scholarly journals Features of the Use of Virtual Reality Technologies in the Rehabilitation and Treatment of Depression in Clinical Psychology

2021 ◽  
Vol 10 (3) ◽  
pp. 231-255
Author(s):  
V.V. Selivanov ◽  
L. Meitner ◽  
Yu.A. Griber

The work focused on the examining the use of virtual reality (VR) technologies in the reduction of depression in Europe. More than 70 issues of the journals “Cyberpsychology, Behavior, and Social Networking”, “European Psychologist” were analyzed. We used the bibliometric analysis, the "keyword method" to analyze the text, which is understood as a search for typical terms, content analysis of the content of articles that used VR and depression. In the journal "European Psychologist" the term VR has not been mentioned for the last 2 years, which indicates the secondary importance of this issue for general psychology. In cyberpsychology, on the contrary, since 2019 in Europe, the interest of researchers in the use of VR technologies in clinical psychology has increased. By the content of the journal articles. "Cyberpsychology, Behavior, and Social Networking" VR technologies are used primarily for the correction of anxiety disorders, and secondly, for the correction of depression. These technologies are used in various ways. The first option is to create VR programs with a direct impact on depression reduction. Here, VR is used as a symptom awareness tool, to create an avatar environment for client dialogue in a non- judgmental environment. Research has shown that such VR programs are rated by users as a useful tool for informing and emotionally responding to depressive states. The second option is an indirect effect on reducing the level of depression through the reduction of fears, phobias; increased activation, tone, euphoria in mental states; the development of a positive mood, cognitive motivation; an increase in indicators of field independence (cognitive style). A study based on the methods of psychosemantics is presented, which has demonstrated the effect of a specially created VR program with an avatar on changing the unconscious attitudes of the personality, reducing phobia of darkness. The effectiveness of using of VR technologies in reducing depression is determined by modeling of mental experiences and actions in VR, creating a virtual ontology, the influence of VR on conscious and unconscious attitudes, the possibility of responding to unconscious experiences through the user's identification with an avatar.

Author(s):  
L. Meitner ◽  
V.V. Selivanov

The work is aimed at examining the use of virtual reality (VR) technologies in clinical psychology in Europe. Analyzed more than 37 issues of the journal “Cyberpsychology, Behavior, and Social Networking”, which has an impact factor of 2.3, articles in which reflect both cyber- and clinical-psychological orientation. The “keyword method” was used to analyze the text, which is understood as a search for typical terms that designate a criterion or replace it. Then the keyword “virtual reality” was associated primarily with the types of disorders in clinical psychology of the classification of group F (according to ICD-10). The topics “virtual reality” and “clinical psychology” are the most frequently discussed topics in the field of the problem area “cyberpsychology”. According to the study, the possible applications of virtual reality in the field of clinical psychology are essentially limited to three disorders: anxiety disorders, depression, and autism. According to publications of specialists in general psychology, the term “virtual reality” is not mentioned, which shows that this topic is of secondary importance.


2021 ◽  
Vol 14 (4) ◽  
pp. 123-141
Author(s):  
V.G. Anikina ◽  
E.G. Khoze ◽  
I.V. Strizhova

The article presents the results of studying the mental states of adolescent students involved in the work using didactic VR programs implemented using VR technologies of different levels, demonstrated using different technical means (stationary PC, VIVE helmet), causing immersive experience of different quality. Before and after work, the participants were controlled: activation, excitement, tone, well-being; mood, asthenia, euphoria; the severity of the presence effect. As a result, it was shown that the participants who were involved in the work with the help of a PC experienced a decrease in indicators at the level of reliable statistical significance for the activation parameter. When working with VIVE helmets, reliable increases are shown in terms of activation, arousal, tone, well-being, asthenic state and euphoria. In general, we can talk about the intensive and positive impact of didactic VR programs broadcast with the help of higher level VR technologies on the mental states of students, which can become a source of formation of their stable and productive educational and cognitive motivation.


