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View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Albert Rizzo (Director of Medical VR & Research Professor, USC-Institute for Creative TechnologiesT)
Location: Room 209, South Hall
Date: Monday, March 20
Time: 10:50 am - 11:50 am
Pass Type: All Access Pass, Summits Pass
Vault Recording: Video
Audience Level: All
Since the mid-1990s, a significant scientific literature has evolved on the use of what we now refer to as Clinical Virtual Reality (VR). This use of VR game-based, simulation technology has produced encouraging results when applied to address cognitive/psychological/motor/functional impairments across varied clinical health conditions.
As opposed to his 2022 GDC presentation, Albert Rizzo, Director of Medical VR & Research Professor at USC-Institute for Creative Technologies, will present the latest developments within the context of a conceptual model of five core processes where VR adds value over traditional clinical strategies.
By understanding these processes (Expose, Distract, Motivate, Measure, and Engage) and the clinical VR apps that illustrate them, the audience will more clearly see how game development concepts and expertise can play a vital role in the future of mental and rehabilitative healthcare!
Attendees will learn the different ways VR can promote user engagement in Mental Healthcare applications and understand the relevant issues for the design, development, implementation, and evaluation of VR for clinical assessment and intervention across a wide range of clinical conditions (i.e., ADHD, PTSD, Alzheimer's, Phobias, Stroke, addictions, etc.).
This is for anyone with a heart and a brain! Societal awareness of the impact of mental health, at the same time as the concept of the "metaverse" is being freely tossed around as a panacea for all ills, make this topic of relevance to all people.