scholarly journals Simulating Psychedelic Therapy Through Mediated Reality

2021 ◽  
Author(s):  
◽  
Andrew Hillstead

<p>Due to the illegality of psychedelic substances, and despite proven efficiency, people suffering from various psychiatric illnesses and disorders are unable to receive potentially life-changing psychedelic therapy. With the recent technological development of computer-mediated realities, designers and developers now have the opportunity to digitally recreate such treatments. Through practical application along with the review of literature and conferences, this study aims to analyse the potential of mediated realities to convincingly simulate psychedelic therapy.   Augmented reality (AR) and modulated realities (ModR) such as modified and diminished reality show insufficient evidence for practical use in simulated psychedelic therapy. Augmented virtuality (AV), mixed reality (MR), virtual reality (VR) and modulated virtuality (ModV) contain a range of characteristics fundamental to potentially simulating mind manifesting psychedelic therapy. However, mediated reality in general appears to be extraneous for practical use in mind loosening psychedelic therapy. Currently, virtual reality (VR) shows the greatest potential for healing, trauma release, personal growth and exploration of the psyche by simulating closed-eye psychedelic experiences through adding virtual information via an HMD.   Accordingly, the author of this study has proposed a proof of concept (POF) for a neurofeedback driven VR experience which simulates aspects of both mind loosening and mind manifesting psychotherapy. This POF is intended to simulate the transformation of phosphenes into complex geometric pattern based hallucinations. With further development in this field, one day people suffering from various mental conditions might be able to receive safe, accessible and legal forms of simulated psychedelic therapy.</p>

2021 ◽  
Author(s):  
◽  
Andrew Hillstead

<p>Due to the illegality of psychedelic substances, and despite proven efficiency, people suffering from various psychiatric illnesses and disorders are unable to receive potentially life-changing psychedelic therapy. With the recent technological development of computer-mediated realities, designers and developers now have the opportunity to digitally recreate such treatments. Through practical application along with the review of literature and conferences, this study aims to analyse the potential of mediated realities to convincingly simulate psychedelic therapy.   Augmented reality (AR) and modulated realities (ModR) such as modified and diminished reality show insufficient evidence for practical use in simulated psychedelic therapy. Augmented virtuality (AV), mixed reality (MR), virtual reality (VR) and modulated virtuality (ModV) contain a range of characteristics fundamental to potentially simulating mind manifesting psychedelic therapy. However, mediated reality in general appears to be extraneous for practical use in mind loosening psychedelic therapy. Currently, virtual reality (VR) shows the greatest potential for healing, trauma release, personal growth and exploration of the psyche by simulating closed-eye psychedelic experiences through adding virtual information via an HMD.   Accordingly, the author of this study has proposed a proof of concept (POF) for a neurofeedback driven VR experience which simulates aspects of both mind loosening and mind manifesting psychotherapy. This POF is intended to simulate the transformation of phosphenes into complex geometric pattern based hallucinations. With further development in this field, one day people suffering from various mental conditions might be able to receive safe, accessible and legal forms of simulated psychedelic therapy.</p>


2018 ◽  
Vol 4 (s1) ◽  
pp. 121-127
Author(s):  
Łukasz Bis

Abstract The purpose of this article is to introduce and rank information related to virtual reality as a new media phenomenon. In principle, in the Polish nomenclature, the term is so new that it is often confused, incomprehensible. This, in turn, translates into misunderstanding and the lack of the use of this communication channel. The article is a review of literature. In the first part concepts such as augmented reality, augmented virtuality, mixed reality, virtual reality, and immersion will be explained. A short historical outline of the virtual reality will also be shown. Then - in the next part of the article - the author compares this communication channel with well-known, such as the Internet, television, radio. Next the author will determine what are the fields of application of this communication channel and its condition.


Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


Author(s):  
Josca Van Houwelingen-Snippe ◽  
Somaya Ben Allouch ◽  
Thomas J. L. Van Rompay

Abstract Poor well-being amongst older adults poses a serious health concern. Simultaneously, research shows that contact with nature can improve various facets of well-being, including physical, social, and mental well-being. However, nature is not always accessible for older adults due to mobility restrictions and related care needs that come with age. A promising strategy aims at bringing nature inside through pervasive technologies. However, so far, there is little academic understanding of essential nature characteristics, psychological processes involved, and means for implementation in practice. The current study used a three-folded rapid review to assess current understanding and strategies used for improving well-being for older adults through virtual reality representations of nature. Searches were performed across three databases, followed-up by content-based evaluation of abstracts. In total, a set of 25 relevant articles was identified. Only three studies specifically focus on digital nature as an intervention strategy for improving well-being amongst older adults. Although these studies provide useful starting points for the design and (technological) development of such environments, they do not generate understanding of how specific characteristics of virtual nature representations impact social well-being measures in particular, and of the underlying psychological processes involved. We conclude that follow-up research is warranted to close the gap between insights and findings from nature research, gerontology, health research, and human-technology interaction.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


Author(s):  
Randall Spain ◽  
Benjamin Goldberg ◽  
Jeffrey Hansberger ◽  
Tami Griffith ◽  
Jeremy Flynn ◽  
...  

Recent advances in technology have made virtual environments, virtual reality, augmented reality, and simulations more affordable and accessible to researchers, companies, and the general public, which has led to many novel use cases and applications. A key objective of human factors research and practice is determining how these technology-rich applications can be designed and applied to improve human performance across a variety of contexts. This session will demonstrate some of the distinct and diverse uses of virtual environments and mixed reality environments in an alternative format. The session will begin with each demonstrator providing a brief overview of their virtual environment (VE) and a description of how it has been used to address a particular problem or research need. Following the description portion of the session, each VE will be set-up at a demonstration station in the room, and session attendees will be encouraged to directly interact with the virtual environment and ask demonstrators questions about their research and inquire about the effectiveness of using VE for research, training, and evaluation purposes. The overall objective of this alternative session is to increase the awareness of how human factors professionals use VE technologies and increase the awareness of the capabilities and limitations of VE in supporting the work of HF professionals.


2020 ◽  
Author(s):  
Mohammad H Babini ◽  
Vladimir V Kulish ◽  
Hamidreza Namazi

BACKGROUND Education and learning are the most important goals of all universities. For this purpose, lecturers use various tools to grab the attention of students and improve their learning ability. Virtual reality refers to the subjective sensory experience of being immersed in a computer-mediated world, and has recently been implemented in learning environments. OBJECTIVE The aim of this study was to analyze the effect of a virtual reality condition on students’ learning ability and physiological state. METHODS Students were shown 6 sets of videos (3 videos in a two-dimensional condition and 3 videos in a three-dimensional condition), and their learning ability was analyzed based on a subsequent questionnaire. In addition, we analyzed the reaction of the brain and facial muscles of the students during both the two-dimensional and three-dimensional viewing conditions and used fractal theory to investigate their attention to the videos. RESULTS The learning ability of students was increased in the three-dimensional condition compared to that in the two-dimensional condition. In addition, analysis of physiological signals showed that students paid more attention to the three-dimensional videos. CONCLUSIONS A virtual reality condition has a greater effect on enhancing the learning ability of students. The analytical approach of this study can be further extended to evaluate other physiological signals of subjects in a virtual reality condition.


2021 ◽  
Vol 82 (4) ◽  
pp. 186
Author(s):  
Kathleen Phillips ◽  
Valerie A. Lynn ◽  
Amie Yenser ◽  
Christina Wissinger

Current teaching practice in undergraduate higher education anatomy and physiology courses incorporates the use of various instructional methodologies to reinforce the anatomical relationships between structures.1,2 These methods can include basic hands-on physical models, human and animal dissection labs, and interactive technology. Technological advances continue to drive the production of innovative anatomy and physiology electronic tools, including:virtual dissection in 3-D (e.g., Virtual Dissection Boards from Anatomage, 3D4Medical, and Anatomy.TV),augmented reality (AR) (e.g., Human Anatomy Atlas),mixed reality (e.g., Microsoft HoloLens Case Western Reserve Medical School and Cleveland Clinic digital anatomy app), and3-D virtual reality (VR) (e.g., 3D Organon VR Anatomy and YOU by Sharecare apps).


Sign in / Sign up

Export Citation Format

Share Document