Author(s):  
V.V. Selivanov

The work is aimed at examining the influence of modern didactic programs in virtual reality (VR) on mental states in adolescence. The materials of empirical research obtained on a sample of 3—4 year students from Moscow and Smolensk universities are presented. Study 1 (N = 50) involved respondents aged 19 to 26 years. We used the methodology of AS Kulikov L.V., didactic VR programs were used as instructive independent variables. The results obtained indicate that the didactic VR environment of the highest level has a significant effect on mental states, increasing indicators on the scales of activation, excitement, tone, euphoria, and reducing asthenia. Conditions such as well-being, normal mood, calmness remain stable in immersive didactic VR. The effectiveness of VR programs in influencing mental states is determined by the successful modeling of 3D objects, high animation, interactivity, originally incorporated into the content of VR of the highest level. The data on an increase in the experience of the degree of presence in VR when using new helmets, even in short VR programs, are of fundamental importance. This indicates the possibility of the formation of addictions to VR with their repeated, short-term use.


2021 ◽  
Vol 13 (4) ◽  
pp. 126-146
Author(s):  
E.A. Zikeeva ◽  
V.V. Selivanov ◽  
V.U. Kapustina ◽  
I.V. Strizhova

The use of modern didactic programs in mathematics in virtual reality (VR) requires approbation, proof of efficiency and environmental friendliness. VR properties: the ability to animate (perform actions with objects), interactivity and immersion in the information space are especially important for the training of future engineers, mathematicians and programmers. However, such programs today are still a poorly understood innovation, causing scientific controversy. The purpose of the presented study is to substantiate the effectiveness of didactic VR programs in teaching university students in technical areas, through determining the level of knowledge gained, the impact on the formation of educational motivation and the level of creativity among students in the study of higher mathematics. The methodological basis of the research was made up of the main provisions of the psychology of virtual reality, virtual ontology (V.A. Barabanshchikov, V.V. Selivanov). The assessment of changes in educational motivation was carried out using the methodology of A.A. Rean and V.A. Yakunin (modified by N.Ts. Badmaeva). Diagnostics of the level of creativity was carried out using the Johnson questionnaire, adapted by E.E. Tunic. As a result, it was shown that the students involved in the work with VR programs, at the level of reliable statistical significance, increase the indicators for the parameters of educational motivation, activity and creativity.


Author(s):  
Denny Borsboom ◽  
Angélique O. J. Cramer ◽  
Annemarie Kalis

AbstractIn the past decades, reductionism has dominated both research directions and funding policies in clinical psychology and psychiatry. The intense search for the biological basis of mental disorders, however, has not resulted in conclusive reductionist explanations of psychopathology. Recently, network models have been proposed as an alternative framework for the analysis of mental disorders, in which mental disorders arise from the causal interplay between symptoms. In this target article, we show that this conceptualization can help explain why reductionist approaches in psychiatry and clinical psychology are on the wrong track. First, symptom networks preclude the identification of a common cause of symptomatology with a neurobiological condition; in symptom networks, there is no such common cause. Second, symptom network relations depend on the content of mental states and, as such, feature intentionality. Third, the strength of network relations is highly likely to depend partially on cultural and historical contexts as well as external mechanisms in the environment. Taken together, these properties suggest that, if mental disorders are indeed networks of causally related symptoms, reductionist accounts cannot achieve the level of success associated with reductionist disease models in modern medicine. As an alternative strategy, we propose to interpret network structures in terms of D. C. Dennett's (1987) notion ofreal patterns, and suggest that, instead of being reducible to a biological basis, mental disorders feature biological and psychological factors that are deeply intertwined in feedback loops. This suggests that neither psychological nor biological levels can claim causal or explanatory priority, and that a holistic research strategy is necessary for progress in the study of mental disorders.


