽  
Author(s):  
Greg M. Reger ◽  
Derek Smolenski ◽  
Amanda Edwards-Stewart ◽  
Nancy A. Skopp ◽  
Albert “Skip” Rizzo ◽  
...  

2017 ◽  
Vol 20 (1) ◽  
pp. 56-71
Author(s):  
Sasha Crawford-Holland

This article analyzes the use of virtual reality exposure therapy (VRET) to treat combat-related posttraumatic stress disorder. In this therapeutic practice, patients wear a head-mounted virtual reality display and enter a simulation designed to incarnate their triggering memories. VRET visualizes the formerly invisible site of psychotherapy, achieving a medical aspiration that has been pursued since the turn of the twentieth century. This visualization subjects therapy to a mode of surveillance and mediates the conditions in which trauma is processed. In this article, I consider how VRET’s user interfaces produce feelings of agency that reconfigure how power is distributed at the scene of therapy. I situate this novel practice at the intersection of two technological histories: the industrial history of the military-entertainment complex that spawned VRET, and the theoretical history that unites psychoanalysis and computation in their mutual ambition to formalize thought. Contending that neither of these histories can be disarticulated from the violent projects they have sustained, I interrogate the politics of a practice that visualizes and virtualizes psychotherapy, arguing that VRET processes trauma according to a militarized worldview.


2021 ◽  
Author(s):  
Xingchen Zhang ◽  
zaiyi pu ◽  
Xinbo Jiang

Abstract With the development of the 5G era, digital media technology has been widely used in many fields and industries. Virtual reality is the product of the application of digital media technology in the development process. At the level of the continuous development and progress of social science and technology, virtual reality technology as a high-tech and high-tech tool has gradually entered people's vision, penetrated into all aspects of people's lives, and exerted good results. This article mainly studies the application of digital media technology based on 5G Internet of Things virtual reality technology as the carrier. This article introduces virtual reality technology, Quick Time VR technology that can be used in digital media, Tilt Brush VR technology, Oculus Quill technology, and digital media technology. It builds a virtual reality-based 3D model and digital media Internet of Things architecture, and implements 5G Comparison of technology and traditional technology, the proportion of applications of 5G Internet of Things virtual reality technology and digital media technology in education, construction, industry and medical fields. The analysis results show that the 5G Internet of Things has higher visual immersion, the original bandwidth can reach 5Tbit/s, and the calculation time of a single hologram is less than 3ms; 5G technology and virtual reality technology are both used in the medical field the most, with applications accounting for up to 40%; Digital media technology is the most widely used in the construction field, reaching 60%. It can be seen from the research in this article that the application of digital media technology based on the virtual reality technology of 5G Internet of Things as the carrier has high practical value in reality.


2021 ◽  
Vol 11 (15) ◽  
pp. 6683
Author(s):  
Sorelle Audrey Kamkuimo ◽  
Benoît Girard ◽  
Bob-Antoine J. Menelas

Virtual reality (VR) technologies allow for the creation of 3D environments that can be exploited at the human level, maximizing humans’ use of perceptual skills through their sensory channels, and enabling them to actively influence the course of events that take place in the virtual environment (VE). As such, they constitute a significant asset in the treatment of post-traumatic stress disorder (PTSD) via exposure therapy. In this article, we review the VR tools that have been developed to date for the treatment of PTSD. The article aims to analyze how VR technologies can be exploited from a sensorimotor and interactive perspective. The findings from this analysis suggest a significant emphasis on sensory stimulation to the detriment of interaction. Finally, we propose new ideas regarding the more successful integration of sensorimotor activities and interaction into VR exposure therapy for PTSD.


Sign in / Sign up

Export Citation Format

Share Document