scholarly journals Use of an online virtual environment in psychiatric problem-based learning

2012 ◽  
Vol 36 (10) ◽  
pp. 391-396 ◽  
Author(s):  
Jeremy Rampling ◽  
Aileen O'Brien ◽  
Keelyjo Hindhaugh ◽  
Luke Woodham ◽  
Sheetal Kavia

Aims and methodTo create a simulated patient with psychosis for psychiatric training within the online virtual environment of Second Life. After design and delivery of the scenario, medical students were asked to complete it and provide feedback.ResultsA total of 24 students tried the scenario and gave feedback via an online survey. The project had been offered to 150 students so the take up was low. The feedback was predominantly negative with 53 critical responses to 32 positive ones. The consensus was that the scenario was cumbersome, did not imitate real life and was of little educational value. Multimedia representations of psychotic symptoms were more positively received and there may be scope for further development.Clinical implicationsInteractive technology has a role in psychiatric education but we would not recommend the use of scenarios that rely predominantly on verbal communication within Second Life.

2009 ◽  
Vol 217 (4) ◽  
pp. 214-221 ◽  
Author(s):  
Iain Coyne ◽  
Thomas Chesney ◽  
Brian Logan ◽  
Neil Madden

Building on the research of Chesney, Coyne, Logan, and Madden (2009), this paper examines griefing within the virtual online community of Second Life via an online survey of 86 residents (46% men). Results suggested that griefing was deemed to be an unacceptable, persistent negative behavior which disrupted enjoyment of the environment and which was experienced by 95% of the sample, with 38% classified as frequent victims and 20% classified as perpetrators. No differences emerged in rates between gender (real life and second life), age, and time as a resident in Second Life. A number of self, player- and game-influenced motivations were judged to promote griefing, with respondents overall split on the impact of griefing when compared to traditional bullying. Further, respondents felt that a shared responsibility to control griefing was needed with individuals, residents as a community, and Second Life developers all playing a part. Discussion of the findings in relation to cyber-bullying in general is presented.


Author(s):  
Jiuguang Feng ◽  
Liyan Song

Second Life (SL) is a multiuser virtual environment (MUVE) that can be used to enhance students’ learning. It is a virtual environment constructed by SL residents, where students can engage in collaborative learning with other SL residents. In the field of education, SL has been used as a professional tool, a synchronous online system, a virtual environment mimicking real life, a platform for role-playing, a communication tool between teachers and students. This chapter focuses on education-oriented research activities conducted in SL. The authors explain and analyze SL usage in higher education, foreign language instruction as well as investigated its contribution to various learning paradigms, and suggested future research directions.


2013 ◽  
Vol 3 (1) ◽  
pp. 29 ◽  
Author(s):  
Olga V. Shipulina ◽  
David Harris Smith ◽  
Peter Liljedahl

The study explores how students, who had completed the AP calculus course, mathematized the optimal navigation real-life problem simulated in the Second Life Virtual Environment. The particular research interest was to investigate whether/how students�?? empirical activity in VE influences the way of their mathematizing.


2012 ◽  
Vol 5 (3) ◽  
Author(s):  
Richard A Kolotkin ◽  
Maggie M Williams ◽  
Casey Lloyd ◽  
Earnest W Hallford

The purpose of this study was to examine the nature of relationship satisfaction and its predictors for those who simultaneously maintain committed relationships, in both real life (RL) and in an immersive virtual world, with either the same or a different partner. All 236 self-selected study participants were recruited on the virtual, multiplayer, online game and social platform of Second Life (SL), screened to insure that they had a committed relationship with both an avatar and a RL partner, and then asked to respond to an online survey about these relationships, and how satisfying they were. The results showed that (1) virtual committed relationships with a partner other than one’s RL partner were extremely prevalent (81.7%), (2) both males and females were highly satisfied with their virtual intimate relationships, (3) no RL relationship was found to be significantly more satisfying than any SL relationship in any statistical analysis conducted, (4) females tended to define their SL relationships as being significantly more satisfying than their RL relationships, (5) males tended to define their SL and RL relationships as equally satisfying, and (6) that those older in RL tended to be more satisfied with their virtual relationship than those who were younger. These results were interpreted in terms of their implications for culture, RL relationships and RL marriage.


Author(s):  
Sebastiaan A. Pronk ◽  
Simone L. Gorter ◽  
Scheltus J. van Luijk ◽  
Pieter C. Barnhoorn ◽  
Beer Binkhorst ◽  
...  

Abstract Introduction Behaviour is visible in real-life events, but also on social media. While some national medical organizations have published social media guidelines, the number of studies on professional social media use in medical education is limited. This study aims to explore social media use among medical students, residents and medical specialists. Methods An anonymous, online survey was sent to 3844 medical students at two Dutch medical schools, 828 residents and 426 medical specialists. Quantitative, descriptive data analysis regarding demographic data, yes/no questions and Likert scale questions were performed using SPSS. Qualitative data analysis was performed iteratively, independently by two researchers applying the principles of constant comparison, open and axial coding until consensus was reached. Results Overall response rate was 24.8%. Facebook was most popular among medical students and residents; LinkedIn was most popular among medical specialists. Personal pictures and/or information about themselves on social media that were perceived as unprofessional were reported by 31.3% of students, 19.7% of residents and 4.1% of medical specialists. Information and pictures related to alcohol abuse, partying, clinical work or of a sexually suggestive character were considered inappropriate. Addressing colleagues about their unprofessional posts was perceived to be mainly dependent on the nature and hierarchy of the interprofessional relation. Discussion There is a widespread perception that the presence of unprofessional information on social media among the participants and their colleagues is a common occurrence. Medical educators should create awareness of the risks of unprofessional (online) behaviour among healthcare professionals, as well as the necessity and ways of addressing colleagues in case of such lapses.