2017 ◽  
Vol 10 (1) ◽  
pp. 83-99
Author(s):  
Wellington Carvalho de Arêa Leão

RESUMO:Investiga-se, neste trabalho, o gênero digital emergente perfil pessoal em sites de relacionamento e o(s) propósito(s) comunicativo(s) mais recorrentes quando os sujeitos se propõem a utilizarem esse gênero. Adota-se, para tanto, uma perspectiva sociorretórica de análise de gênero, considerando que este tem dado, para o mundo digital, novo significado para as formas de relacionamento entre as pessoas, à medida que se apresente mediado pela Web. A principal base teórica está alicerçada no estudo dos gêneros do discurso por Bakhtin (2011), perspectivas sociorretóricas, por Miller (2012), definições de gêneros textuais e propósitos comunicativos, por Swales (1990 apud BIASI-RODRIGUES; BEZERRA, 2012) e Cavalcanti (2014), e as definições e funcionalidades do gênero em análise, por Leão (2015). Trata-se de uma pesquisa bibliográfica de abordagem qualitativa de análises de dados, em que foram selecionados dez perfis do badoo.com.br, dentre os quais cinco pertencentes ao ciclo de amizade do pesquisador e cinco de um perfil feminino fake criado por ele. Os resultados mostram que a construção de laços amizade é o propósito comunicativo mais recorrente e evidente quando os usuários procuram um diálogo como outros usuários no site de relacionamento estudado. Foi verificado ainda que o gênero em análise combina na mídia propósitos comunicativos mistos, entre uma realidade factual e virtual, além de ser um propósito voltado para promoção pessoal.  ABSTRACT:It is investigated, in this written work, the emerging digital genre personal profile at social networking websites and the communicative purpose more frequent when the subjects propose themselves to use this type of genre. It is adopted in this sense, a socio-rhetorical perspective of genre analysis, considering that this has given a new meaning to the forms of relationships between people to the digital world, as it is presented in a Web-mediated way. The main theoretical basis is based in the study of discourse genres, by Bakhtin (2011), socio-rhetorical perspective, by Miller (2012), definitions of textual genres and communicative purposes, by Swales (1990 apud BIASI-RODRIGUES; BEZERRA, 2012) and Cavalcanti (2014) and the definitions and functionalities of the genre under analysis, by Leão (2015). This is a bibliographic research of qualitative approach with data analysis, in which 10 badoo.com.br profiles were selected, among which five belonging to the researcher's circle of friends and five of a fake female profile, created by him. The results show that the building of friendship ties is the most frequent and obvious communicative purpose when the users look for a dialogue with others at the studied social networking site. It was also found that the analyzed genre combines mixed communicative purposes, between a factual and a virtual reality, besides being a purpose that aims at a personal promotion in its support.


Author(s):  
Disha Awasthi

E-learning is on the rise continuously with day-to-day innovations in the technology. Now, one can see the increasing trend in the use of Mobile Learning, Virtual Reality, Games, Videos, Social Media, Interactive Tutorials, etc. as e-learning has become a life-long learning tool. E-learning uses the approach of – Anywhere, Anytime, Anyone. Use of internet, social networking groups are keeping people updated with the latest happenings around the world. Model of e-learning proposed in the chapter for implementation in the industries covers linkages with the various existing systems and provides an effective way to create a culture supportive of e-learning.


2007 ◽  
Vol 191 (S51) ◽  
pp. s63-s68 ◽  
Author(s):  
Lucia R. Valmaggia ◽  
Daniel Freeman ◽  
Catherine Green ◽  
Philippa Garety ◽  
David Swapp ◽  
...  

BackgroundVirtual reality provides a means of studying paranoid thinking in controlled laboratory conditions. However, this method has not been used with a clinical groupAimsTo establish the feasibility and safety of using virtual reality methodology in people with an at-risk mental state and to investigate the applicability of a cognitive model of paranoia to this groupMethodTwenty-one participants with an at-risk mental state were assessed before and after entering a virtual reality environment depicting the inside of an underground trainResultsVirtual reality did not raise levels of distress at the time of testing or cause adverse experiences over the subsequent week. Individuals attributed mental states to virtual reality characters including hostile intent. Persecutory ideation in virtual reality was predicted by higher levels of trait paranoia, anxiety, stress, immersion in virtual reality, perseveration and interpersonal sensitivityConclusionsVirtual reality is an acceptable experimental technique for use with individuals with at-risk mental states. Paranoia in virtual reality was understandable in terms of the cognitive model of persecutory delusions


Sign in / Sign up

Export Citation Format

Share Document