2017 ◽  
Vol 41 (S1) ◽  
pp. S126-S127
Author(s):  
L. Ciampa ◽  
F. Gucci

IntroductionOur work comprises an integrated intervention strategy for the treatment of psychotic manifestations and functioning in adolescents which, following the theories of Laufer and Chan, questions the usefulness of the diagnosis ‘psychotic’ during adolescence. We apply an “open light treatment” (IPOLT), which includes psychodynamically oriented peer-support.ObjectivesTo build a new form of therapeutic alliance with peer-support based on shared real life experiences enabling adolescents to reintegrate within their environment and re-establish cognitive functioning which has become disorganised, aiding a gradual return of the cohesion of ego and self and in some cases, cessation of psychotic symptoms.MethodologyAn observational study of one year on a group of ten adolescents aged 17 to 20 in institutional and private settings with psychotic manifestations and functioning. The group were tested at the start and end of the study using WAIS-IV and MMPI-A.ResultsThe adolescents recruited showed a faster recovery of the cohesive processes of their fragmented ego as well as a quicker resumption of social relations. Our model provided an organising function and a flexible yet secure ‘container’ (Bion, 1988) for the young people's psychic structure. The tests showed a demonstrable improvement in their verbal comprehension, visual-spazial reasoning, fluid reasoning, working memory and processing speed.ConclusionsPsychotic manifestations occurring in adolescence may decrease with an immediate integrated and rehabilitative intervention, without need of an institutional psychiatric setting. In conclusion, we find that “psychosis” in adolescence is a prognosis and not a diagnosis.Disclosure of interestThe authors have not supplied their declaration of competing interest.


2008 ◽  
Vol 2008 ◽  
pp. 1-9 ◽  
Author(s):  
Peter Quax ◽  
Jeroen Dierckx ◽  
Bart Cornelissen ◽  
Wim Lamotte

The explosive growth of the number of applications based on networked virtual environment technology, both games and virtual communities, shows that these types of applications have become commonplace in a short period of time. However, from a research point of view, the inherent weaknesses in their architectures are quickly exposed. The Architecture for Large-Scale Virtual Interactive Communities (ALVICs) was originally developed to serve as a generic framework to deploy networked virtual environment applications on the Internet. While it has been shown to effectively scale to the numbers originally put forward, our findings have shown that, on a real-life network, such as the Internet, several drawbacks will not be overcome in the near future. It is, therefore, that we have recently started with the development of ALVIC-NG, which, while incorporating the findings from our previous research, makes several improvements on the original version, making it suitable for deployment on the Internet as it exists today.


2005 ◽  
Vol 14 (4) ◽  
pp. 492-500 ◽  
Author(s):  
Lydia Reeves Timmins ◽  
Matthew Lombard

As our lives become increasingly dominated by mediated experiences, presence scholars have noted that an increasing number of these mediated experiences evoke (tele)-presence, perceptions that ignore or misconstrue the role of the medium in the experience. In this paper we explore an interesting countertrend that seems to be occurring as well. In a variety of contexts, people are experiencing not an illusion that a mediated experience is in fact nonmediated, but the illusion that a nonmediated “real” experience is mediated. Drawing on news reports and an online survey, we identify 3 categories of this “illusion of mediation”: positive (when people perceive natural beauty as mediated), negative (when people perceive a disaster, crime, or other tragedy such as the events of September 11, 2001, as mediated), and unusual (when close connections between people's “real life” activities and mediated experiences lead them to confuse the former with the latter). We label this phenomenon inverse presence and consider its place and value in a comprehensive theory of presence, its possible antecedents and consequences, and what it suggests about the nature of our lives in the 21st century.


2016 ◽  
Vol 13 (122) ◽  
pp. 20160414 ◽  
Author(s):  
Mehdi Moussaïd ◽  
Mubbasir Kapadia ◽  
Tyler Thrash ◽  
Robert W. Sumner ◽  
Markus Gross ◽  
...  

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


2012 ◽  
Vol 5 (1) ◽  
Author(s):  
Bernadett Koles ◽  
Peter Nagy

Virtual social environments opened the door to individual experiences that may not be feasible or possible in real physical settings; in turn bringing to question the applicability of certain more traditional theories to digital environments. Addressing some of this gap in the available literature, in the current study, we compare virtual and real life identities simultaneously, as well as explore the impact of selfconsciousness on virtual identity. Our results indicate that while some of the overall trends are similar between identities constructed in the physical world and those constructed in virtual settings, different identity elements and dimensions tend to be emphasized to different degrees. Furthermore, we find evidence for the role of private in addition to public self-consciousness as influencing virtual existence. In other words, in addition to the general emphasis concerning the  role of socially influenced external elements in the formulation of virtual identities, the current study highlights the importance of more internalized and  individual level attitudes and perceptions, including one’s inner thoughts, emotions, and perspectives. Implications and future directions are discussed.


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